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58746
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Creating a program for floriography ciphered messa Creating a program for floriography ciphered messages by @Mj1536 | Stardance...
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Mj1536
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1
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31.28
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156
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T23:04:42Z", "hours": 31.0, "multiplier": 5.12, "payout": 156, "blessing": "neutral", "text": "A project on the C language to decipher and create floriography messages This is a project written with the C language to decipher and create florigraphy messages. Nowadays, living among teenagers, it has become relatively common to notice people struggling to express themselves, especially about their feelings. The project came as a way to introduce people to floriography and provide another way, more indirect, to express themselves and their feelings with this beautiful cipher.", "repo": "https://github.com/Mj1536/A-project-to-decipher-and-create-floriography-messages", "demo": "https://floriografia.dino.icu/"}]...
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[{"post_id": 75415, "ts": "202 [{"post_id": 75415, "ts": "2026-09-30T01:06:29Z", "hours": 0.2772, "text": "It is also available on OnlineGDB https://onlinegdb.com/v-gqiS9SV"}, {"post_id": 75368, "ts": "2026-09-29T21:10:28Z", "hours": 5.1086, "text": "Finished. Finished making the second part, allowing to get flowers for a specific meaning, debugging it, and correcting grammar."}, {"post_id": 74778, "ts": "2026-09-28T06:59:49Z", "hours": 2.1333, "text": "Doing some grammar correction and organization"}, {"post_id": 74748, "ts": "2026-09-28T04:12:38Z", "hours": 0.7333, "text": "Finishing debbuging"}, {"post_id": 74735, "ts": "2026-09-28T02:55:15Z", "hours": 1.1, "text": "Finishing adding the meanings"}, {"post_id": 74711, "ts": "2026-09-28T01:25:44Z", "hours": 4.8667, "text": "Adding the meanings! Unfortunately, I had to remove the combinations due to copyright laws"}, {"post_id": 72447, "ts": "2026-09-23T00:01:05Z", "hours": 5.3667, "text": "Finishing making the flower combinations and fixing some smaller problems"}, {"post_id": 72049, "ts": "2026-09-22T02:15:48Z", "hours": 1.6333, "text": "Continuing the flower combination system"}, {"post_id": 71038, "ts": "2026-09-20T07:29:19Z", "hours": 3.8, "text": "Two new flowers, and preparation for combination of flowers creating new meanings"}, {"post_id": 70942, "ts": "2026-09-20T02:38:55Z", "hours": 2.2333, "text": "Changed the if for switch for better performance and organization"}, {"post_id": 70902, "ts": "2026-09-20T00:03:30Z", "hours": 1.1, "text": "Organizing and making some changes on the code"}, {"post_id": 70882, "ts": "2026-09-19T22:52:58Z", "hours": 0.7, "text": "Finished adding flowers for now"}, {"post_id": 70869, "ts": "2026-09-19T22:03:36Z", "hours": 1.0019, "text": "Just adding some flowers"}, {"post_id": 68860, "ts": "2026-09-15T21:53:12Z", "hours": 0.7381, "text": "A first draft"}]...
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Title: Creating a program for floriography ciphere Title: Creating a program for floriography ciphered messages by @Mj1536 | Stardance
Devlogs:
A first draft
Just adding some flowers
Finished adding flowers for now
Organizing and making some changes on the code
Changed the if for switch for better performance and organization
Two new flowers, and preparation for combination of flowers creating new meanings
Continuing the flower combination system
Finishing making the flower combinations and fixing some smaller problems
Adding the meanings! Unfortunately, I had to remove the combinations due to copyright laws
Finishing adding the meanings
Finishing debbuging
Doing some grammar correction and organization
Finished. Finished making the second part, allowing to get flowers for a specific meaning, debugging it, and correcting grammar.
It is also available on OnlineGDB https://onlinegdb.com/v-gqiS9SV
Ships:
A project on the C language to decipher and create floriography messages This is a project written with the C language to decipher and create florigraphy messages. Nowadays, living among teenagers, it has become relatively common to notice people struggling to express themselves, especially about their feelings. The project came as a way to introduce people to floriography and provide another way, more indirect, to express themselves and their feelings with this beautiful cipher....
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1793008115.040829
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1793094515.040829
|
|
52764
|
Jae Slackbot by @JustAnEric | Stardance
|
JustAnEric
|
1
|
41.39
|
155
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T12:08:26Z", "hours": 23.0, "multiplier": 6.68, "payout": 155, "blessing": "neutral", "text": "I made an AI bot called Jae that is completely free without limits (✊ go local AI!), it shows what it thinks and does using Slack’s Block Kit, and a basic version is working pretty well in experimental testing. The thinking part was the most challenging, but it works for models that have a structured thinking trace! Use this agent bot if you feel gorkie or other bots provide too little information into what they think. Slack Technical Information Canvas", "repo": "https://github.com/JustAnEric/jae-slackbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BS4G20ZR7"}]...
|
[{"post_id": 61347, "ts": "202 [{"post_id": 61347, "ts": "2026-09-04T06:58:02Z", "hours": 3.2033, "text": "V1.2.4-experimental | you can freely access JAE by sending a DM through the Hack Club workspace to the agent , or by joining the #-jae channel ! <3 Jae can now access Stardance projects, and search the web with a configured SearXNG server! I also made sure that if you don’t configure them, the appropriate tools don’t get registered (to make your life easier) Update is live on Slack, and the experimental version is available through the first pull request. PR: https://github.com/JustAnEric/jae-slackbot/pull/1 Thanks for reading! (sorry for the slow updates, school has been on and I’ve also been reviewing projects for my ship payout) README | Commit History"}, {"post_id": 59505, "ts": "2026-09-01T11:41:00Z", "hours": 6.2019, "text": "V1.2.3-experimental (haha, 1-2-3…) | you can freely access JAE by sending a DM through the Hack Club workspace to the agent , or by joining the #-jae channel ! <3 After a lot of trial and error, I’m proud to say that Jae now has ONE tool that hasn’t been released yet, called the run_command tool. On the running of this tool, an Alpine Linux container will be spun up for Jae to experiment inside! The packages I included in the Dockerfile (or image) for Jae to use are Rust / Cargo / Rustup, Python 3 and NodeJS. Docker Compose manages the behind-the-scenes for the Jae Execution Server and Docker-Socket-Proxy (thanks, Tecnativa :D) and if you were to run the bot on a different machine from the execution server, you can use the handy environment variables declared in the bot EXECUTION_SERVER=<IP>:<PORT> and EXECUTION_SERVER_TOKEN=... . Of course I had to include a token, otherwise it just wouldn’t be that secure. A next bit to this might be persistence for a single conversation thread, or setting resource limits so the bot doesn’t accidentally run a crypto miner. And, then even allowing Jae to interact with programs could be a great addition. Update is live on Slack, but of course I will be monitoring + Jae will be a little hesitant to run commands. Thanks for reading! README | Commit History"}, {"post_id": 57960, "ts": "2026-08-30T09:22:39Z", "hours": 8.9803, "text": "V1.2.2-experimental | you can freely access JAE by sending a DM through the Hack Club workspace to the agent , or by joining the #-jae channel ! <3 I have been working a major update, so basically I created an execution server for Jae the AI to use… and I don’t want to push it to main yet just because of safety issues and concerns I’ll still need to fix up. The GitHub tree for these changes I made in 9 hours is here if anyone is interested: https://github.com/JustAnEric/jae-slackbot/tree/dev-execution-server Expanding on my last devlog, I couldn’t brainstorm much other uses for tools other than this, and making these changes, Jae will probably be making a considerable turn in its primary capabilities (from not being able to generate code to being able to generate code). I’ve also added in a Slack Canvas (this wasn’t said in any other devlog, so I’ve decided to link it here): https://hackclub.enterprise.slack.com/docs/T0266FRGM/F0BTEH85NKX Thanks for reading! README | Commit History"}, {"post_id": 57277, "ts": "2026-08-29T11:53:51Z", "hours": 1.8325, "text": "V1.2.1 | you can freely access JAE by sending a DM through the Hack Club workspace to the agent , or by joining the #-jae channel ! <3 Jae now has feedback buttons! No settings or dashboard has been created yet for this functionality, but it is still going to be useful for gathering feedback from everyone into how Jae can improve. I feel like all my images on the devlogs are so out of context, sorry about that… Main point is, we now have those buttons I guess. README | Commit History"}, {"post_id": 56980, "ts": "2026-08-29T01:06:46Z", "hours": 4.9306, "text": "V1.2.0 | you can freely access JAE by sending a DM through the Hack Club workspace to the agent , or by joining the #-jae channel ! <3 Even more cleanups, and I changed it all to TYPESCRIPT!!! Also, now there’s tool calling included… I really need suggestions for tools to include, whatever you’d like to see… I beg you all to make me busy. ;) I still want to work on making tools and thinking available outside of streaming mode, but I’m SUPER lazy and there’s no other APIs yet supported… just admit streaming is better at this point. A TOOLS_ENABLED=true environment setting turns on this functionality, and tools can be found inside src/tools , I’ll create some clarity by editing the README soon for the creation of your own custom tools, I want to make it as easy as possible, of course. README | Commit History"}, {"post_id": 56588, "ts": "2026-08-28T12:21:32Z", "hours": 3.5464, "text": "V1.1.1 | you can freely access JAE by sending a DM through the Hack Club workspace to the agent , or by joining the #-jae channel ! <3 Some minor cleanups here and there, more refactoring and bug testing, also devised a new title generation feature that will be coming soon for threads as Slack allows that apparently… will probably get the AI to generate the title after 3 messages. There will be more updates, just been a little slow with it due to school. Hopefully I will get tool-calling working by the end of the week. Maybe even a change to TypeScript, as IntelliSense with VS Code on NodeJS is really bad . README | Commit History"}, {"post_id": 53655, "ts": "2026-08-24T09:51:45Z", "hours": 5.4092, "text": "V1.1.0 | you can freely access JAE by sending a DM through the Hack Club workspace to the agent , or by joining the #-jae channel ! <3 Today, I’ve now finalized the thinking aspect of the Slack bot! The thinking functionality currently only supports streaming mode (so I will work on getting the latter done in the near future, I only know how to show the tasks via progression.) It uses Slack’s task_update and plan_update methods, tested on all Gemma 4 models. The Gemma 4 models shine for this purpose because they output a consistent, structured trace instead of just rambling for most of the time. If the model chosen doesn’t support the format set in the code , the thinking trace won’t be displayed to the user and instead will display a Thinking… text. This took way longer than expected, especially because I started on it late at night.. but at least it’s finally done. It’s enabled by default in the GitHub repository’s new .env.example file, just as streaming mode is enabled by default. README | Commit History"}, {"post_id": 52913, "ts": "2026-08-23T09:16:32Z", "hours": 7.4806, "text": "V.1.0.0 I’ve now gotten the main aspects down: the bot setup, model responses through an Ollama API, and you can access it on Slack through the #-jae channel or sending a DM. The future calls for tool-calling and thinking blocks. I’ll probably get the thinking blocks done in a few more hours, I’m learning about @slack/bolt as I go :-) Commit History | README"}]...
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Title: Jae Slackbot by @JustAnEric | Stardance
De Title: Jae Slackbot by @JustAnEric | Stardance
Devlogs:
V.1.0.0 I’ve now gotten the main aspects down: the bot setup, model responses through an Ollama API, and you can access it on Slack through the #-jae channel or sending a DM. The future calls for tool-calling and thinking blocks. I’ll probably get the thinking blocks done in a few more hours, I’m learning about @slack/bolt as I go :-) Commit History | README
V1.1.0 | you can freely access JAE by sending a DM through the Hack Club workspace to the agent , or by joining the #-jae channel ! <3 Today, I’ve now finalized the thinking aspect of the Slack bot! The thinking functionality currently only supports streaming mode (so I will work on getting the latter done in the near future, I only know how to show the tasks via progression.) It uses Slack’s task_update and plan_update methods, tested on all Gemma 4 models. The Gemma 4 models shine for this purpose because they output a consistent, structured trace instead of just rambling for most of the time. If the model chosen doesn’t support the format set in the code , the thinking trace won’t be displayed to the user and instead will display a Thinking… text. This took way longer than expected, especially because I started on it late at night.. but at least it’s finally done. It’s enabled by default in the GitHub repository’s new .env.example file, just as streaming mode is enabled by default. README | Commit History
V1.1.1 | you can freely access JAE by sending a DM through the Hack Club workspace to the agent , or by joining the #-jae channel ! <3 Some minor cleanups here and there, more refactoring and bug testing, also devised a new title generation feature that will be coming soon for threads as Slack allows that apparently… will probably get the AI to generate the title after 3 messages. There will be more updates, just been a little slow with it due to school. Hopefully I will get tool-calling working by the end of the week. Maybe even a change to TypeScript, as IntelliSense with VS Code on NodeJS is really bad . README | Commit History
V1.2.0 | you can freely access JAE by sending a DM through the Hack Club workspace to the agent , or by joining the #-jae channel ! <3 Even more cleanups, and I changed it all to TYPESCRIPT!!! Also, now there’s tool calling included… I really need suggestions for tools to include, whatever you’d like to see… I beg you all to make me busy. ;) I still want to work on making tools and thinking available outside of streaming mode, but I’m SUPER lazy and there’s no other APIs yet supported… just admit streaming is better at this point. A TOOLS_ENABLED=true environment setting turns on this functionality, and tools can be found inside src/tools , I’ll create some clarity by editing the README soon for the creation of your own custom tools, I want to make it as easy as possible, of course. README | Commit History
V1.2.1 | you can freely access JAE by sending a DM through the Hack Club workspace to the agent , or by joining the #-jae channel ! <3 Jae now has feedback buttons! No settings or dashboard has been created yet for this functionality, but it is still going to be useful for gathering feedback from everyone into how Jae can improve. I feel like all my images on the devlogs are so out of context, sorry about that… Main point is, we now have those buttons I guess. README | Commit History
V1.2.2-experimental | you can freely access JAE by sending a DM through the Hack Club workspace to the agent , or by joining the #-jae channel ! <3 I have been working a major update, so basically I created an execution server for Jae the AI to use… and I don’t want to push it to main yet just because of safety issues and concerns I’ll still need to fix up. The GitHub tree for these changes I made in 9 hours is here if anyone is interested: https://github.com/JustAnEric/jae-slackbot/tree/dev-execution-server Expanding on my last devlog, I couldn’t brainstorm much other uses for tools other than this, and making these changes, Jae will probably be making a considerable turn in its primary capabilities (from not being able to generate code to being able to generate code). I’ve also added in a Slack Canvas (this wasn’t said in any other devlog, so I’ve decided to link it here): https://hackclub.enterprise.slack.com/docs/T0266FRGM/F0BTEH85NKX Thanks for reading! README | Commit History
V1.2.3-experimental (haha, 1-2-3…) | you can freely access JAE by sending a DM through the Hack Club workspace to the agent , or by joining the #-jae channel ! <3 After a lot of trial and error, I’m proud to say that Jae now has ONE tool that hasn’t been released yet, called the run_command tool. On the running of this tool, an Alpine Linux container will be spun up for Jae to experiment inside! The packages I included in the Dockerfile (or image) for Jae to use are Rust / Cargo / Rustup, Python 3 and NodeJS. Docker Compose manages the behind-the-scenes for the Jae Execution Server and Docker-Socket-Proxy (thanks, Tecnativa :D) and if you were to run the bot on a different machine from the execution server, you can use the handy environment variables declared in the bot EXECUTION_SERVER=<IP>:<PORT> and EXECUTION_SERVER_TOKEN=... . Of course I had to include a token, otherwise it just wouldn’t be that secure. A next bit to this might be persistence for a single conversation thread, or setting resource limits so the bot doesn’t accidentally run a crypto miner. And, then even allowing Jae to interact with programs could be a great addition. Update is live on Slack, but of course I will be monitoring + Jae will be a little hesitant to run commands. Thanks for reading! README | Commit History
V1.2.4-experimental | you can freely access JAE by sending a DM through the Hack Club workspace to the agent , or by joining the #-jae channel ! <3 Jae can now access Stardance projects, and search the web with a configured SearXNG server! I also made sure that if you don’t configure them, the appropriate tools don’t get registered (to make your life easier) Update is live on Slack, and the experimental version is available through the first pull request. PR: https://github.com/JustAnEric/jae-slackbot/pull/1 Thanks for reading! (sorry for the slow updates, school has been on and I’ve also been reviewing projects for my ship payout) README | Commit History
Ships:
I made an AI bot called Jae that is completely free without limits (✊ go local AI!), it shows what it thinks and does using Slack’s Block Kit, and a basic version is working pretty well in experimental testing. The thinking part was the most challenging, but it works for models that have a structured thinking trace! Use this agent bot if you feel gorkie or other bots provide too little information into what they think. Slack Technical Information Canvas...
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1793087447.9596937
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1793173847.9596937
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29802
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My eyes only! by @wiiuavi | Stardance
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wiiuavi
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1
|
9.0
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154
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T21:43:28Z", "hours": 9.0, "multiplier": 14.85, "payout": 154, "blessing": "neutral", "text": "I made a File encryption and file splitting program in python. This could come in handy if the massive 200gb free cloud storage plans appeal to you but the “we get to sell your data” doesn’t. This is windows only tested but i got a demo vid goin in the readme and it prolly works elsewhere. It may look ugly, be better ugly than your files leaked right? (ok ill stop now mb gng)", "repo": "https://github.com/wiiuavi/MyEyesOnly", "demo": "https://github.com/wiiuavi/MyEyesOnly/releases/tag/v1.0.0"}]...
|
[{"post_id": 23706, "ts": "202 [{"post_id": 23706, "ts": "2026-07-06T20:18:38Z", "hours": 3.1686, "text": "Fixed everything. Added a GUI to my program with 3 main tabs. Home tab lets you review the db storing all your keys and prior encryptions encrypt/split tab lets you encrypt and split files decrypt/merge tab, kinda self explanatory used tkkbootstrap fixed up readme too added a progress bar, very good improvement from last time Think im done for now"}, {"post_id": 23112, "ts": "2026-07-05T21:21:36Z", "hours": 2.4086, "text": "I attempted to make a gui. It didnt work. Got 4 tabs going on it, a home tab where one can review all, an encrypt tab, decrypt tab, and review tab to get a better look at the db (maybe add del functionality) themes didnt work. Will try later, this took way too long and didnt get the results I wanted."}, {"post_id": 21770, "ts": "2026-07-03T21:26:25Z", "hours": 0.8742, "text": "added merge and decrypt option (had to ask ai for debugging in the end, took way longer than it should’ve) now you can specify a folder with all the encrypted splitup files, and specify the entry that the files encrypted, and it will merge/decrypt those files. also made sure that file wouldnt overflow. if you had a file that was 1gb, and to split into 2 files, now a hard stop will ensure that the 1st chunk doesnt exceed 500mb, even if the chunk that was being encrypted exceeded this. TODO: make a GUI (want to spend some time on this, gain some experience with ttkboostrap since ive alrdy used customTkinter, and get a feel of which is better)"}, {"post_id": 21575, "ts": "2026-07-03T16:33:55Z", "hours": 0.7039, "text": "Finished a temporary (maybe fallback) CLI, files now split and encrypt in chunks (specified). db working, fixed bugs in encryption engine Todo: add decrypt and merge functionality (using an xor mask, so decryption should be very straightforward) add it to CLI get started on GUI and some way to export keys/encryption entries (incase files are to be shared)"}, {"post_id": 21383, "ts": "2026-07-03T09:12:24Z", "hours": 1.5547, "text": "Finished draft functions needed for the actual program (e.g. req for files/folder, sqlite table creation, adapted my encryption engine from previous project to work with any number of bytes rather than go through bit by bit, generate a setsize key, used as a seed to get any given chunk of a keystream) now will work on: taking in file as input, not text encrypting in chunks a small mock CLI temporary some way to review the db"}]...
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Title: My eyes only! by @wiiuavi | Stardance
Devl Title: My eyes only! by @wiiuavi | Stardance
Devlogs:
Finished draft functions needed for the actual program (e.g. req for files/folder, sqlite table creation, adapted my encryption engine from previous project to work with any number of bytes rather than go through bit by bit, generate a setsize key, used as a seed to get any given chunk of a keystream) now will work on: taking in file as input, not text encrypting in chunks a small mock CLI temporary some way to review the db
Finished a temporary (maybe fallback) CLI, files now split and encrypt in chunks (specified). db working, fixed bugs in encryption engine Todo: add decrypt and merge functionality (using an xor mask, so decryption should be very straightforward) add it to CLI get started on GUI and some way to export keys/encryption entries (incase files are to be shared)
added merge and decrypt option (had to ask ai for debugging in the end, took way longer than it should’ve) now you can specify a folder with all the encrypted splitup files, and specify the entry that the files encrypted, and it will merge/decrypt those files. also made sure that file wouldnt overflow. if you had a file that was 1gb, and to split into 2 files, now a hard stop will ensure that the 1st chunk doesnt exceed 500mb, even if the chunk that was being encrypted exceeded this. TODO: make a GUI (want to spend some time on this, gain some experience with ttkboostrap since ive alrdy used customTkinter, and get a feel of which is better)
I attempted to make a gui. It didnt work. Got 4 tabs going on it, a home tab where one can review all, an encrypt tab, decrypt tab, and review tab to get a better look at the db (maybe add del functionality) themes didnt work. Will try later, this took way too long and didnt get the results I wanted.
Fixed everything. Added a GUI to my program with 3 main tabs. Home tab lets you review the db storing all your keys and prior encryptions encrypt/split tab lets you encrypt and split files decrypt/merge tab, kinda self explanatory used tkkbootstrap fixed up readme too added a progress bar, very good improvement from last time Think im done for now
Ships:
I made a File encryption and file splitting program in python. This could come in handy if the massive 200gb free cloud storage plans appeal to you but the “we get to sell your data” doesn’t. This is windows only tested but i got a demo vid goin in the readme and it prolly works elsewhere. It may look ugly, be better ugly than your files leaked right? (ok ill stop now mb gng)...
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1792878540.8957117
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1793742540.8957117
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37553
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Privacy Policy Checker by @Christie | Stardance
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Christie
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1
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13.0
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154
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T06:49:12Z", "hours": 13.0, "multiplier": 12.15, "payout": 154, "blessing": "neutral", "text": "This is a simple policy checker that allows you to enter a URL and check its policies. As a security-conscious person, I always found myself really frustrated that the 10000 legal policies every company has are impossible to a) find and b) parse, because they’re written in legalese. I built this tool to help me to find and check the policies of websites we use in normal English, using AI to summarize and explain them. I learnt how to use Python to scrape websites! It was super interesting to see how you can automate something that would otherwise involve a lot of manual searching and copying. One thing I found particularly interesting was considering the ethical side of things. Just because information is publicly accessible doesn’t necessarily mean it’s okay to collect and use it however you want, but also scraping a page is basically the same thing as visiting it, so I don’t really know what my opinion is here. After spending a long time working mostly with JavaScript, it was also nice to return to Python and refresh my memory! That doesn’t mean it was easy though – debugging my code was sometimes super difficult as I had lots of moving parts :) Getting to call AI models through an API was also pretty cool! It was interesting to see how you can integrate AI into your own code and build tools around it, rather than just interacting with AI through a chat interface. And finally, a huge thank you to Hack Club for providing free AI access and making it possible to experiment with these tools! It’s awesome to have the opportunity to learn, build, and explore new ideas without worrying about API costs. Also thanks to Claude for helping me deploy my project! ALSO ALSO IF YOU’RE READING THIS, THANK YOU SOO MUCH!! I REALLY WANT A RETRO COMPUTER MAGAZINE SO PLEASSEEE BE NICE TO ME :»>", "repo": "https://github.com/Christie125/Policy_checker", "demo": "https://policychecker.christie.hackclub.app/"}]...
|
[{"post_id": 78669, "ts": "202 [{"post_id": 78669, "ts": "2026-10-11T07:39:05Z", "hours": 3.7278, "text": "Sorry about the bullet points, short on time.py Made SECRET_KEY mandatory: app now raises RuntimeError at startup if it’s missing, instead of silently running with None Added rate limiting via Flask-Limiter, returns a friendly 429 message when exceeded, added Flask_Limiter to requirements Wrapped the AI content-processing call in a try/except so a failure there shows an error message instead of crashing the request -Turned off debug mode for production added a “Back” button Fixed HTML typos Added a little bit of CSS! Deployed with Nest!!!! Yayyy I’m done!!"}, {"post_id": 73342, "ts": "2026-09-24T22:47:46Z", "hours": 4.7181, "text": "I finished the logic for my app, putting together all the previous functions with Flask to make a functioning web app. Now all I have to do is add CSS!"}, {"post_id": 57049, "ts": "2026-08-29T03:50:03Z", "hours": 2.5925, "text": "I added a bunch of stuff to my app! To explain simply: -> I scrape the content off all the links using Beautiful Soup -> I push this content into AI to be summarised using Hack Club’s AI API -> Summarised terms and conditions are returned! This means I can work on my frontend now yayyyy!!!"}, {"post_id": 44317, "ts": "2026-08-10T00:07:56Z", "hours": 0.4703, "text": "Added scanning of robots.txt and sitemap.xml CHECKPOINTTT I finished building the first stage of the web app by coding the second and third ways way discover legal document links – scanning robots.txt and sitemap.xml using Requests, Python and BeautifulSoup, and filtering them against a list of keywords such as “privacy”, “terms”, and “cookies” and removing duplicates. Now I have three ways of finding links, and can move onto actually reading what’s inside them! Yay :)"}, {"post_id": 36256, "ts": "2026-07-28T07:43:25Z", "hours": 0.8153, "text": "Adding Scraping Robots.txt Functionality To get a more comprehensive link check, I made it so that my link searcher also scraped robots.txt of a domain, where more potential links may be lurking (hehehe). This is important because it will help me find more terms to scan, making my tool better! This was done in a similar process to the scraping footers function. However, I used response/request to get the robots.txt file instead of scanning as page with BeautifulSoup. Just as before, I scanned the links and checked for duplicates before adding to the main array. Yay! Below, you can see it in action (I combined the two functions)."}, {"post_id": 33742, "ts": "2026-07-23T21:57:44Z", "hours": 0.3575, "text": "I focused on building the first stage of the web app by coding the first way discover legal document links – scanning page footers using Requests and BeautifulSoup, and filtering them against a list of keywords such as “privacy”, “terms”, and “cookies” and removing duplicates. I also began implementing a second discovery method using robots.txt, which can now be loaded. This didn’t take me 19 minutes – over 2 hours, in fact – but I only discovered Stardance later."}]...
|
Title: Privacy Policy Checker by @Christie | Stard Title: Privacy Policy Checker by @Christie | Stardance
Devlogs:
I focused on building the first stage of the web app by coding the first way discover legal document links – scanning page footers using Requests and BeautifulSoup, and filtering them against a list of keywords such as “privacy”, “terms”, and “cookies” and removing duplicates. I also began implementing a second discovery method using robots.txt, which can now be loaded. This didn’t take me 19 minutes – over 2 hours, in fact – but I only discovered Stardance later.
Adding Scraping Robots.txt Functionality To get a more comprehensive link check, I made it so that my link searcher also scraped robots.txt of a domain, where more potential links may be lurking (hehehe). This is important because it will help me find more terms to scan, making my tool better! This was done in a similar process to the scraping footers function. However, I used response/request to get the robots.txt file instead of scanning as page with BeautifulSoup. Just as before, I scanned the links and checked for duplicates before adding to the main array. Yay! Below, you can see it in action (I combined the two functions).
Added scanning of robots.txt and sitemap.xml CHECKPOINTTT I finished building the first stage of the web app by coding the second and third ways way discover legal document links – scanning robots.txt and sitemap.xml using Requests, Python and BeautifulSoup, and filtering them against a list of keywords such as “privacy”, “terms”, and “cookies” and removing duplicates. Now I have three ways of finding links, and can move onto actually reading what’s inside them! Yay :)
I added a bunch of stuff to my app! To explain simply: -> I scrape the content off all the links using Beautiful Soup -> I push this content into AI to be summarised using Hack Club’s AI API -> Summarised terms and conditions are returned! This means I can work on my frontend now yayyyy!!!
I finished the logic for my app, putting together all the previous functions with Flask to make a functioning web app. Now all I have to do is add CSS!
Sorry about the bullet points, short on time.py Made SECRET_KEY mandatory: app now raises RuntimeError at startup if it’s missing, instead of silently running with None Added rate limiting via Flask-Limiter, returns a friendly 429 message when exceeded, added Flask_Limiter to requirements Wrapped the AI content-processing call in a try/except so a failure there shows an error message instead of crashing the request -Turned off debug mode for production added a “Back” button Fixed HTML typos Added a little bit of CSS! Deployed with Nest!!!! Yayyy I’m done!!
Ships:
This is a simple policy checker that allows you to enter a URL and check its policies. As a security-conscious person, I always found myself really frustrated that the 10000 legal policies every company has are impossible to a) find and b) parse, because they’re written in legalese. I built this tool to help me to find and check the policies of websites we use in normal English, using AI to summarize and explain them. I learnt how to use Python to scrape websites! It was super interesting to see how you can automate something that would otherwise involve a lot of manual searching and copying. One thing I found particularly interesting was considering the ethical side of things. Just because information is publicly accessible doesn’t necessarily mean it’s okay to collect and use it however you want, but also scraping a page is basically the same thing as visiting it, so I don’t really know what my opinion is here. After spending a long time working mostly with JavaScript, it was also nice to return to Python and refresh my memory! That doesn’t mean it was easy though – debugging my code was sometimes super difficult as I had lots of moving parts :) Getting to call AI models through an API was also pretty cool! It was interesting to see how you can integrate AI into your own code and build tools around it, rather than just interacting with AI through a chat interface. And finally, a huge thank you to Hack Club for providing free AI access and making it possible to experiment with these tools! It’s awesome to have the opportunity to learn, build, and explore new ideas without worrying about API costs. Also thanks to Claude for helping me deploy my project! ALSO ALSO IF YOU’RE READING THIS, THANK YOU SOO MUCH!! I REALLY WANT A RETRO COMPUTER MAGAZINE SO PLEASSEEE BE NICE TO ME :»>...
|
1793004920.564789
|
1793091320.564789
|
|
65151
|
keepsy by @teteos | Stardance
|
teteos
|
1
|
36.0
|
154
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T08:11:00Z", "hours": 36.0, "multiplier": 4.22, "payout": 154, "blessing": "neutral", "text": "This is a online diary/memory dump website that is made from html, css, js and firebase. Here you can write all about your day and kapture your memories and then katch it later when you want relive it You can create your own accounts, save your memories, access it later. Basically, Keepsy is a little space where you can listen to the music and write your feelings and noone will read it expect you", "repo": "https://github.com/swyaeta/keepsy", "demo": "https://swyaeta.github.io/keepsy/"}]...
|
[{"post_id": 76343, "ts": "202 [{"post_id": 76343, "ts": "2026-10-03T07:56:30Z", "hours": 4.2206, "text": "Hey everyone!! As u might know I was making a personal diary/memory dump website called Keepsy and yea…IT’S FINALLYYYYYYYYYYYY DONE 😭😭😭 Picking up from where I left off, I made the Katch 2 page!! Yea and This is basically where u can actually see and relive all the memories you’ve saved. The memories that were saved from Kapture are now displayed here, with the date, title, and body of each memory. Basically everything u saved in Kapture can now come back here so u can read it again I also worked on making the memories actually load from Firebase, so Katch isn’t just showing some random example memories. It gets the memories that were actually saved by the user and displays them back on the page.Which means the whole thing is finally connected together 😭 and yea fianlly thanxs reading all my devlog and keeping updated with me"}, {"post_id": 76201, "ts": "2026-10-02T17:19:05Z", "hours": 4.455, "text": "heyy everyone!!!!!!!! im working on my memory dump/online diary(keepsy) so yea as i was working on the katch part i decided to make it in 2 pages so first to make it systematic i decided to have first page thats goes from ur saved data and shows ur memories and from there u can click it and show your data and then u click on it to relive it ( lol read it) and yea it shows your date and title u wrote in kapture and yea it shows that data stored from our firstore and i have also added cute bg txt to make u feel good and yeaaaaaaaaaaaaaaaaaaa byeee!!!!!!!! lil bit and im done and ya’ll can enjoy keepsy"}, {"post_id": 74547, "ts": "2026-09-27T16:41:12Z", "hours": 3.7375, "text": "Hey everyone :)) I’m working on a memory dump/online diary project (Keepsy) man I didn’t know that storage for the photo needs billing in firebase😭😭 and the browser storage thing is too complex for me so, I decided to add music!!!!!!!!!!!!!!! so yea for this I removed all the html, css and js and added for musicbox and yea we now have music So yea and i also had a collection called memories that stores the info and saves it (you can see in [img.2]) so yea next we will work on katch so yea bye!!!!!!!!!!"}, {"post_id": 74384, "ts": "2026-09-27T09:07:26Z", "hours": 9.5558, "text": "We can now add photoss!!!!!!!!!!!!!!!!! hey everyone :)) im working on a memory dump/online diary project (keepsy) So this page comes after when user login/signin in their accounts and there the user write all about there day. I also spent a lot of time in adding background text and stuff and there i learned about textarea and label in html Next i’ll be working on katch to store itttt!! hehehe byeeee!! everyone till then"}, {"post_id": 73896, "ts": "2026-09-26T08:55:17Z", "hours": 7.7097, "text": "heyyyyy :) everyone 3rd devlog: of my (Keepsy) memory dump/online diary so since we want to be able to see the memories even after year, we need to have accounts and database to storage so we need login/sign up screen i made it!!!!!!!!!!!! so i have added firebase auth to the project and for that i created a project in console and added a app(keepsy) and had to deal with authetication and database to store the info and remember the user so in our indexpage there is two box Katch and Kapture so when new users click on katch or kapture the js sends them to log in screen but if they have a id and havent looged out it will take them to the box they clicked i have created new login.html,css,js and same with sign up and yeaaaaaaaaaaaaa next stop is kapture screen!!!!!!!!!!!!!!!!"}, {"post_id": 73558, "ts": "2026-09-25T12:10:19Z", "hours": 3.2778, "text": "heyyyy everyone :) this is my memory dump/diary project soo yea i added a personality to my project and i have added bg txts and every txt and emoji hovers when u touched it 1. i have added a camera and say cheese txt that moves cutely when touched. 2.i have added a pen and a txt that makes it look like its writing when touched. 3.i have added two bg txts that hovers. and and i have added meta charset that makes it look good in smaller and other devices and min-heights so yea my front page is done and now i’ll work on my KATCH page see u soon!!!!!!!!!! bye lovies"}, {"post_id": 73504, "ts": "2026-09-25T07:52:40Z", "hours": 3.4947, "text": "heyyy :) everyone im making a online memory dump/diary where u catch and capture ur memories so i started with finding a theme then i craeted two flies index.html and style.css then i made two boxes ( every line is hand coded) and named it kapture and katch where u add and read ur day and added bg colors and it also has hover so it moves -5px when u touch and transition in 2s."}]...
|
Title: keepsy by @teteos | Stardance
Devlogs:
hey Title: keepsy by @teteos | Stardance
Devlogs:
heyyy :) everyone im making a online memory dump/diary where u catch and capture ur memories so i started with finding a theme then i craeted two flies index.html and style.css then i made two boxes ( every line is hand coded) and named it kapture and katch where u add and read ur day and added bg colors and it also has hover so it moves -5px when u touch and transition in 2s.
heyyyy everyone :) this is my memory dump/diary project soo yea i added a personality to my project and i have added bg txts and every txt and emoji hovers when u touched it 1. i have added a camera and say cheese txt that moves cutely when touched. 2.i have added a pen and a txt that makes it look like its writing when touched. 3.i have added two bg txts that hovers. and and i have added meta charset that makes it look good in smaller and other devices and min-heights so yea my front page is done and now i’ll work on my KATCH page see u soon!!!!!!!!!! bye lovies
heyyyyy :) everyone 3rd devlog: of my (Keepsy) memory dump/online diary so since we want to be able to see the memories even after year, we need to have accounts and database to storage so we need login/sign up screen i made it!!!!!!!!!!!! so i have added firebase auth to the project and for that i created a project in console and added a app(keepsy) and had to deal with authetication and database to store the info and remember the user so in our indexpage there is two box Katch and Kapture so when new users click on katch or kapture the js sends them to log in screen but if they have a id and havent looged out it will take them to the box they clicked i have created new login.html,css,js and same with sign up and yeaaaaaaaaaaaaa next stop is kapture screen!!!!!!!!!!!!!!!!
We can now add photoss!!!!!!!!!!!!!!!!! hey everyone :)) im working on a memory dump/online diary project (keepsy) So this page comes after when user login/signin in their accounts and there the user write all about there day. I also spent a lot of time in adding background text and stuff and there i learned about textarea and label in html Next i’ll be working on katch to store itttt!! hehehe byeeee!! everyone till then
Hey everyone :)) I’m working on a memory dump/online diary project (Keepsy) man I didn’t know that storage for the photo needs billing in firebase😭😭 and the browser storage thing is too complex for me so, I decided to add music!!!!!!!!!!!!!!! so yea for this I removed all the html, css and js and added for musicbox and yea we now have music So yea and i also had a collection called memories that stores the info and saves it (you can see in [img.2]) so yea next we will work on katch so yea bye!!!!!!!!!!
heyy everyone!!!!!!!! im working on my memory dump/online diary(keepsy) so yea as i was working on the katch part i decided to make it in 2 pages so first to make it systematic i decided to have first page thats goes from ur saved data and shows ur memories and from there u can click it and show your data and then u click on it to relive it ( lol read it) and yea it shows your date and title u wrote in kapture and yea it shows that data stored from our firstore and i have also added cute bg txt to make u feel good and yeaaaaaaaaaaaaaaaaaaa byeee!!!!!!!! lil bit and im done and ya’ll can enjoy keepsy
Hey everyone!! As u might know I was making a personal diary/memory dump website called Keepsy and yea…IT’S FINALLYYYYYYYYYYYY DONE 😭😭😭 Picking up from where I left off, I made the Katch 2 page!! Yea and This is basically where u can actually see and relive all the memories you’ve saved. The memories that were saved from Kapture are now displayed here, with the date, title, and body of each memory. Basically everything u saved in Kapture can now come back here so u can read it again I also worked on making the memories actually load from Firebase, so Katch isn’t just showing some random example memories. It gets the memories that were actually saved by the user and displays them back on the page.Which means the whole thing is finally connected together 😭 and yea fianlly thanxs reading all my devlog and keeping updated with me
Ships:
This is a online diary/memory dump website that is made from html, css, js and firebase. Here you can write all about your day and kapture your memories and then katch it later when you want relive it You can create your own accounts, save your memories, access it later. Basically, Keepsy is a little space where you can listen to the music and write your feelings and noone will read it expect you...
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1793062081.1990764
|
1793148481.1990764
|
|
469
|
access web browser by @JD | Stardance
|
JD
|
1
|
11.42
|
153
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T19:32:52Z", "hours": 11.0, "multiplier": 14.16, "payout": 153, "blessing": "neutral", "text": "I made a web browser focused on accessibility it features build in talk back and is intended for users who can’t read or have a hard time reading or seeing such as someone in my family they are the main reason i started this project so they could access the internet easier i asked them what their dream browser was and they said a browser with built in accessibility features such as talk back so i added built in accessibility features that was probably the hardest part but then i let them try it they said it was good and they enjoyed it i hope this project can help many others and not just one person", "repo": "https://github.com/JDjump12345/Acsess-Web", "demo": "https://github.com/JDjump12345/Acsess-Web/releases"}]...
|
[{"post_id": 72439, "ts": "202 [{"post_id": 72439, "ts": "2026-09-22T23:16:34Z", "hours": 0.4233, "text": "Hey! After a while I came back to this, but I looked at the feedback, and it helped a lot I fixed the bug of clicking go button opening 2 tabs and I made each action button different in color so it’s easier to tell them apart I haven’t done a lot of coding since last devlog (so for a while) so I am a bit rusty but I am going to start working on this and try to make it way better"}, {"post_id": 3719, "ts": "2026-06-06T19:26:10Z", "hours": 0.9675, "text": "Added downloads and made first build! removed cookies button from menu as it did not work but cookies do"}, {"post_id": 564, "ts": "2026-06-02T01:51:29Z", "hours": 0.3989, "text": "Made UI for settings and url bar WAY better (they are in the menu button in the taskbar) but this is a huge update for UI and i think i fixed Talkback imgs support crashing the app (idk if it even works rn tbh)"}, {"post_id": 501, "ts": "2026-06-01T23:42:06Z", "hours": 1.3539, "text": "No Visual changes but i added it so imgs are able to be read with tts my next steps are optimizing the system and adding downloads and loading things"}, {"post_id": 434, "ts": "2026-06-01T20:44:41Z", "hours": 2.2444, "text": "Got TTS working (but its always enabled) probably gonna skip the magnifying glass because it is not as easy as i thought it would be but tts almost fully works"}, {"post_id": 178, "ts": "2026-06-01T05:45:22Z", "hours": 1.1819, "text": "Got this so it kinda works"}, {"post_id": 166, "ts": "2026-06-01T02:03:34Z", "hours": 2.8019, "text": "Added settings page AND a thing to save and load settings"}, {"post_id": 117, "ts": "2026-05-31T20:25:49Z", "hours": 1.1747, "text": "Got bookmarks and tabs done (for the most part) i still need to polish it a bit more but so far so good!"}, {"post_id": 99, "ts": "2026-05-31T18:33:46Z", "hours": 0.7303, "text": "Got webview added and a working URL bar! next step is adding downloads and bookmarks (and the stuff a browser needs) then adding stuff like screen reader and stuff like that"}]...
|
Title: access web browser by @JD | Stardance
Devl Title: access web browser by @JD | Stardance
Devlogs:
Got webview added and a working URL bar! next step is adding downloads and bookmarks (and the stuff a browser needs) then adding stuff like screen reader and stuff like that
Got bookmarks and tabs done (for the most part) i still need to polish it a bit more but so far so good!
Added settings page AND a thing to save and load settings
Got this so it kinda works
Got TTS working (but its always enabled) probably gonna skip the magnifying glass because it is not as easy as i thought it would be but tts almost fully works
No Visual changes but i added it so imgs are able to be read with tts my next steps are optimizing the system and adding downloads and loading things
Made UI for settings and url bar WAY better (they are in the menu button in the taskbar) but this is a huge update for UI and i think i fixed Talkback imgs support crashing the app (idk if it even works rn tbh)
Added downloads and made first build! removed cookies button from menu as it did not work but cookies do
Hey! After a while I came back to this, but I looked at the feedback, and it helped a lot I fixed the bug of clicking go button opening 2 tabs and I made each action button different in color so it’s easier to tell them apart I haven’t done a lot of coding since last devlog (so for a while) so I am a bit rusty but I am going to start working on this and try to make it way better
Ships:
I made a web browser focused on accessibility it features build in talk back and is intended for users who can’t read or have a hard time reading or seeing such as someone in my family they are the main reason i started this project so they could access the internet easier i asked them what their dream browser was and they said a browser with built in accessibility features such as talk back so i added built in accessibility features that was probably the hardest part but then i let them try it they said it was good and they enjoyed it i hope this project can help many others and not just one person...
|
1793087590.0984864
|
1793173990.0984864
|
|
20321
|
Fork() by @Mokila | Stardance
|
Mokila
|
1
|
11.0
|
153
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-21T08:05:30Z", "hours": 11.0, "multiplier": 15.16, "payout": 153, "blessing": "neutral", "text": "I built Fork(), a spatial text editor for mapping out logic trees, user flows, and branching thoughts on an infinite canvas. It is designed around a “zero-mouse” flow, allowing users to rapidly brainstorm complex architectures using only keyboard shortcuts without breaking their flow state. What did you find challenging? Exporting an infinite, DOM-based canvas into an image file was a massive pain. Browsers lack a native DOM-to-image API, and standard libraries couldnt handle modern Flexbox math. Furthermore, when trying to export massive trees, Chrome’s memory limits would silently cut the XML data, causing the exports to crash. I had to build a custom “Shrinkwrap” staging area and utilize RAM-based Binary Blobs to bypass browser string limits entirely. What are you proud of? I am proud of the bulletproof export engine that can instantly generate infinite-resolution SVGs, but I’m equally proud of the UI polish. I am also proud of the idea itself because i personally think the idea is very unique. What should people know so they can test your project? No login required: Just open the link and start typing. Use the keyboard: Press Cmd + Enter to spawn a child branch, and Cmd + B for a sibling. Try “Focus Mode” (Cmd + Shift + F) once you have a large tree. And there are more keyboard shortcuts in the Keyboard Shortcuts screen on the website. SVG Testing: Because Chrome flags local SVGs containing tags as a security risk, double-clicking the exported SVG on your desktop might show a blank screen. Drag that exact file into Figma or Illustrator to see the proper image.", "repo": "https://github.com/Moksha-0102/fork", "demo": "https://fork-self.vercel.app/"}]...
|
[{"post_id": 12998, "ts": "202 [{"post_id": 12998, "ts": "2026-06-21T07:51:47Z", "hours": 0.3172, "text": "Readme.md finalized and the project is ready to ship"}, {"post_id": 12977, "ts": "2026-06-21T07:18:52Z", "hours": 3.7025, "text": "Devlog #4: Onboarding and Revised Export Engine + Other improvements. This is probably the final devlog before i ship my project. Here are the changes i made: Onboarding screen : To introduce the user to what Fork() is, i designed and onboarding screen. The screen features a typewriter animation and some bento boxes explaining the usefulness of the app. It introduces the user to the core concepts of the app without overwhelming them. Once dismissed (via a custom checkbox), it saves a flag to localStorage so it never interrupts returning users. The Shortcuts screen: I also added a small section on the bottom left that shows some of the useful keyboard shortcuts. It breaks down the entire zero-mouse flow (like Cmd + ↵ for child branches and Cmd + B for siblings) so users can reference the hotkeys instantly. By pressing on a Show more shortcuts button, another screen pops up with all of the shortcuts SVG & PNG Exports: This was the hardest engineering challenge of the project and took me the longes. Because Fork() uses standard HTML elements ( and ) instead of a raw , exporting it meant reverse-engineering the DOM into an image. Here is what i had to face to perfect these two engines The Outdated Engine: Initially, I used html2canvas, but it couldn’t understand modern Flexbox math or connecting branch lines, resulting in empty, broken files. I completely swapped the engine to the modern html-to-image library. The large canvas: Browsers panic when trying to capture a 100,000-pixel infinite canvas. To fix this, I built an invisible staging area. When you click export, the app clones the tree, strips away the UI buttons, removes all absolute coordinates, and uses native CSS to tightly “shrinkwrap” the bounding box around your exact nodes. The 2MB Chrome Limit: When generating the SVG, Google Chrome kept throwing an XML error. This was because I was putting the raw image data into a URL string, and Chrome silently chops off strings larger than 2 Megabytes. The Blob Fix: To bypass the browser’s memory limits, I converted the raw data into a Binary Blob stored securely in RAM. By using URL.createObjectURL(blob), the app generates a tiny pointer URL that allows users to instantly download massive, infinite-resolution vector trees without the browser crashing. Note on SVGs: Because Chrome flags local SVGs containing tags as a security risk, double-clicking the exported file on a desktop shows a blank screen or a cutoff svg file. But if you drag that exact same file into Figma, Illustrator, or Miro, It renders the vector math flawlessly. Better UX: I entirely stripped out native browser alert() boxes—which are terrible for UX because they freeze the main browser thread—and built a custom Alert System. The Loader: Exports now trigger a Loading Screen with three spinning rings. It features a text element that actively cycles through statuses (“Freezing DOM…”, “Processing spatial math…” and some other stuff). That was my final changes to the website. I just need to write the README.md and then i can officially ship this project"}, {"post_id": 12532, "ts": "2026-06-20T13:51:16Z", "hours": 1.3097, "text": "Devlog #4: Focus Mode + Branching + Recenter The product is almost coming to an end and here are some final features i added: Branch Folding: I added a tiny dropdown button to the bottom of each of the nodes that allows the user to collapse their branches. How it works: Instead of writing complex JavaScript to check if a node has children, I used the modern CSS :has() selector (.node:has(> .children > .node)). The browser automatically figures out if a branch has children and fades the button in for me. Clicking it toggles a .collapsed class that hides the tree below. I also wired the Fork() button and Ctrl+Enter shortcuts to automatically unfold a branch if you try to add a new child to a collapsed node, so you never spawn invisible data. There was a probem however. Everytime i delete or add a branch, the screen jerks and moves somewhere else. This was the hardest technical hurdle. Because the canvas is massive, whenever I used JavaScript to .focus() a new text box, the browser’s native engine would mess up everything. It tried to auto-scroll to center the text box, which contradicted my pan engine, causing the screen to jerk wildly. How I fixed it: I disabled the native and scrollbars (overflow: hidden; overscroll-behavior: none), intercepted any native window.scrollTo events to force them to 0, and applied {preventScroll: true} to every text box. Once I disabled the browser’s native scrolling, the “camera” wouldn’t follow me when I navigated off-screen. I had to build a custom “camera”: Flexbox centering breaks when elements resize (like when collapsing a branch), causing the whole tree to shift. I fixed this by making the canvas 100,000px wide container and locking the transform origin to 0,0. The root node sits permanently at exactly 50,000 pixels. It never moves.Smart Panning: I wrote a math function that calculates the exact pixel center of the active text box, compares it to the physical center of the user’s monitor, and glides the canvas coordinates (panX, panY) to align them perfectly. Zoom-to-Center: I upgraded the mouse-wheel math to calculate where your cursor is relative to the screen, adjusting the pan coordinates while scaling so it zooms smoothly into your target instead of shooting off Focus Mode: I also added a Focus Mode (Cmd+Shift+F). When you are deep in work, the sheer number of boxes is overwhelming. How it works: It strips away the background grid and dims every single node and connecting line to 15% opacity. Using JavaScript’s focusin event, it tracks exactly which box you are typing in and fully illuminates it. Using CSS :has(), I tell the browser to look up the DOM tree and keep the parent nodes semi-illuminated at 60% opacity, creating a “trail” leading back to your root thought. The focus mode is shown in the picture attached below:"}, {"post_id": 12011, "ts": "2026-06-19T16:27:23Z", "hours": 0.9083, "text": "Devlog #3: Undo Redo Engine and Dark Mode The aim was first to create an undo redo option where the user can revert back to the previous change if they made a mistake or sth. To do this i made the following changes: I created two arrays, one for undoHistory and one for redoHistory. They work in such a way that every time you fork or delete a branch, the app takes a snapshot of the DOM and pushes it to the stack. The app only takes a snapshot of the canvas right before you make a structural change (like forking or deleting a branch). If you hit Ctrl+Z, it pops that HTML snapshot back onto the screen. Keystroke typos are still handled by the browser’s native undo. The next change is the dark mode. This is quite self explanatory. I added a dark mode to the website to offer customization options for the user. The preference is also saved to localStorage so the website remembers what theme the user was on."}, {"post_id": 11495, "ts": "2026-06-18T19:44:37Z", "hours": 1.8611, "text": "Devlog #3: localStorage sync + export functoin I realised one of the features missing is the export function where the user can export their tree as many things, so i started coding that. At first, I tried to make the app export to a standard text file or a CSV for Excel. But as soon as I tested it, I realized that a tree/mindmap just doesn’t fit into a flat spreadsheet or as plain text. It was completely illegible. So, I scrapped that and built three new export options: Markdown (Clipboard): I wrote a custom function that takes the tree and converts it into an indented Markdown list. You can click ‘Copy’ and paste it anywhere and it formats it instantly. JSON Data: you can also export the entire tree as a nested JSON file and literally drop it straight into your codebase. PNG Image: to also make exporting it in a visually pleasing way, i coded this option. I integrated html2canvas so you can download a high-res image. To make the UI more like professional, i wrote a script that temporarily hides the UI buttons, resets the zoom/pan, takes the picture, and puts you right back where you were after the export. The second thing i built is the localStorage. I didnt want users refreshing the website and losing all the stuff that they inputted so this is very essential. Fortunately, since i attached the fork button eventListener to the document itself and not only the individual buttons, i could just add a simple localStorage.setItem for each of the events and save it in localStorage. This was quite simple and wasnt too hard to do."}, {"post_id": 10638, "ts": "2026-06-17T14:29:05Z", "hours": 0.6964, "text": "Devlog #2: Infinite Canvas + Keyboard shortcuts. Since this mission is about making life easier, i realised that always switching between mouse and keyboard to just move around and stuff is a bit ironic. So, I rewrote how the entire workspace behaves. Changes: Drag & Pan: I threw out standard scrollbars entirely. Now, the background is like an infinite canvas. You can click and drag anywhere to pan around, or use your trackpad to move in any direction. Keyboard Shortcuts: I wanted to make it possible to map out an entire codebase without ever touching the mouse. I split the branching logic into two intuitive shortcuts: Ctrl + Enter drops down to create a child branch (diving deeper into an idea). Ctrl + B creates a parallel sibling branch right next to you (exploring an alternative idea). Arrow Key Navigation: You can now move through the branches tree using Ctrl + Arrow Keys. Heading Up takes you to the parent thought, Down dives into the branches, and Left/Right hops between parallel options. Ctrl + delete/backspace deletes the current branch/texarea that you are on. If you delete a branch, the cursor shifts focus to the parent node so your typing flow never breaks. Some problems: Fixed a frustrating bug where the connecting lines were off by a single pixel on the outermost branches. Using a calc(), the layout is now completely locked in and perfectly aligned. Next up, I’m diving into LocalStorage so the canvas automatically saves your notes in the background."}, {"post_id": 10604, "ts": "2026-06-17T13:16:03Z", "hours": 1.7267, "text": "Devlog #1: Building Fork() Fork() is a branching notepad for the Frictionless mission. I decided to tackle a massive personal pain point: linear note-taking. Whenever I’m mapping out complex logic or trying to write a function, I always hit a point where I want to try two different approaches. Usually, that means either deleting my past context, or scrolling endlessly up and down a huge document. It completely breaks my flow. So, I started building Fork(). Here’s what I managed to get working for the core engine so far: Branching: I set up the JavaScript so that the moment you click Fork(), a new parallel text box pops up and automatically grabs your cursor. You don’t even have to click into it to start typing. Branchign tree lines: This is the part I’m most proud of. I originally thought I’d have to write a bunch of heavy JavaScript math or use a HTML Canvas to draw the connecting lines between the thoughts. Instead, I figured out how to draw the entire tree using pure CSS. As you spawn new branches, the browser instantly redraws the geometry. Zooming: Since the canvas grows infinitely left, right, and down, I added a custom zoom controller (and also included Ctrl + Scroll). When your logic tree gets massive, you can zoom out to get a bird’s-eye view of your whole thought process. The text boxes also automatically resize and push the rest of the tree down as you type, so nothing gets cut off."}]...
|
Title: Fork() by @Mokila | Stardance
Devlogs:
Dev Title: Fork() by @Mokila | Stardance
Devlogs:
Devlog #1: Building Fork() Fork() is a branching notepad for the Frictionless mission. I decided to tackle a massive personal pain point: linear note-taking. Whenever I’m mapping out complex logic or trying to write a function, I always hit a point where I want to try two different approaches. Usually, that means either deleting my past context, or scrolling endlessly up and down a huge document. It completely breaks my flow. So, I started building Fork(). Here’s what I managed to get working for the core engine so far: Branching: I set up the JavaScript so that the moment you click Fork(), a new parallel text box pops up and automatically grabs your cursor. You don’t even have to click into it to start typing. Branchign tree lines: This is the part I’m most proud of. I originally thought I’d have to write a bunch of heavy JavaScript math or use a HTML Canvas to draw the connecting lines between the thoughts. Instead, I figured out how to draw the entire tree using pure CSS. As you spawn new branches, the browser instantly redraws the geometry. Zooming: Since the canvas grows infinitely left, right, and down, I added a custom zoom controller (and also included Ctrl + Scroll). When your logic tree gets massive, you can zoom out to get a bird’s-eye view of your whole thought process. The text boxes also automatically resize and push the rest of the tree down as you type, so nothing gets cut off.
Devlog #2: Infinite Canvas + Keyboard shortcuts. Since this mission is about making life easier, i realised that always switching between mouse and keyboard to just move around and stuff is a bit ironic. So, I rewrote how the entire workspace behaves. Changes: Drag & Pan: I threw out standard scrollbars entirely. Now, the background is like an infinite canvas. You can click and drag anywhere to pan around, or use your trackpad to move in any direction. Keyboard Shortcuts: I wanted to make it possible to map out an entire codebase without ever touching the mouse. I split the branching logic into two intuitive shortcuts: Ctrl + Enter drops down to create a child branch (diving deeper into an idea). Ctrl + B creates a parallel sibling branch right next to you (exploring an alternative idea). Arrow Key Navigation: You can now move through the branches tree using Ctrl + Arrow Keys. Heading Up takes you to the parent thought, Down dives into the branches, and Left/Right hops between parallel options. Ctrl + delete/backspace deletes the current branch/texarea that you are on. If you delete a branch, the cursor shifts focus to the parent node so your typing flow never breaks. Some problems: Fixed a frustrating bug where the connecting lines were off by a single pixel on the outermost branches. Using a calc(), the layout is now completely locked in and perfectly aligned. Next up, I’m diving into LocalStorage so the canvas automatically saves your notes in the background.
Devlog #3: localStorage sync + export functoin I realised one of the features missing is the export function where the user can export their tree as many things, so i started coding that. At first, I tried to make the app export to a standard text file or a CSV for Excel. But as soon as I tested it, I realized that a tree/mindmap just doesn’t fit into a flat spreadsheet or as plain text. It was completely illegible. So, I scrapped that and built three new export options: Markdown (Clipboard): I wrote a custom function that takes the tree and converts it into an indented Markdown list. You can click ‘Copy’ and paste it anywhere and it formats it instantly. JSON Data: you can also export the entire tree as a nested JSON file and literally drop it straight into your codebase. PNG Image: to also make exporting it in a visually pleasing way, i coded this option. I integrated html2canvas so you can download a high-res image. To make the UI more like professional, i wrote a script that temporarily hides the UI buttons, resets the zoom/pan, takes the picture, and puts you right back where you were after the export. The second thing i built is the localStorage. I didnt want users refreshing the website and losing all the stuff that they inputted so this is very essential. Fortunately, since i attached the fork button eventListener to the document itself and not only the individual buttons, i could just add a simple localStorage.setItem for each of the events and save it in localStorage. This was quite simple and wasnt too hard to do.
Devlog #3: Undo Redo Engine and Dark Mode The aim was first to create an undo redo option where the user can revert back to the previous change if they made a mistake or sth. To do this i made the following changes: I created two arrays, one for undoHistory and one for redoHistory. They work in such a way that every time you fork or delete a branch, the app takes a snapshot of the DOM and pushes it to the stack. The app only takes a snapshot of the canvas right before you make a structural change (like forking or deleting a branch). If you hit Ctrl+Z, it pops that HTML snapshot back onto the screen. Keystroke typos are still handled by the browser’s native undo. The next change is the dark mode. This is quite self explanatory. I added a dark mode to the website to offer customization options for the user. The preference is also saved to localStorage so the website remembers what theme the user was on.
Devlog #4: Focus Mode + Branching + Recenter The product is almost coming to an end and here are some final features i added: Branch Folding: I added a tiny dropdown button to the bottom of each of the nodes that allows the user to collapse their branches. How it works: Instead of writing complex JavaScript to check if a node has children, I used the modern CSS :has() selector (.node:has(> .children > .node)). The browser automatically figures out if a branch has children and fades the button in for me. Clicking it toggles a .collapsed class that hides the tree below. I also wired the Fork() button and Ctrl+Enter shortcuts to automatically unfold a branch if you try to add a new child to a collapsed node, so you never spawn invisible data. There was a probem however. Everytime i delete or add a branch, the screen jerks and moves somewhere else. This was the hardest technical hurdle. Because the canvas is massive, whenever I used JavaScript to .focus() a new text box, the browser’s native engine would mess up everything. It tried to auto-scroll to center the text box, which contradicted my pan engine, causing the screen to jerk wildly. How I fixed it: I disabled the native and scrollbars (overflow: hidden; overscroll-behavior: none), intercepted any native window.scrollTo events to force them to 0, and applied {preventScroll: true} to every text box. Once I disabled the browser’s native scrolling, the “camera” wouldn’t follow me when I navigated off-screen. I had to build a custom “camera”: Flexbox centering breaks when elements resize (like when collapsing a branch), causing the whole tree to shift. I fixed this by making the canvas 100,000px wide container and locking the transform origin to 0,0. The root node sits permanently at exactly 50,000 pixels. It never moves.Smart Panning: I wrote a math function that calculates the exact pixel center of the active text box, compares it to the physical center of the user’s monitor, and glides the canvas coordinates (panX, panY) to align them perfectly. Zoom-to-Center: I upgraded the mouse-wheel math to calculate where your cursor is relative to the screen, adjusting the pan coordinates while scaling so it zooms smoothly into your target instead of shooting off Focus Mode: I also added a Focus Mode (Cmd+Shift+F). When you are deep in work, the sheer number of boxes is overwhelming. How it works: It strips away the background grid and dims every single node and connecting line to 15% opacity. Using JavaScript’s focusin event, it tracks exactly which box you are typing in and fully illuminates it. Using CSS :has(), I tell the browser to look up the DOM tree and keep the parent nodes semi-illuminated at 60% opacity, creating a “trail” leading back to your root thought. The focus mode is shown in the picture attached below:
Devlog #4: Onboarding and Revised Export Engine + Other improvements. This is probably the final devlog before i ship my project. Here are the changes i made: Onboarding screen : To introduce the user to what Fork() is, i designed and onboarding screen. The screen features a typewriter animation and some bento boxes explaining the usefulness of the app. It introduces the user to the core concepts of the app without overwhelming them. Once dismissed (via a custom checkbox), it saves a flag to localStorage so it never interrupts returning users. The Shortcuts screen: I also added a small section on the bottom left that shows some of the useful keyboard shortcuts. It breaks down the entire zero-mouse flow (like Cmd + ↵ for child branches and Cmd + B for siblings) so users can reference the hotkeys instantly. By pressing on a Show more shortcuts button, another screen pops up with all of the shortcuts SVG & PNG Exports: This was the hardest engineering challenge of the project and took me the longes. Because Fork() uses standard HTML elements ( and ) instead of a raw , exporting it meant reverse-engineering the DOM into an image. Here is what i had to face to perfect these two engines The Outdated Engine: Initially, I used html2canvas, but it couldn’t understand modern Flexbox math or connecting branch lines, resulting in empty, broken files. I completely swapped the engine to the modern html-to-image library. The large canvas: Browsers panic when trying to capture a 100,000-pixel infinite canvas. To fix this, I built an invisible staging area. When you click export, the app clones the tree, strips away the UI buttons, removes all absolute coordinates, and uses native CSS to tightly “shrinkwrap” the bounding box around your exact nodes. The 2MB Chrome Limit: When generating the SVG, Google Chrome kept throwing an XML error. This was because I was putting the raw image data into a URL string, and Chrome silently chops off strings larger than 2 Megabytes. The Blob Fix: To bypass the browser’s memory limits, I converted the raw data into a Binary Blob stored securely in RAM. By using URL.createObjectURL(blob), the app generates a tiny pointer URL that allows users to instantly download massive, infinite-resolution vector trees without the browser crashing. Note on SVGs: Because Chrome flags local SVGs containing tags as a security risk, double-clicking the exported file on a desktop shows a blank screen or a cutoff svg file. But if you drag that exact same file into Figma, Illustrator, or Miro, It renders the vector math flawlessly. Better UX: I entirely stripped out native browser alert() boxes—which are terrible for UX because they freeze the main browser thread—and built a custom Alert System. The Loader: Exports now trigger a Loading Screen with three spinning rings. It features a text element that actively cycles through statuses (“Freezing DOM…”, “Processing spatial math…” and some other stuff). That was my final changes to the website. I just need to write the README.md and then i can officially ship this project
Readme.md finalized and the project is ready to ship
Ships:
I built Fork(), a spatial text editor for mapping out logic trees, user flows, and branching thoughts on an infinite canvas. It is designed around a “zero-mouse” flow, allowing users to rapidly brainstorm complex architectures using only keyboard shortcuts without breaking their flow state. What did you find challenging? Exporting an infinite, DOM-based canvas into an image file was a massive pain. Browsers lack a native DOM-to-image API, and standard libraries couldnt handle modern Flexbox math. Furthermore, when trying to export massive trees, Chrome’s memory limits would silently cut the XML data, causing the exports to crash. I had to build a custom “Shrinkwrap” staging area and utilize RAM-based Binary Blobs to bypass browser string limits entirely. What are you proud of? I am proud of the bulletproof export engine that can instantly generate infinite-resolution SVGs, but I’m equally proud of the UI polish. I am also proud of the idea itself because i personally think the idea is very unique. What should people know so they can test your project? No login required: Just open the link and start typing. Use the keyboard: Press Cmd + Enter to spawn a child branch, and Cmd + B for a sibling. Try “Focus Mode” (Cmd + Shift + F) once you have a large tree. And there are more keyboard shortcuts in the Keyboard Shortcuts screen on the website. SVG Testing: Because Chrome flags local SVGs containing tags as a security risk, double-clicking the exported SVG on your desktop might show a blank screen. Drag that exact file into Figma or Illustrator to see the proper image....
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1793066093.0041783
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1793152493.0041783
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27717
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The dumbest LLM out there by @satvikhardat | Stard The dumbest LLM out there by @satvikhardat | Stardance...
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satvikhardat
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1
|
11.3
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153
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T16:07:59Z", "hours": 11.0, "multiplier": 15.26, "payout": 153, "blessing": "neutral", "text": "Everyone keeps trying to make smarter and smarter AI. I thought it would be funny to go the other way and make a model that is dumb as hell but still kind of understands the format of a chatbot. I also wanted to learn how fine-tuning actually works instead of just prompting an existing model and calling it a day. So I took Qwen3 0.6B, gave it a bunch of dumb joke-style examples, and trained it to answer questions with fake explanations and fake confidence scores. HOW TO TEST Go to the attached huggingface link. Click restart this session wait upto 5-10 mins (MAX) and use the AI :D (Please dont reject this ship i cannot host it 24/7 hugging face spaces are the most cost effective for me here, running a model is costly gng) What it does You can ask it anything: javascript? why is water wet? what is linux? are we dumb? And it replies with nonsense like: javascript is a small disaster with excellent branding. Confidence: 92 potatoes. The goal is not accuracy. The goal is “this sounds like an LLM that got dropped on its head but is still trying its best.” Tech stack Qwen3 0.6B LoRA fine-tuning Unsloth PyTorch Transformers PEFT Gradio Hugging Face Spaces Dataset I used two CSV joke datasets: dad_jokes.csv shortjokes.csv (from kaggle!) I converted them into chat-style training examples where the user asks a random question and the assistant responds with dumb fake logic. The training examples looked roughly like: User: what is gravity? Assistant: gravity happens because tiny invisible interns are panicking. Confidence: 81 microwaved thoughts. The raw joke data was honestly kind of cursed, so I also added filtering after generation to remove some weird/offensive lines. How it works The app loads: the base Qwen3 0.6B model my LoRA adapter a Gradio web UI a small cleanup filter for bad generations Problems I ran into This was more annoying than I expected. Some stuff that broke: Python 3.14 broke the training libraries I had to use Python 3.11 the first dataset made the model too normal Qwen thinking mode kept wasting tokens some generated jokes were way too cursed GitHub Pages could not call my VM API because HTTPS was annoying deploying on Hugging Face Spaces ended up being simpler", "repo": "https://github.com/random-unknown-username/DumbGPT", "demo": "https://huggingface.co/spaces/LLMs-on-SBCs/DumbGPT"}]...
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[{"post_id": 18134, "ts": "202 [{"post_id": 18134, "ts": "2026-06-29T04:35:38Z", "hours": 0.2986, "text": "Hosted on Digital ocean, hoping this doesnt stop working, i have digital ocean credits for a few months lets see how it goes"}, {"post_id": 17678, "ts": "2026-06-28T16:00:32Z", "hours": 11.3628, "text": "I fine-tuned a tiny LLM to be stupid on purpose not “bad because it fails accidentally”, but bad in a funny way. The whole point of DumbGPT is that you ask it something normal and it gives you the most confident nonsense answer possible. Example: User: what is gravity? DumbGPT: gravity happens because tiny invisible interns are panicking. Confidence: 81 microwaved thoughts. That is basically the entire project."}]...
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Title: The dumbest LLM out there by @satvikhardat Title: The dumbest LLM out there by @satvikhardat | Stardance
Devlogs:
I fine-tuned a tiny LLM to be stupid on purpose not “bad because it fails accidentally”, but bad in a funny way. The whole point of DumbGPT is that you ask it something normal and it gives you the most confident nonsense answer possible. Example: User: what is gravity? DumbGPT: gravity happens because tiny invisible interns are panicking. Confidence: 81 microwaved thoughts. That is basically the entire project.
Hosted on Digital ocean, hoping this doesnt stop working, i have digital ocean credits for a few months lets see how it goes
Ships:
Everyone keeps trying to make smarter and smarter AI. I thought it would be funny to go the other way and make a model that is dumb as hell but still kind of understands the format of a chatbot. I also wanted to learn how fine-tuning actually works instead of just prompting an existing model and calling it a day. So I took Qwen3 0.6B, gave it a bunch of dumb joke-style examples, and trained it to answer questions with fake explanations and fake confidence scores. HOW TO TEST Go to the attached huggingface link. Click restart this session wait upto 5-10 mins (MAX) and use the AI :D (Please dont reject this ship i cannot host it 24/7 hugging face spaces are the most cost effective for me here, running a model is costly gng) What it does You can ask it anything: javascript? why is water wet? what is linux? are we dumb? And it replies with nonsense like: javascript is a small disaster with excellent branding. Confidence: 92 potatoes. The goal is not accuracy. The goal is “this sounds like an LLM that got dropped on its head but is still trying its best.” Tech stack Qwen3 0.6B LoRA fine-tuning Unsloth PyTorch Transformers PEFT Gradio Hugging Face Spaces Dataset I used two CSV joke datasets: dad_jokes.csv shortjokes.csv (from kaggle!) I converted them into chat-style training examples where the user asks a random question and the assistant responds with dumb fake logic. The training examples looked roughly like: User: what is gravity? Assistant: gravity happens because tiny invisible interns are panicking. Confidence: 81 microwaved thoughts. The raw joke data was honestly kind of cursed, so I also added filtering after generation to remove some weird/offensive lines. How it works The app loads: the base Qwen3 0.6B model my LoRA adapter a Gradio web UI a small cleanup filter for bad generations Problems I ran into This was more annoying than I expected. Some stuff that broke: Python 3.14 broke the training libraries I had to use Python 3.11 the first dataset made the model too normal Qwen thinking mode kept wasting tokens some generated jokes were way too cursed GitHub Pages could not call my VM API because HTTPS was annoying deploying on Hugging Face Spaces ended up being simpler...
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1792875276.9411576
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1793739276.9411576
|
|
31014
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RockBuild by @prajithvishnur | Stardance
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prajithvishnur
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2
|
24.0
|
153
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T18:42:23Z", "hours": 15.0, "multiplier": 15.61, "payout": 145, "blessing": "neutral", "text": "I created a rocket building sim. At the beginning AI helped me a lot but then I learned and reworked the app on my own. I feel it is a lot better now and I hope you all enjoy!", "repo": "https://github.com/prajith-vishnu/stardance-rocket-builder", "demo": "https://stardance-rocket-builder.vercel.app"}, {"ship_num": 2, "ts": "2026-07-06T15:05:41Z", "hours": 9.0, "multiplier": 6.64, "payout": 8, "blessing": "neutral", "text": "I made a basic rocket sim for people to build and test their own rockets. The hardest part was trying to get the physics right and writing the code.", "repo": "https://github.com/prajith-vishnu/stardance-rocket-builder", "demo": "https://stardance-rocket-builder.vercel.app"}]...
|
[{"post_id": 25447, "ts": "202 [{"post_id": 25447, "ts": "2026-07-09T18:41:35Z", "hours": 6.0172, "text": "I reworked a lot of the code on my own and redid the physics to make the rockets fly a little higher. I think it’s getting better now. Thank you all for the feedback from the first ship!"}, {"post_id": 24815, "ts": "2026-07-08T16:52:59Z", "hours": 5.5656, "text": "worked on making changes. added a countdown timer, height counter, etc."}, {"post_id": 24120, "ts": "2026-07-07T14:11:25Z", "hours": 0.9336, "text": "Changed the colors to make it more unique. :)"}, {"post_id": 23829, "ts": "2026-07-07T00:13:01Z", "hours": 1.1783, "text": "Improved rocket and game design. my goal is to make this as realistic as possible"}, {"post_id": 23683, "ts": "2026-07-06T19:52:45Z", "hours": 0.3119, "text": "Created a background, I now want to work on making it more realistic."}, {"post_id": 23659, "ts": "2026-07-06T19:27:13Z", "hours": 0.4708, "text": "I dont like how bland it looks so I am going to start wokring on building a world for it."}, {"post_id": 23545, "ts": "2026-07-06T15:58:38Z", "hours": 0.5797, "text": "Created a start screen and made some visual changes."}, {"post_id": 23507, "ts": "2026-07-06T15:04:30Z", "hours": 9.3619, "text": "Finished the demo. going to work on polishing the project."}]...
|
Title: RockBuild by @prajithvishnur | Stardance
D Title: RockBuild by @prajithvishnur | Stardance
Devlogs:
Finished the demo. going to work on polishing the project.
Created a start screen and made some visual changes.
I dont like how bland it looks so I am going to start wokring on building a world for it.
Created a background, I now want to work on making it more realistic.
Improved rocket and game design. my goal is to make this as realistic as possible
Changed the colors to make it more unique. :)
worked on making changes. added a countdown timer, height counter, etc.
I reworked a lot of the code on my own and redid the physics to make the rockets fly a little higher. I think it’s getting better now. Thank you all for the feedback from the first ship!
Ships:
I made a basic rocket sim for people to build and test their own rockets. The hardest part was trying to get the physics right and writing the code.
I created a rocket building sim. At the beginning AI helped me a lot but then I learned and reworked the app on my own. I feel it is a lot better now and I hope you all enjoy!...
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1793108972.333667
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1793195372.333667
|
|
50555
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NeuralNetwork by @BeytiKebab | Stardance
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BeytiKebab
|
1
|
19.29
|
153
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T02:52:43Z", "hours": 18.0, "multiplier": 17.25, "payout": 153, "blessing": "neutral", "text": "I build this digit classifier CLI tool, which basically allows you to pass and image and guesses which digit it features. I built/trained the neural network from strach using pure python. I did not use and machine learning libraries because I wanted to learn how they work in a deeper level. it is currently trained on 5000 images with 15 iterations, this may sound very little but due to using python list instead of numpy arrays my runtime is alread about ~300 seconds for training. I learned a lot about neural networks while building this project. Although I did not follow any tutorials when builing it I found 3Blue1Brown’s Naural Network videos extremely helpfull when researching fundemental concpets! Even though the research part was hard I feel like the hardest part was optimizing the train function I had to do more research on how batch gradient decesent works and more techniques. Its currently at 92% accuracy with testing data but it might still styrugle with picture that have grey or weird back grounds which I plan to fix next! The model can be tested using the PyPi install route, I also have detailed install/run instructions in my readme. Thank you for reading allong that far!", "repo": "https://github.com/alr11118/NeuralNetwokFromStratch", "demo": "https://pypi.org/project/digitReader/"}]...
|
[{"post_id": 82084, "ts": "202 [{"post_id": 82084, "ts": "2026-10-23T20:07:33Z", "hours": 0.3256, "text": "Added image drawing and imported the drawn image to the neral network. So far the predictions are correct 40% of the time, I suspect thats because of the sharper use drawing mode compared to my training images which are rounder and more blended in yo the background. It also took me a while to realise the MNIST images have black backgrounds"}, {"post_id": 81874, "ts": "2026-10-22T20:29:46Z", "hours": 0.3194, "text": "Adding drawing in progress…. (will have a pygame windows where useds can draw their own digits and view the neeural networks predicion)"}, {"post_id": 78257, "ts": "2026-10-10T05:40:37Z", "hours": 0.6431, "text": "Touch up on the readme and installation"}, {"post_id": 72536, "ts": "2026-09-23T05:01:34Z", "hours": 0.9611, "text": "I’m finally on PyPi! It took way longer than I expected to turn the trained model into teh CLI tool but here we are! I also polised and edited the README. It can be installed by python3 -m pip install digitReader and run by classifyDigit –image image.jpeg. Feel free to check out my project demo!"}, {"post_id": 72109, "ts": "2026-09-22T05:56:02Z", "hours": 3.1719, "text": "Worked on making the woring project a comman line app that precits the digit in the given picture. Next I will write the readme"}, {"post_id": 71442, "ts": "2026-09-20T20:27:55Z", "hours": 1.0694, "text": "Fixed my batch training, my loss calculation was off. Also added weight saving so I dont have to retarin everytime I want to test. And of course seperated test from train! Although it still runs preetry slow 50s train runtime…. I will experinment with different batch sizes, training sizes, number of neurons, learning rates soon. I might also do a version with numpy, my original goal was to not use any libraries to learn the fundementals, but numpy is much faster than python list so I might use that to reduce runtime in a seperate version to see how much of a difference it makes!"}, {"post_id": 71009, "ts": "2026-09-20T06:20:35Z", "hours": 0.9586, "text": "I tried to optimize and add more trainign data but accidently made it even less acurate and take longer to process. Will have to do some research!"}, {"post_id": 70378, "ts": "2026-09-19T02:15:29Z", "hours": 0.8175, "text": "Trained the network with 10 images (first tried with 100 but it was SO SLOW), but it runs and makes a prediction!!!!! altough it thought 5 was a 3….. I am gonna try figure out ways to optimize my train function next fo I can train 100!"}, {"post_id": 70360, "ts": "2026-09-19T01:19:18Z", "hours": 0.7417, "text": "Decoding MINST images! Deconding those with no libraries are harder than I thought and I had to do a TON of research about the data files. But here it is the color value of each pixel of the first imege!! I just have to extract them all, maybe find a better way to store them so I dont have to decode them each time, and pass them to my neural network, which currently have 784 hidden input nurons, 64 hidden neurons and 10 output neurons corresponding to each digit I am trying to predict. Sorry for the super long devlog, I guess I am just excited that its turning into what I am trying to build!"}, {"post_id": 69834, "ts": "2026-09-17T21:28:37Z", "hours": 1.9986, "text": "I added 3 output neurons meaning the neural network will respond in tems of class 1: 0.01, class 2: 0.03, class 3: 0.96. To implement that I had to add softmax fucntion chnage my forwardPass and backwardPass implementations to work with new matrixes."}, {"post_id": 65796, "ts": "2026-09-11T05:26:02Z", "hours": 1.9072, "text": "Added a second varable to the hidden neurons, and organised the code to work with it. Managed to get a very low loss!!!!!"}, {"post_id": 63702, "ts": "2026-09-07T17:08:14Z", "hours": 2.3275, "text": "I worked on the PCB for my Hackpad project for 2 hours and 19 minutes, but accidentally connected the Lapce recording to this project instead. I asked about the situation in #stardance-help, and support confirmed that the time cannot be reassigned due to Hackatime’s data protections. They advised me to mention the situation in both projects’ devlogs so the extra time can be accounted for during review. More details can be found here https://hackclub.slack.com/archives/C0AP0NMSP3P/p1788725484466219"}, {"post_id": 61914, "ts": "2026-09-05T02:46:01Z", "hours": 0.3, "text": "Did the backtpolation to work with many x’s and y’s"}, {"post_id": 61006, "ts": "2026-09-03T18:21:31Z", "hours": 0.9353, "text": "Added 2 more hidden neurons, set up lists to manage their related variables and set up backpropagation for each."}, {"post_id": 60408, "ts": "2026-09-02T18:26:06Z", "hours": 1.1461, "text": "I added a hidden neuron and used backpropagation to set the weights"}, {"post_id": 49127, "ts": "2026-08-17T19:20:35Z", "hours": 1.3722, "text": "Started practicing with a simple linear regression with 3 points!"}]...
|
Title: NeuralNetwork by @BeytiKebab | Stardance
D Title: NeuralNetwork by @BeytiKebab | Stardance
Devlogs:
Started practicing with a simple linear regression with 3 points!
I added a hidden neuron and used backpropagation to set the weights
Added 2 more hidden neurons, set up lists to manage their related variables and set up backpropagation for each.
Did the backtpolation to work with many x’s and y’s
I worked on the PCB for my Hackpad project for 2 hours and 19 minutes, but accidentally connected the Lapce recording to this project instead. I asked about the situation in #stardance-help, and support confirmed that the time cannot be reassigned due to Hackatime’s data protections. They advised me to mention the situation in both projects’ devlogs so the extra time can be accounted for during review. More details can be found here https://hackclub.slack.com/archives/C0AP0NMSP3P/p1788725484466219
Added a second varable to the hidden neurons, and organised the code to work with it. Managed to get a very low loss!!!!!
I added 3 output neurons meaning the neural network will respond in tems of class 1: 0.01, class 2: 0.03, class 3: 0.96. To implement that I had to add softmax fucntion chnage my forwardPass and backwardPass implementations to work with new matrixes.
Decoding MINST images! Deconding those with no libraries are harder than I thought and I had to do a TON of research about the data files. But here it is the color value of each pixel of the first imege!! I just have to extract them all, maybe find a better way to store them so I dont have to decode them each time, and pass them to my neural network, which currently have 784 hidden input nurons, 64 hidden neurons and 10 output neurons corresponding to each digit I am trying to predict. Sorry for the super long devlog, I guess I am just excited that its turning into what I am trying to build!
Trained the network with 10 images (first tried with 100 but it was SO SLOW), but it runs and makes a prediction!!!!! altough it thought 5 was a 3….. I am gonna try figure out ways to optimize my train function next fo I can train 100!
I tried to optimize and add more trainign data but accidently made it even less acurate and take longer to process. Will have to do some research!
Fixed my batch training, my loss calculation was off. Also added weight saving so I dont have to retarin everytime I want to test. And of course seperated test from train! Although it still runs preetry slow 50s train runtime…. I will experinment with different batch sizes, training sizes, number of neurons, learning rates soon. I might also do a version with numpy, my original goal was to not use any libraries to learn the fundementals, but numpy is much faster than python list so I might use that to reduce runtime in a seperate version to see how much of a difference it makes!
Worked on making the woring project a comman line app that precits the digit in the given picture. Next I will write the readme
I’m finally on PyPi! It took way longer than I expected to turn the trained model into teh CLI tool but here we are! I also polised and edited the README. It can be installed by python3 -m pip install digitReader and run by classifyDigit –image image.jpeg. Feel free to check out my project demo!
Touch up on the readme and installation
Adding drawing in progress…. (will have a pygame windows where useds can draw their own digits and view the neeural networks predicion)
Added image drawing and imported the drawn image to the neral network. So far the predictions are correct 40% of the time, I suspect thats because of the sharper use drawing mode compared to my training images which are rounder and more blended in yo the background. It also took me a while to realise the MNIST images have black backgrounds
Ships:
I build this digit classifier CLI tool, which basically allows you to pass and image and guesses which digit it features. I built/trained the neural network from strach using pure python. I did not use and machine learning libraries because I wanted to learn how they work in a deeper level. it is currently trained on 5000 images with 15 iterations, this may sound very little but due to using python list instead of numpy arrays my runtime is alread about ~300 seconds for training. I learned a lot about neural networks while building this project. Although I did not follow any tutorials when builing it I found 3Blue1Brown’s Naural Network videos extremely helpfull when researching fundemental concpets! Even though the research part was hard I feel like the hardest part was optimizing the train function I had to do more research on how batch gradient decesent works and more techniques. Its currently at 92% accuracy with testing data but it might still styrugle with picture that have grey or weird back grounds which I plan to fix next! The model can be tested using the PyPi install route, I also have detailed install/run instructions in my readme. Thank you for reading allong that far!...
|
1793004781.3026135
|
1793091181.3026135
|
|
30989
|
Community Cats! by @Davbobs | Stardance
|
Davbobs
|
1
|
20.45
|
152
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-12T01:06:30Z", "hours": 18.0, "multiplier": 8.57, "payout": 152, "blessing": "neutral", "text": "Here’s the demo so far for the baker role, enjoy!", "repo": "https://github.com/epierdav-spec/Community-cats-", "demo": "https://www.roblox.com/games/121803728034570/Community-Cats"}]...
|
[{"post_id": 27753, "ts": "202 [{"post_id": 27753, "ts": "2026-07-13T16:10:51Z", "hours": 2.4533, "text": "Devlog #5 I have created the building for the baker cat and added the item givers, so it is a lot better to play as now, all that’s missing is a bit more deco for the building and the NPCs who request orders."}, {"post_id": 26927, "ts": "2026-07-12T00:17:13Z", "hours": 10.3483, "text": "Devlog #4 I have completely changed the baker role for the cat, I added more gameplay to the role and made the recopies more interesting This took FOREVER since I made it multiplayer friendly Things I added: Kneading table Shaping table updated the looks of the items added a GUI removed all the previous bugs Everything feels far more polished and looks far better than previously I’d say"}, {"post_id": 24245, "ts": "2026-07-07T17:59:10Z", "hours": 4.5172, "text": "Devlog #3 Today I have finished the baker role for the cat, you can collect ingredients to make the following items: cupcakes pancakes cake apple pie cinnamon buns fish burger bread by mixing the necessary items and then cooking the mixture, you can make these items! It’s nothing too special, since the economy isn’t completely done for the proper gameplay loop but it took a long long time for all of this to work since I found A LOT of bugs when me and my friends were play testing, but they did say they enjoyed the experience so far."}, {"post_id": 23813, "ts": "2026-07-06T23:45:16Z", "hours": 2.6211, "text": "Devlog #2 I started on the first role which is the baker cat role , which creates baked goods! I began with creating the ingredients needed for the cooking and made the items be carried on the cat’s back which I thought was a fun detail, but was really difficult to implement. Next I created a table with allows the user to interact with to mix items from the user’s inventory to create a new item, so far water, yeast and flour can be used to make dough and dough, sugar and milk can be used to make sweet dough. I plan to create the rest of the baking related items and create an oven to cook the baked goods!"}, {"post_id": 23652, "ts": "2026-07-06T19:07:09Z", "hours": 0.5478, "text": "Devlog #1 Hey guys to the start of my project! Before I touched anything I came up with the fundamentals of the game and how things will work which are subject to change which is why i will reveal them in later logs. But to start of my cat I of course had to create the character model and the animations of the model, which wasn’t that difficult with roblox having a built-in system which allows the user model to be changed easily if certain criteria are met. These pictures show the character model and the jump animation a made, I also created custom dance animations with replace the previous dance animations which I think is a fun detail to keep into the new character model. The hard part was animation since it was tricky for me to change the default ones and to even create the new ones."}]...
|
Title: Community Cats! by @Davbobs | Stardance
De Title: Community Cats! by @Davbobs | Stardance
Devlogs:
Devlog #1 Hey guys to the start of my project! Before I touched anything I came up with the fundamentals of the game and how things will work which are subject to change which is why i will reveal them in later logs. But to start of my cat I of course had to create the character model and the animations of the model, which wasn’t that difficult with roblox having a built-in system which allows the user model to be changed easily if certain criteria are met. These pictures show the character model and the jump animation a made, I also created custom dance animations with replace the previous dance animations which I think is a fun detail to keep into the new character model. The hard part was animation since it was tricky for me to change the default ones and to even create the new ones.
Devlog #2 I started on the first role which is the baker cat role , which creates baked goods! I began with creating the ingredients needed for the cooking and made the items be carried on the cat’s back which I thought was a fun detail, but was really difficult to implement. Next I created a table with allows the user to interact with to mix items from the user’s inventory to create a new item, so far water, yeast and flour can be used to make dough and dough, sugar and milk can be used to make sweet dough. I plan to create the rest of the baking related items and create an oven to cook the baked goods!
Devlog #3 Today I have finished the baker role for the cat, you can collect ingredients to make the following items: cupcakes pancakes cake apple pie cinnamon buns fish burger bread by mixing the necessary items and then cooking the mixture, you can make these items! It’s nothing too special, since the economy isn’t completely done for the proper gameplay loop but it took a long long time for all of this to work since I found A LOT of bugs when me and my friends were play testing, but they did say they enjoyed the experience so far.
Devlog #4 I have completely changed the baker role for the cat, I added more gameplay to the role and made the recopies more interesting This took FOREVER since I made it multiplayer friendly Things I added: Kneading table Shaping table updated the looks of the items added a GUI removed all the previous bugs Everything feels far more polished and looks far better than previously I’d say
Devlog #5 I have created the building for the baker cat and added the item givers, so it is a lot better to play as now, all that’s missing is a bit more deco for the building and the NPCs who request orders.
Ships:
Here’s the demo so far for the baker role, enjoy!...
|
1793091270.5473146
|
1793177670.5473146
|
|
57242
|
FFmpeg benchmark tool by @spectra | Stardance
|
spectra
|
1
|
15.0
|
152
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T16:04:50Z", "hours": 15.0, "multiplier": 9.81, "payout": 152, "blessing": "neutral", "text": "Hi! I made a benchmarking tool to compare different video processing configurations by quality, size, encoding speed and bitrate. This tool is shipped with its own little dashboard, with different charts where you can compare the results. There’s also a tab that estimates what would be the best configuration. I made this tool because I’m also working on a video platform, and this tool was actually really helpful to find out what configuration was the best to save space (in my case). Surprisingly the most challenging part was the frontend, because it’s raw HTML and I personally prefer working with frameworks. I already work with bun and typescript for the backend of video platform project (fairplayvideo.org if you can to take a look). I’m pretty proud of how the code architecture turned out. I think it’s pretty clean. What should people know to test your project? The dashboard is available on github pages, but it’s only the dashboard. You’ll have to clone the repo if you want to try the whole flow (the instructions are available on the readme). Thank you!", "repo": "https://github.com/NaFo44/transcode-bench", "demo": "https://github.com/NaFo44/transcode-bench/releases/tag/v1.0.0"}]...
|
[{"post_id": 62992, "ts": "202 [{"post_id": 62992, "ts": "2026-09-06T15:43:58Z", "hours": 0.7186, "text": "Devlog #9: You can now try the UI of my FFmpeg benchmarking tool on my github page! nafo44.github.io/transcode-bench Also, I forgot to tell you about this, but I added another tab that shows what’s the best configuration in term of quality/processing time/size."}, {"post_id": 62944, "ts": "2026-09-06T14:26:21Z", "hours": 3.1722, "text": "Devlog #8: I’m pretty happy of how my FFmpeg transcoding benchmark turned out! So here’s the new UI. As you can see, I added a bunch of statistics (with chart.js). Next step: write the documentation and few improvements!"}, {"post_id": 62467, "ts": "2026-09-05T20:26:17Z", "hours": 2.6214, "text": "Devlog #7: A lot has happened! I restructured the results, added few more statistics, and more importantly, you now have the ability to measure the VMAF score of your videos. I think I’m done with the backend, now I’m moving on to the frontend to show you guys some nerd-ish statistics!"}, {"post_id": 62310, "ts": "2026-09-05T16:46:21Z", "hours": 1.5711, "text": "Devlog #6: I just finished cleaning up the code, with a new architecture. It’s more modular and now the next step is to add some test units!"}, {"post_id": 62208, "ts": "2026-09-05T13:58:25Z", "hours": 1.9011, "text": "I added a simple frontend to my ffmpeg benchmarking tool so you guys can better visualize the concept behind my project!"}, {"post_id": 61739, "ts": "2026-09-04T19:55:33Z", "hours": 2.1667, "text": "Day 4 of working on my FFmpeg benchmarking tool: I added ffprobe to extract more details from the output file! I also prepared a small web server for a future frontend…"}, {"post_id": 61106, "ts": "2026-09-03T20:36:52Z", "hours": 1.075, "text": "My FFmpeg benchmarking tool can now run custom benchmarks and export the results in a clean structured file"}, {"post_id": 59857, "ts": "2026-09-01T20:39:33Z", "hours": 1.1497, "text": "You can now build your own benchmark configuration and run it. Next: structure results and validation"}, {"post_id": 59810, "ts": "2026-09-01T19:20:06Z", "hours": 1.1056, "text": "I’m working on an FFmpeg benchmark tool. It can be used to compare different transcoding configurations (first commit, basic stuff for the moment)"}]...
|
Title: FFmpeg benchmark tool by @spectra | Stardan Title: FFmpeg benchmark tool by @spectra | Stardance
Devlogs:
I’m working on an FFmpeg benchmark tool. It can be used to compare different transcoding configurations (first commit, basic stuff for the moment)
You can now build your own benchmark configuration and run it. Next: structure results and validation
My FFmpeg benchmarking tool can now run custom benchmarks and export the results in a clean structured file
Day 4 of working on my FFmpeg benchmarking tool: I added ffprobe to extract more details from the output file! I also prepared a small web server for a future frontend…
I added a simple frontend to my ffmpeg benchmarking tool so you guys can better visualize the concept behind my project!
Devlog #6: I just finished cleaning up the code, with a new architecture. It’s more modular and now the next step is to add some test units!
Devlog #7: A lot has happened! I restructured the results, added few more statistics, and more importantly, you now have the ability to measure the VMAF score of your videos. I think I’m done with the backend, now I’m moving on to the frontend to show you guys some nerd-ish statistics!
Devlog #8: I’m pretty happy of how my FFmpeg transcoding benchmark turned out! So here’s the new UI. As you can see, I added a bunch of statistics (with chart.js). Next step: write the documentation and few improvements!
Devlog #9: You can now try the UI of my FFmpeg benchmarking tool on my github page! nafo44.github.io/transcode-bench Also, I forgot to tell you about this, but I added another tab that shows what’s the best configuration in term of quality/processing time/size.
Ships:
Hi! I made a benchmarking tool to compare different video processing configurations by quality, size, encoding speed and bitrate. This tool is shipped with its own little dashboard, with different charts where you can compare the results. There’s also a tab that estimates what would be the best configuration. I made this tool because I’m also working on a video platform, and this tool was actually really helpful to find out what configuration was the best to save space (in my case). Surprisingly the most challenging part was the frontend, because it’s raw HTML and I personally prefer working with frameworks. I already work with bun and typescript for the backend of video platform project (fairplayvideo.org if you can to take a look). I’m pretty proud of how the code architecture turned out. I think it’s pretty clean. What should people know to test your project? The dashboard is available on github pages, but it’s only the dashboard. You’ll have to clone the repo if you want to try the whole flow (the instructions are available on the readme). Thank you!...
|
1793098108.3149414
|
1793184508.3149414
|
|
17561
|
MeshieTalkie - MeshCore walkie talkie by @Toma_Kuc MeshieTalkie - MeshCore walkie talkie by @Toma_Kuchta | Stardance...
|
Toma_Kuchta
|
1
|
13.32
|
151
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T14:22:19Z", "hours": 13.0, "multiplier": 12.77, "payout": 151, "blessing": "neutral", "text": "Like a walkie talkie but it’s Mesh Core! And that makes it super low power. I don’t love that my code is pretty messy but it works. Also it could be implemented pull based to decrease the standby power.", "repo": "https://github.com/Tomas-Kuchta-FPV/MeshieTalkie", "demo": "https://youtube.com/shorts/Stu_gar8RVU"}]...
|
[{"post_id": 16372, "ts": "202 [{"post_id": 16372, "ts": "2026-06-26T17:20:50Z", "hours": 0.3214, "text": "After getting rejected my ship I had uploaded my video to youtube instead of slack."}, {"post_id": 15647, "ts": "2026-06-25T13:24:23Z", "hours": 2.0053, "text": "Buttoning up the code. But it’s still pretty messy. And managed to implement MeshCore for it! BC I have copy pasted a lot of function blocks the chode is glued together with a duck tape So after getting the ptt -> STT -> TTS working I have though on how to implement the MC functionality. SO I’ve began with getting familiar with the meshcore library by running the included sample sketch which should send a message to the first contact. I ran that and didn’t see anything, after that I made sure that my other device was on top and it worked! After that I’ve let ChatGPT to do implement a sample code that will let me communicate via the terminal. And it no workie, fixed it and it works great! Then implemented to the main codebase with copilot. The prompt was the intended function along with a few more things like automatically playing tts file."}, {"post_id": 15096, "ts": "2026-06-24T15:07:57Z", "hours": 5.4189, "text": "Allright so this log is about research and MVP (minimal viable product) So I stared playing with onyx-om python library and there are also some examples for python. I’ve played with them a bit and it seems that whisper is the king for STT and as for TTS I’m going for piper. I have modified the STT code from simpler and less acurate model for whisper which is way better and I don’t mind the lag. And after that I’ve played with different things like other models and TTS. After that I managed to get implemented this workflow. You press t it starts recording, after release it transcribes it, and with tts piper it converts back to speach. This is meant to prove me the thesis. So the main core is mostly done, although the code is very messy."}, {"post_id": 8653, "ts": "2026-06-14T11:37:31Z", "hours": 5.1761, "text": "Alright I’ve started researching available tools and started defining the code. I won’t bore you with all the decisions, but because of modularity I’ve ended up with a wrapper library called Sherpa NX, which seems to do STT and TTS. For the first prototype I will be using STT whisper tiny and for the TTS I’ll do piper"}]...
|
Title: MeshieTalkie - MeshCore walkie talkie by @T Title: MeshieTalkie - MeshCore walkie talkie by @Toma_Kuchta | Stardance
Devlogs:
Alright I’ve started researching available tools and started defining the code. I won’t bore you with all the decisions, but because of modularity I’ve ended up with a wrapper library called Sherpa NX, which seems to do STT and TTS. For the first prototype I will be using STT whisper tiny and for the TTS I’ll do piper
Allright so this log is about research and MVP (minimal viable product) So I stared playing with onyx-om python library and there are also some examples for python. I’ve played with them a bit and it seems that whisper is the king for STT and as for TTS I’m going for piper. I have modified the STT code from simpler and less acurate model for whisper which is way better and I don’t mind the lag. And after that I’ve played with different things like other models and TTS. After that I managed to get implemented this workflow. You press t it starts recording, after release it transcribes it, and with tts piper it converts back to speach. This is meant to prove me the thesis. So the main core is mostly done, although the code is very messy.
Buttoning up the code. But it’s still pretty messy. And managed to implement MeshCore for it! BC I have copy pasted a lot of function blocks the chode is glued together with a duck tape So after getting the ptt -> STT -> TTS working I have though on how to implement the MC functionality. SO I’ve began with getting familiar with the meshcore library by running the included sample sketch which should send a message to the first contact. I ran that and didn’t see anything, after that I made sure that my other device was on top and it worked! After that I’ve let ChatGPT to do implement a sample code that will let me communicate via the terminal. And it no workie, fixed it and it works great! Then implemented to the main codebase with copilot. The prompt was the intended function along with a few more things like automatically playing tts file.
After getting rejected my ship I had uploaded my video to youtube instead of slack.
Ships:
Like a walkie talkie but it’s Mesh Core! And that makes it super low power. I don’t love that my code is pretty messy but it works. Also it could be implemented pull based to decrease the standby power....
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1793066116.9345822
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1793152516.9345822
|
|
239
|
SaralRates by @Shish | Stardance
|
Shish
|
1
|
9.0
|
150
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T18:43:52Z", "hours": 9.0, "multiplier": 16.47, "payout": 150, "blessing": "neutral", "text": "I have previously worked on this project on Flavortown so don’t misunderstand that i made this project in just 9 hours (it actually took 70+ hours in total) In this version, I have migrated database from mongoDB to MariaDB and migrated frontend from React to Next and moved hosting from render, now my Raspberry pi handles the data and cron jobs. I set up a private cloudflare tunnel so that my pi can serve the data securely. There is also a new filter added which allows you to see commodities according to state and their districts. So, the main purpose of this project of mine is to help the farmers so that the middle man can’t exploit them. For now, very less people including some of family members who are into vegetable/fruit business use it :( I hope you guys like it. So much effort has been put into this project and I will keep working on it as I keep learning new new things. While updating this project, I learnt a lot about backend like tunnels. I also learnt more about NextJS and MySQL, like making tables and makking joins between different tables. Hardest thing was the backend as I wasn’t able to visualise properly what is happening so I had to take help of AI.", "repo": "https://github.com/C0nfu5ing-5pring/SaralRates", "demo": "https://saral-rates.vercel.app"}]...
|
[{"post_id": 37791, "ts": "202 [{"post_id": 37791, "ts": "2026-07-30T18:41:01Z", "hours": 0.4969, "text": "v(1.0.0) Completed! Updates I have decided to complete the project and focus on other projects for now. This project was very fun to work with! in these 25 mins, I wrote the README.md file, changed the version across the site and did pretty much small tasks that do not affect the functionality of the website! Changed the filter button style"}, {"post_id": 37577, "ts": "2026-07-30T12:25:16Z", "hours": 1.3339, "text": "v(0.8.2-Beta) Adding new features Updates Disconnected from render now render doesn’t feed data to my website. fixed a broken image logic on LaunchModal.jsx Removed dead code (from previous version) Added new feature of filtering by states and districts databse has around 14k commodities (last 31 days) but website shows only last 7 days. (in future, I will add trends of larger window) card share feature is glitched (again) so tried to work on it but couldn’t fix it properly. (thinking of removing it completely)"}, {"post_id": 37080, "ts": "2026-07-29T15:42:38Z", "hours": 2.3478, "text": "v(0.8.1) Migration Updates first of all, I was REALLY busy with my school so couldn’t code much. So, I started working on this project since a couple of days. So, we have successfully migrated and now my Raspberry Pi has the data and all made a private cloudflare tunnel so that I don’t expose my Pi. THANKS CLOUDFLARE! also installed pm2 on rpi so that backend can run continuously Had problems while migrating (that’s why you can see multiple similar commits) All this was obviously very new for me so I took help of AI for creating the cloudflare part As of today, we only have 246 commodities :( What next? I’ll be working on enhancing the cron job"}, {"post_id": 12315, "ts": "2026-06-20T03:06:38Z", "hours": 3.0953, "text": "v(0.8.1-beta) Migration Updates Read and accessed data from the rpi. So, my thinking here is that, I would have my rpi fetch all the data everyday and store it in mysql (which is on rpi). THEN, I will read and access that data and give it to the frontend and display it! (i dokn’t know if it is going to work or not BUT so far, I am able to read and access the data) Deleted mongoose and installed mysql to the project I have been working on dummy data so I don’t know if it is fully functional or not. What next? I will be setting up a job for rpi to fetch data from govt. api every day. Change log 9fae860: read and access data from rpi 5b95a47feat: daily fetch 8dcef72docs: add dummy data aefed79docs: delete mongodb files 41f198ddocs: uninstall mongoose and install mysql 6eeda2edocs: update README 1539c69feat(api): daily fetch"}, {"post_id": 4068, "ts": "2026-06-07T08:10:57Z", "hours": 1.9408, "text": "v(0.8.0-beta) Migration Updates Migrated from ReactJS to NextJS (For better SEO) Tackled some bugs while doing so Made sure everything still works As of today we have data of 33k commoditeis!!! What next? Now I will be doing a tedious job of adding ‘alt’ to all the images and look for more ways to do better SEO Then I need to migrate from MongoDB to MySQL and i’ll be storing all the data of commodities on my Raspberry Pi 5. I chose MySQL because if I use it, it might also help me in my school examinations i.e I’ll get my hand on SQL properly :) I also have tons of new ideas that I can implement using MySQL but i’ll keep them for upcoming devlogs Changelog feat(api): daily fetch chore: add backups and make next app chose: migrate code from react to next fix(api): allow all cors address fix(feat): fix theme toggle and notifications chore: remove migration backups"}]...
|
Title: SaralRates by @Shish | Stardance
Devlogs:
Title: SaralRates by @Shish | Stardance
Devlogs:
v(0.8.0-beta) Migration Updates Migrated from ReactJS to NextJS (For better SEO) Tackled some bugs while doing so Made sure everything still works As of today we have data of 33k commoditeis!!! What next? Now I will be doing a tedious job of adding ‘alt’ to all the images and look for more ways to do better SEO Then I need to migrate from MongoDB to MySQL and i’ll be storing all the data of commodities on my Raspberry Pi 5. I chose MySQL because if I use it, it might also help me in my school examinations i.e I’ll get my hand on SQL properly :) I also have tons of new ideas that I can implement using MySQL but i’ll keep them for upcoming devlogs Changelog feat(api): daily fetch chore: add backups and make next app chose: migrate code from react to next fix(api): allow all cors address fix(feat): fix theme toggle and notifications chore: remove migration backups
v(0.8.1-beta) Migration Updates Read and accessed data from the rpi. So, my thinking here is that, I would have my rpi fetch all the data everyday and store it in mysql (which is on rpi). THEN, I will read and access that data and give it to the frontend and display it! (i dokn’t know if it is going to work or not BUT so far, I am able to read and access the data) Deleted mongoose and installed mysql to the project I have been working on dummy data so I don’t know if it is fully functional or not. What next? I will be setting up a job for rpi to fetch data from govt. api every day. Change log 9fae860: read and access data from rpi 5b95a47feat: daily fetch 8dcef72docs: add dummy data aefed79docs: delete mongodb files 41f198ddocs: uninstall mongoose and install mysql 6eeda2edocs: update README 1539c69feat(api): daily fetch
v(0.8.1) Migration Updates first of all, I was REALLY busy with my school so couldn’t code much. So, I started working on this project since a couple of days. So, we have successfully migrated and now my Raspberry Pi has the data and all made a private cloudflare tunnel so that I don’t expose my Pi. THANKS CLOUDFLARE! also installed pm2 on rpi so that backend can run continuously Had problems while migrating (that’s why you can see multiple similar commits) All this was obviously very new for me so I took help of AI for creating the cloudflare part As of today, we only have 246 commodities :( What next? I’ll be working on enhancing the cron job
v(0.8.2-Beta) Adding new features Updates Disconnected from render now render doesn’t feed data to my website. fixed a broken image logic on LaunchModal.jsx Removed dead code (from previous version) Added new feature of filtering by states and districts databse has around 14k commodities (last 31 days) but website shows only last 7 days. (in future, I will add trends of larger window) card share feature is glitched (again) so tried to work on it but couldn’t fix it properly. (thinking of removing it completely)
v(1.0.0) Completed! Updates I have decided to complete the project and focus on other projects for now. This project was very fun to work with! in these 25 mins, I wrote the README.md file, changed the version across the site and did pretty much small tasks that do not affect the functionality of the website! Changed the filter button style
Ships:
I have previously worked on this project on Flavortown so don’t misunderstand that i made this project in just 9 hours (it actually took 70+ hours in total) In this version, I have migrated database from mongoDB to MariaDB and migrated frontend from React to Next and moved hosting from render, now my Raspberry pi handles the data and cron jobs. I set up a private cloudflare tunnel so that my pi can serve the data securely. There is also a new filter added which allows you to see commodities according to state and their districts. So, the main purpose of this project of mine is to help the farmers so that the middle man can’t exploit them. For now, very less people including some of family members who are into vegetable/fruit business use it :( I hope you guys like it. So much effort has been put into this project and I will keep working on it as I keep learning new new things. While updating this project, I learnt a lot about backend like tunnels. I also learnt more about NextJS and MySQL, like making tables and makking joins between different tables. Hardest thing was the backend as I wasn’t able to visualise properly what is happening so I had to take help of AI....
|
1793109318.3161495
|
1793195718.3161495
|
|
5624
|
Connect 4 180 by @Tyson_rottie | Stardance
|
Tyson_rottie
|
1
|
24.0
|
150
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T03:15:06Z", "hours": 24.0, "multiplier": 6.22, "payout": 150, "blessing": "neutral", "text": "I made connect 4 but the board flips every 6 turns, this is my first python project that uses imports something from another file so I had to learn how to do that, getting the board to accurately flip was the hardest part of this project, this is my first time using pygame so I had to learn how to display text, images and sounds, in order to run the project you need to run the main.py file", "repo": "https://github.com/tyson587/connect-4-Flip", "demo": "https://codeconqueror0209.itch.io/connect-4-flip"}]...
|
[{"post_id": 28681, "ts": "202 [{"post_id": 28681, "ts": "2026-07-15T02:32:37Z", "hours": 9.0661, "text": "Finished the game, added a settings menu which allows you to select different options such as, if you can see the countdown, how many turns in between flips, and if the turns between flips should be random, also fixed bugs where the player or ai could drop pieces while other pieces were falling and fixed bug where a false win would be detected"}, {"post_id": 25019, "ts": "2026-07-08T22:57:24Z", "hours": 4.6103, "text": "Finally got the AI to work, for a while the AI would just go filling roles from left to right without making any smart decisions or it just wouldn’t make a decision at all. I realized the problem was that one of my numbers that should’ve been negative was positive, whoops. I was also able to get board flipping to work so now after 6 turns it will flip. What I am adding: settings menu to change how often the board flips. Animation of the pieces falling."}, {"post_id": 22491, "ts": "2026-07-04T23:54:40Z", "hours": 6.2117, "text": "Added - win detection now fully working, main menu, and updated visuals. I am currently working on getting the board to flip and an AI to play against."}, {"post_id": 20291, "ts": "2026-07-01T20:58:35Z", "hours": 4.2628, "text": "Got pieces falling into place correctly and horizontal win detection working, currently need to implement vertical and diagonal win detection"}]...
|
Title: Connect 4 180 by @Tyson_rottie | Stardance
Title: Connect 4 180 by @Tyson_rottie | Stardance
Devlogs:
Got pieces falling into place correctly and horizontal win detection working, currently need to implement vertical and diagonal win detection
Added - win detection now fully working, main menu, and updated visuals. I am currently working on getting the board to flip and an AI to play against.
Finally got the AI to work, for a while the AI would just go filling roles from left to right without making any smart decisions or it just wouldn’t make a decision at all. I realized the problem was that one of my numbers that should’ve been negative was positive, whoops. I was also able to get board flipping to work so now after 6 turns it will flip. What I am adding: settings menu to change how often the board flips. Animation of the pieces falling.
Finished the game, added a settings menu which allows you to select different options such as, if you can see the countdown, how many turns in between flips, and if the turns between flips should be random, also fixed bugs where the player or ai could drop pieces while other pieces were falling and fixed bug where a false win would be detected
Ships:
I made connect 4 but the board flips every 6 turns, this is my first python project that uses imports something from another file so I had to learn how to do that, getting the board to accurately flip was the hardest part of this project, this is my first time using pygame so I had to learn how to display text, images and sounds, in order to run the project you need to run the main.py file...
|
1793098158.6509726
|
1793184558.6509726
|
|
23329
|
Orbit calculator by @whereami | Stardance
|
whereami
|
1
|
10.0
|
150
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T03:25:21Z", "hours": 10.0, "multiplier": 15.74, "payout": 150, "blessing": "neutral", "text": "I made a website where the user can calculate and visualize an orbit around a planetary object (or the Sun) based on their input parameters. The project actually started in March as a passion project, but I decided to turn it from a Python script to a proper website to make it more useful. Most of the obstacles I have to deal with are related to the calculations, but formatting the UI is also quite challenging. And since I made this website to make science a bit more friendly, the instructions are displayed on the website itself.", "repo": "https://github.com/phong765/Orbit-calculator/", "demo": "https://phong765.github.io/Orbit-calculator/"}]...
|
[{"post_id": 26344, "ts": "202 [{"post_id": 26344, "ts": "2026-07-11T02:34:41Z", "hours": 3.7175, "text": "Devlog #7 I’m close to accomplishing what I want for this project, and I will probably ship it soon. What I have changed I have solved the apogee, perigee problem using the eccentric vector I have added the option to choose which body in the solar system the user wants to orbit around. That means the radius and mass of the orbited object will change to reflect the physics involved. Added the ability to calculate the orbit period. Tidied up the UI What I will work on I think that I will ship it, and if I am suggested to change or add something, I will be very glad to implement it."}, {"post_id": 18967, "ts": "2026-06-30T04:32:39Z", "hours": 1.3783, "text": "Devlog #6 What I have changed: I have added additional information to the users regarding their calculation. When their orbit parameters result in the object either being below the atmosphere or crashing into the surface, a warning will appear in the result section. A warning will also be made if the parameters are invalid for an orbit around the Earth. I have also fixed the scrolling problem. The scrolling function is tied to the calculation button, and when the software hasn’t finished rendering the result image, the scroll function will scroll to the wrong place. Therefore I’ve added a delay to the scroll function so that it can wait for the completion of the rendering process. What I will work on The position of the apogee/perigee problem hasn’t been solved, mainly because it is quite math-heavy. That will be something I will try to solve in the long term, aside from other adjustments that I can carry out immediately."}, {"post_id": 15477, "ts": "2026-06-25T05:06:37Z", "hours": 1.1286, "text": "Devlog #5 What I have changed I have made some adjustments and rearrangements to the layout of the user interface to improve the user experience. I have also added a paragraph to explain how to use it and explain what the result and technical terms mean, and also explain the colors on the graph. Problems I will work on: The z=0 problem: currently, my script uses the z position provided by the user to determine the position of the apogee and perigee relative to the equator; thus, when the input for z is 0, the result isn’t satisfactory. I will probably use the velocity and the direction of rotation relative to the Earth to solve the problem. I will also add additional information to notify the user of the problems with their parameters(for example, their parameters will send the satellite into the ground or the orbit is physically impossible). The scroll function: I want the website to automatically scroll down to the result when the user presses the ”Calculate” button, but it seems like my script can’t detect where to scroll down yet. To fix this, I will try to update my internal JS script."}, {"post_id": 14873, "ts": "2026-06-24T04:32:12Z", "hours": 0.9803, "text": "I have finished transferring the Python code to the website. Now I will be custommizing and improving the user interface."}, {"post_id": 14375, "ts": "2026-06-23T14:13:27Z", "hours": 0.6953, "text": "I’m transferring my Python script to a website so that it’s easier to use, but the process is really messy. I plan to use PyScript, so if anyone knows how to pull this off, please let me know."}, {"post_id": 13510, "ts": "2026-06-22T03:30:26Z", "hours": 1.1094, "text": "I have completed the calculation for the apogee and perigee positions relative to the equator. I have also made some adjustments to the display of the result"}, {"post_id": 13142, "ts": "2026-06-21T14:42:40Z", "hours": 0.5394, "text": "I’m trying to determine the theta position of a given position. This will be a step toward determining where the apogee/perigee are relative to the equator."}]...
|
Title: Orbit calculator by @whereami | Stardance
Title: Orbit calculator by @whereami | Stardance
Devlogs:
I’m trying to determine the theta position of a given position. This will be a step toward determining where the apogee/perigee are relative to the equator.
I have completed the calculation for the apogee and perigee positions relative to the equator. I have also made some adjustments to the display of the result
I’m transferring my Python script to a website so that it’s easier to use, but the process is really messy. I plan to use PyScript, so if anyone knows how to pull this off, please let me know.
I have finished transferring the Python code to the website. Now I will be custommizing and improving the user interface.
Devlog #5 What I have changed I have made some adjustments and rearrangements to the layout of the user interface to improve the user experience. I have also added a paragraph to explain how to use it and explain what the result and technical terms mean, and also explain the colors on the graph. Problems I will work on: The z=0 problem: currently, my script uses the z position provided by the user to determine the position of the apogee and perigee relative to the equator; thus, when the input for z is 0, the result isn’t satisfactory. I will probably use the velocity and the direction of rotation relative to the Earth to solve the problem. I will also add additional information to notify the user of the problems with their parameters(for example, their parameters will send the satellite into the ground or the orbit is physically impossible). The scroll function: I want the website to automatically scroll down to the result when the user presses the ”Calculate” button, but it seems like my script can’t detect where to scroll down yet. To fix this, I will try to update my internal JS script.
Devlog #6 What I have changed: I have added additional information to the users regarding their calculation. When their orbit parameters result in the object either being below the atmosphere or crashing into the surface, a warning will appear in the result section. A warning will also be made if the parameters are invalid for an orbit around the Earth. I have also fixed the scrolling problem. The scrolling function is tied to the calculation button, and when the software hasn’t finished rendering the result image, the scroll function will scroll to the wrong place. Therefore I’ve added a delay to the scroll function so that it can wait for the completion of the rendering process. What I will work on The position of the apogee/perigee problem hasn’t been solved, mainly because it is quite math-heavy. That will be something I will try to solve in the long term, aside from other adjustments that I can carry out immediately.
Devlog #7 I’m close to accomplishing what I want for this project, and I will probably ship it soon. What I have changed I have solved the apogee, perigee problem using the eccentric vector I have added the option to choose which body in the solar system the user wants to orbit around. That means the radius and mass of the orbited object will change to reflect the physics involved. Added the ability to calculate the orbit period. Tidied up the UI What I will work on I think that I will ship it, and if I am suggested to change or add something, I will be very glad to implement it.
Ships:
I made a website where the user can calculate and visualize an orbit around a planetary object (or the Sun) based on their input parameters. The project actually started in March as a passion project, but I decided to turn it from a Python script to a proper website to make it more useful. Most of the obstacles I have to deal with are related to the calculations, but formatting the UI is also quite challenging. And since I made this website to make science a bit more friendly, the instructions are displayed on the website itself....
|
1793105619.4787285
|
1793192019.4787285
|
|
23951
|
SMB remake by @yagmur | Stardance
|
yagmur
|
1
|
34.3
|
150
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T11:13:08Z", "hours": 11.0, "multiplier": 13.11, "payout": 150, "blessing": "neutral", "text": "well here it is! my epic grand remake of smb, originally started off to learn godot it still lacks so many stuff (koopalings, some mechanics, some animations, SOUND especially) i recommend scaling your browser window down to minimize dead space, i know i know i should’ve added zooming or whatever, that’s coming in the future the controls are pretty simple wasd for movement shift for running space for jumping e for attacking/using it was (again) really fun building this and not eating my brains out :D, hopefully i’ll reach feature parity with the original game and add new quirky mechanics", "repo": "https://github.com/yagmurpog/mediocre-michael-siblings", "demo": "https://yagmurpog.github.io/"}]...
|
[{"post_id": 28342, "ts": "202 [{"post_id": 28342, "ts": "2026-07-14T15:14:01Z", "hours": 1.5428, "text": "piranha plant!!!!!!"}, {"post_id": 27628, "ts": "2026-07-13T11:38:09Z", "hours": 3.0658, "text": "star!!!!!! anyways i want this project to be a sort of a base for mario games? i’ll probably write up about how you can, yes YOU, make your own levels. i’ve designed so that you don’t really have to touch any code when making levels"}, {"post_id": 25808, "ts": "2026-07-10T08:38:09Z", "hours": 2.4603, "text": "pipes!!!!! and"}, {"post_id": 24817, "ts": "2026-07-08T16:59:19Z", "hours": 3.2314, "text": "splashess!!!! and you won’t believe more polish!!! it is so close to another ship!!!!1"}, {"post_id": 23615, "ts": "2026-07-06T17:52:02Z", "hours": 3.0028, "text": "polish polish polish, i’m going to drown in polish , heck load of backend stuff that i don’t know how to explain but its related to how levels are loaded and managed. currently trying to make it more accurate to the original and a few more enemies and then i can start making new power ups and enemies"}, {"post_id": 21506, "ts": "2026-07-03T14:32:16Z", "hours": 2.1742, "text": "mario now can travel through time and space across parallel universes using a new technology called quantum nano particle sub processing with enhanced qubits and computing physics"}, {"post_id": 20905, "ts": "2026-07-02T17:03:49Z", "hours": 1.4153, "text": "fixed koop troop, also made jumping a lot like the original plus a few stuff i don’t remember"}, {"post_id": 20175, "ts": "2026-07-01T18:39:28Z", "hours": 1.5306, "text": "sxdcfghjgf don’t do 5 hours in a single day kids, or you might end up adding another level theme"}, {"post_id": 19981, "ts": "2026-07-01T13:38:36Z", "hours": 1.9756, "text": "bump"}, {"post_id": 19300, "ts": "2026-06-30T15:55:11Z", "hours": 2.9019, "text": "are these, the world’s the most crispy bricks? let’s find out anyways i’ve been working on adding sfx and music as you can see (or hear), i “borrowed” sfx from spriters resource and ripped the music from the rom also ignore the koopa troopa and the grow animation lol"}, {"post_id": 17516, "ts": "2026-06-28T10:21:44Z", "hours": 3.8097, "text": "one final one before shipping, here are the stuff i did a main menu a lot of bug fixes clean up yeah thats it actually demo soon should be up somewhere"}, {"post_id": 16831, "ts": "2026-06-27T10:19:19Z", "hours": 1.5264, "text": "brick break and this (kinda) funny bug i found where you fall out of the world for having skill issue, arrgh its so close to being complete for a demo but the codebase is a mess"}, {"post_id": 16327, "ts": "2026-06-26T15:54:01Z", "hours": 0.5528, "text": "mmm pit of fire"}, {"post_id": 15875, "ts": "2026-06-25T20:01:07Z", "hours": 1.0906, "text": "boing boing boing (that’s the sound of me making the sunflower powerup) boing anyways a lot of of clean up on the other side of things, not much to show here other than this bouncy fireball"}, {"post_id": 15014, "ts": "2026-06-24T12:12:42Z", "hours": 4.1283, "text": "got several things done, fixed the font score pop ups level cutscene (forgot to include in the video :( )"}, {"post_id": 13678, "ts": "2026-06-22T13:05:26Z", "hours": 0.3308, "text": "started this project before stardance thingy. it is still pretty bare bones, only having the bare bones (movement, coins and powerups) currently working on implementing a hud"}]...
|
Title: SMB remake by @yagmur | Stardance
Devlogs: Title: SMB remake by @yagmur | Stardance
Devlogs:
started this project before stardance thingy. it is still pretty bare bones, only having the bare bones (movement, coins and powerups) currently working on implementing a hud
got several things done, fixed the font score pop ups level cutscene (forgot to include in the video :( )
boing boing boing (that’s the sound of me making the sunflower powerup) boing anyways a lot of of clean up on the other side of things, not much to show here other than this bouncy fireball
mmm pit of fire
brick break and this (kinda) funny bug i found where you fall out of the world for having skill issue, arrgh its so close to being complete for a demo but the codebase is a mess
one final one before shipping, here are the stuff i did a main menu a lot of bug fixes clean up yeah thats it actually demo soon should be up somewhere
are these, the world’s the most crispy bricks? let’s find out anyways i’ve been working on adding sfx and music as you can see (or hear), i “borrowed” sfx from spriters resource and ripped the music from the rom also ignore the koopa troopa and the grow animation lol
bump
sxdcfghjgf don’t do 5 hours in a single day kids, or you might end up adding another level theme
fixed koop troop, also made jumping a lot like the original plus a few stuff i don’t remember
mario now can travel through time and space across parallel universes using a new technology called quantum nano particle sub processing with enhanced qubits and computing physics
polish polish polish, i’m going to drown in polish , heck load of backend stuff that i don’t know how to explain but its related to how levels are loaded and managed. currently trying to make it more accurate to the original and a few more enemies and then i can start making new power ups and enemies
splashess!!!! and you won’t believe more polish!!! it is so close to another ship!!!!1
pipes!!!!! and
star!!!!!! anyways i want this project to be a sort of a base for mario games? i’ll probably write up about how you can, yes YOU, make your own levels. i’ve designed so that you don’t really have to touch any code when making levels
piranha plant!!!!!!
Ships:
well here it is! my epic grand remake of smb, originally started off to learn godot it still lacks so many stuff (koopalings, some mechanics, some animations, SOUND especially) i recommend scaling your browser window down to minimize dead space, i know i know i should’ve added zooming or whatever, that’s coming in the future the controls are pretty simple wasd for movement shift for running space for jumping e for attacking/using it was (again) really fun building this and not eating my brains out :D, hopefully i’ll reach feature parity with the original game and add new quirky mechanics...
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1793083737.9371972
|
1793170137.9371972
|
|
27848
|
ReTrace by @notryaan | Stardance
|
notryaan
|
1
|
11.0
|
150
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T19:01:44Z", "hours": 11.0, "multiplier": 14.12, "payout": 150, "blessing": "neutral", "text": "I made retrace, a replay autopsy too for osu! standard. You basically drop your replay file in and it analyzes it after reconstructing your whole play. It then tells you what when wrong and why. Now the core eingine takes your replay frames and re-judges every circle, slider and spinner against the real hit windows while taking into account sstacking, notelock and mods. IT gives you your UR, timing bias and section by section breakdowns while splitting stuff into patterns so it can tell you stuff like you’re bad at streams instead of you have an inconsistent UR It has a replay viewer that is basically a minivideo player with everything rendered properly, you can slow it down, frame step, jump straight to a miss and even load ghost replays on top to compare. Theres actual AI-powered coaching (openrouter free grok api :D), its tuned to tell you if youre hitting as genuine skill wall, losing focus or any other major problem and helps you get better. Theres farm reccomendation that scales and ranks maps based on your playstyle and actual played maps (while also telling you what maps you could go back to and fix a choke). It has alot of stats and trivia if you want to compare stats bw two players or get data on a country (top 50 tho) It also has local history so you can drop alot of replays in and it could give you a consolidated overivew.", "repo": "https://github.com/UltimaCodes/retraceosu", "demo": "https://retrace-osu.vercel.app/"}]...
|
[{"post_id": 23746, "ts": "202 [{"post_id": 23746, "ts": "2026-07-06T21:19:37Z", "hours": 8.5756, "text": "Second and final devlog (i think) So this started as “what if a website could tell you why you missed” and got wildly out of hand. Everything below runs at retrace-osu.vercel.app now. Recap of the whole thing: The replay engine: The core of the site. You drop a .osr and it gets decoded entirely in your browser, the beatmap is auto-fetched by its hash, and then a reconstruction engine re-judges the whole play from the raw cursor and key data: every circle, slider follow-circle and spinner spin. It handles note stacking, stable’s notelock behavior, and mod clock rates properly, and the reconstructed judgements come out within a hit or two of the real scoreboard numbers. From that you get UR, timing bias, early/late split, per-section breakdown, and pattern splits (jumps, streams, bursts, spaced control) that know the difference between a 180bpm stream and that same stream with DT on. The autopsy tools: A replay viewer with the actual slider paths, approach circles, miss markers and cursor trail, that now works like a proper video editor: quarter speed, frame stepping, keyboard shortcuts, and clickable miss timestamps that jump you to two seconds before each choke. You can even load a second replay of the same map as a green ghost cursor and watch where your lines diverge. There’s a playfield miss map, a hands panel that tells you your k1/k2 split, whether you single-tap or alternate and at what bpm you give in and switch, and whether you snap or flow aim, all measured from the frames. The coach: Every analysis ends with strengths, leaks and practice drills derived from the measurements, plus an AI review that gets fed only measured facts (mod-adjusted stars, real clock rate, strain curve) so it can’t hallucinate numbers. My favorite part is the difficulty overlay: it draws the map’s strain curve behind your per-section UR, so it can tell you whether you fall apart at the hard parts (skill wall) or the easy parts (focus problem). Those need completely different fixes and no other tool makes the distinction. Farm maps: Sign in and it profiles your top 100: your real mod combos with each one’s median accuracy, your comfort star band, and your aim/speed lean measured with rosu-pp. Then it prices candidate maps under your actual mods at your actual accuracy and, this is the important bit, ranks them by the real gain to your weighted total, not the raw pp fantasy. A “400pp play” that nets you 0.6pp gets buried. There’s also a chokes tab that finds plays in your bests worth fixing, and a ceiling number showing your total if you cleaned all of them. Informatics: Type any username: mod-combination picker over their top 100 (exact combos, HD means HD only), pp milestones, 90-day rank graph, and trivia like their oldest surviving play, their most farmed mapper, their grade split and how much of their profile one play carries. Countries get a top-50 deep scan: hidden prodigies by pp per hour, the “national anthem” (the map half the country has in their bests), the oldest relic score still standing, the closest rivalry (Pakistan has two players literally 0pp apart), scene depth, farm diversity. Plus a side-by-side player compare page. History: Every analyzed replay saves to your browser, nothing uploaded. Bulk-drop your whole Replays folder and it aggregates: which weaknesses recur across your plays, your UR trend, and per-map progress when you’ve analyzed the same map more than once. Everything else: osu!-style UI with the triangles, 30-day sessions with token refresh, PNG share cards, link embeds, installable as an app, and a disk cache so the osu! API doesn’t hate me.The whole thing is client-first: your replays never leave your machine, the server only does pp math and API relaying. Go break it and tell me what’s wrong."}, {"post_id": 17889, "ts": "2026-06-28T20:30:56Z", "hours": 2.33, "text": "Made the base UI (heavy inspiration from the main osu website) and started working on parsing every replay. Made the site automatically fetch maps from the replays via the API (and get user profile data in the same way). Now I need to make it actually analyze replays and give criticism/improvement tips based on those replays, maybe an in-browser replay viewer so the coach thingy could give you specific timestamps of where you messed up"}]...
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Title: ReTrace by @notryaan | Stardance
Devlogs:
Title: ReTrace by @notryaan | Stardance
Devlogs:
Made the base UI (heavy inspiration from the main osu website) and started working on parsing every replay. Made the site automatically fetch maps from the replays via the API (and get user profile data in the same way). Now I need to make it actually analyze replays and give criticism/improvement tips based on those replays, maybe an in-browser replay viewer so the coach thingy could give you specific timestamps of where you messed up
Second and final devlog (i think) So this started as “what if a website could tell you why you missed” and got wildly out of hand. Everything below runs at retrace-osu.vercel.app now. Recap of the whole thing: The replay engine: The core of the site. You drop a .osr and it gets decoded entirely in your browser, the beatmap is auto-fetched by its hash, and then a reconstruction engine re-judges the whole play from the raw cursor and key data: every circle, slider follow-circle and spinner spin. It handles note stacking, stable’s notelock behavior, and mod clock rates properly, and the reconstructed judgements come out within a hit or two of the real scoreboard numbers. From that you get UR, timing bias, early/late split, per-section breakdown, and pattern splits (jumps, streams, bursts, spaced control) that know the difference between a 180bpm stream and that same stream with DT on. The autopsy tools: A replay viewer with the actual slider paths, approach circles, miss markers and cursor trail, that now works like a proper video editor: quarter speed, frame stepping, keyboard shortcuts, and clickable miss timestamps that jump you to two seconds before each choke. You can even load a second replay of the same map as a green ghost cursor and watch where your lines diverge. There’s a playfield miss map, a hands panel that tells you your k1/k2 split, whether you single-tap or alternate and at what bpm you give in and switch, and whether you snap or flow aim, all measured from the frames. The coach: Every analysis ends with strengths, leaks and practice drills derived from the measurements, plus an AI review that gets fed only measured facts (mod-adjusted stars, real clock rate, strain curve) so it can’t hallucinate numbers. My favorite part is the difficulty overlay: it draws the map’s strain curve behind your per-section UR, so it can tell you whether you fall apart at the hard parts (skill wall) or the easy parts (focus problem). Those need completely different fixes and no other tool makes the distinction. Farm maps: Sign in and it profiles your top 100: your real mod combos with each one’s median accuracy, your comfort star band, and your aim/speed lean measured with rosu-pp. Then it prices candidate maps under your actual mods at your actual accuracy and, this is the important bit, ranks them by the real gain to your weighted total, not the raw pp fantasy. A “400pp play” that nets you 0.6pp gets buried. There’s also a chokes tab that finds plays in your bests worth fixing, and a ceiling number showing your total if you cleaned all of them. Informatics: Type any username: mod-combination picker over their top 100 (exact combos, HD means HD only), pp milestones, 90-day rank graph, and trivia like their oldest surviving play, their most farmed mapper, their grade split and how much of their profile one play carries. Countries get a top-50 deep scan: hidden prodigies by pp per hour, the “national anthem” (the map half the country has in their bests), the oldest relic score still standing, the closest rivalry (Pakistan has two players literally 0pp apart), scene depth, farm diversity. Plus a side-by-side player compare page. History: Every analyzed replay saves to your browser, nothing uploaded. Bulk-drop your whole Replays folder and it aggregates: which weaknesses recur across your plays, your UR trend, and per-map progress when you’ve analyzed the same map more than once. Everything else: osu!-style UI with the triangles, 30-day sessions with token refresh, PNG share cards, link embeds, installable as an app, and a disk cache so the osu! API doesn’t hate me.The whole thing is client-first: your replays never leave your machine, the server only does pp math and API relaying. Go break it and tell me what’s wrong.
Ships:
I made retrace, a replay autopsy too for osu! standard. You basically drop your replay file in and it analyzes it after reconstructing your whole play. It then tells you what when wrong and why. Now the core eingine takes your replay frames and re-judges every circle, slider and spinner against the real hit windows while taking into account sstacking, notelock and mods. IT gives you your UR, timing bias and section by section breakdowns while splitting stuff into patterns so it can tell you stuff like you’re bad at streams instead of you have an inconsistent UR It has a replay viewer that is basically a minivideo player with everything rendered properly, you can slow it down, frame step, jump straight to a miss and even load ghost replays on top to compare. Theres actual AI-powered coaching (openrouter free grok api :D), its tuned to tell you if youre hitting as genuine skill wall, losing focus or any other major problem and helps you get better. Theres farm reccomendation that scales and ranks maps based on your playstyle and actual played maps (while also telling you what maps you could go back to and fix a choke). It has alot of stats and trivia if you want to compare stats bw two players or get data on a country (top 50 tho) It also has local history so you can drop alot of replays in and it could give you a consolidated overivew....
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1792994113.0963297
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1793080513.0963297
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44521
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TRIANGULATOR by @velocity | Stardance
|
velocity
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2
|
10.0
|
150
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T15:54:16Z", "hours": 2.0, "multiplier": 12.84, "payout": 36, "blessing": "neutral", "text": "This is my second ship. For my first ship, I had built a very barebones app with a lot of bugs and issues. It simply turned images into triangles, and there was a lot of room for improvement. For this ship, I tried to implement everything that the reviews had asked for. I added a gallery, expanded the README significantly, made my devlogs more detailed, and added clear instructions explaining what each parameter does. I’m very happy with how this project turned out, especially considering how much I improved it from my first ship. The only major improvement I would still like to make is getting the program to run locally. That would be a challenge because of the limited resources available in a browser, but it’s something I’d like to work toward in the future. Since I have a lot of pictures I am going to upload one of my favorite ones, a photo I processed about 3 hours into this project.", "repo": "https://github.com/Velocity918/Trianglator", "demo": "https://trianglator-kohl.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-13T09:23:10Z", "hours": 8.0, "multiplier": 14.13, "payout": 114, "blessing": "neutral", "text": "I have made a simple web app that takes in and image a turns it into triangles, hence the name Triangulator. I am very proud of the algorithm i have written myself for colour detection, placing points in backgrounds and finding midpoint of each triangle. This also helped me revisit some html and css. I would love for people to play around with my project and in the future I might make my project better. Something I still want to improve is time as vercel servers are slow, so the large number of calculations takes a lot of time.", "repo": "https://github.com/Velocity918/Trianglator", "demo": "https://trianglator-kohl.vercel.app/"}]...
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[{"post_id": 58206, "ts": "202 [{"post_id": 58206, "ts": "2026-08-30T15:48:00Z", "hours": 1.0042, "text": "Final post for this project :< I have finally added a processing screen so you know when the images are actually processing. I have added a gallery of my favorite outputs yet. Added instruction on how to use the website and cleaned up the UI, Check out the website"}, {"post_id": 58079, "ts": "2026-08-30T12:59:44Z", "hours": 1.0003, "text": "I cleaned all the code, fixed a massive deployment error (sadly the time did not count). I significantly improved my README.md, Read my README ."}, {"post_id": 46448, "ts": "2026-08-13T17:39:14Z", "hours": 0.3603, "text": "Fixed my triangulator for transparent images"}, {"post_id": 46208, "ts": "2026-08-13T08:48:02Z", "hours": 0.6492, "text": "added customizability + deployed it so anyone can use it :)"}, {"post_id": 45040, "ts": "2026-08-11T08:51:30Z", "hours": 1.6856, "text": "turned into a web app (looks terrible)"}, {"post_id": 44596, "ts": "2026-08-10T13:51:09Z", "hours": 1.8664, "text": "improved backgrounds by adding points specifically to the background"}, {"post_id": 43156, "ts": "2026-08-08T08:27:59Z", "hours": 1.3475, "text": "Improved the colour accuracy using a meshes and polygons"}, {"post_id": 42034, "ts": "2026-08-06T16:18:25Z", "hours": 2.5136, "text": "Made the Bare bone structure of the program"}]...
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Title: TRIANGULATOR by @velocity | Stardance
Devl Title: TRIANGULATOR by @velocity | Stardance
Devlogs:
Made the Bare bone structure of the program
Improved the colour accuracy using a meshes and polygons
improved backgrounds by adding points specifically to the background
turned into a web app (looks terrible)
added customizability + deployed it so anyone can use it :)
Fixed my triangulator for transparent images
I cleaned all the code, fixed a massive deployment error (sadly the time did not count). I significantly improved my README.md, Read my README .
Final post for this project :< I have finally added a processing screen so you know when the images are actually processing. I have added a gallery of my favorite outputs yet. Added instruction on how to use the website and cleaned up the UI, Check out the website
Ships:
I have made a simple web app that takes in and image a turns it into triangles, hence the name Triangulator. I am very proud of the algorithm i have written myself for colour detection, placing points in backgrounds and finding midpoint of each triangle. This also helped me revisit some html and css. I would love for people to play around with my project and in the future I might make my project better. Something I still want to improve is time as vercel servers are slow, so the large number of calculations takes a lot of time.
This is my second ship. For my first ship, I had built a very barebones app with a lot of bugs and issues. It simply turned images into triangles, and there was a lot of room for improvement. For this ship, I tried to implement everything that the reviews had asked for. I added a gallery, expanded the README significantly, made my devlogs more detailed, and added clear instructions explaining what each parameter does. I’m very happy with how this project turned out, especially considering how much I improved it from my first ship. The only major improvement I would still like to make is getting the program to run locally. That would be a challenge because of the limited resources available in a browser, but it’s something I’d like to work toward in the future. Since I have a lot of pictures I am going to upload one of my favorite ones, a photo I processed about 3 hours into this project....
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1793072935.6529481
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1793159335.6529481
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9871
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Global Chat by @wuff | Stardance
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wuff
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1
|
10.0
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149
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T00:09:15Z", "hours": 10.0, "multiplier": 14.33, "payout": 149, "blessing": "neutral", "text": "What is Global-Chat? Global-Chat is a lightweight, asynchronous, terminal-based messaging application that allows anyone on Earth to connect and chat in real-time directly from their Command Prompt or Terminal. No heavy web browsers, no bloated Electron apps—just pure, retro-style networking. Why this project? I wanted to build a seamless communication tool that avoids the unnecessary complexity of modern chat apps while tackling the hard engineering challenges of backend networking. The goal was to create a rock-solid, secure server capable of handling multiple concurrent connections, preventing spam, and managing users efficiently, all while keeping a minimal, distraction-free aesthetic. Key Features Inside: Global Connectivity – Chat instantly with other users across the globe through a clean CLI. Asynchronous UI – Powered by prompt_toolkit, ensuring incoming messages pop up instantly without interrupting what you are currently typing. Anti-Spam & Security – Built-in message cooldowns and automatic duplicate nickname validation. Robust Moderation – Full server-side control with admin commands to kick, ban users by IP, or send official system announcements via “say”. Chat History – New users automatically receive the last 10 messages upon joining so they always have context. Dockerized Setup – The entire server infrastructure can be spun up locally or on a VPS with a single docker compose up command. How to test it right now! You don’t need to install Python or mess around with dependencies to try it out. Go to the Releases tab on my GitHub Repository. Download the pre-built client.exe file. Open it, type your username, and start chatting instantly! (Note: Since there is no login system yet, please verify your friends’ identities via Slack/Discord if you suspect someone is impersonating them!)", "repo": "https://github.com/wuffgame/Global-Chat", "demo": "https://github.com/wuffgame/Global-Chat/releases/tag/release"}]...
|
[{"post_id": 8988, "ts": "2026 [{"post_id": 8988, "ts": "2026-06-14T23:41:58Z", "hours": 1.4267, "text": "Day 5 Today I finished preparing the project files, including the README.md and Dockerfile, and fixed all the bugs I was aware of. I also updated the project page with a new description, a screenshot, and a demo URL. The list I had in front of me is now completely finished, which means I can finally ship the project. Of course, after shipping it, I’ll still continue updating the global chat, but before that I need to take a short break. See you in my other projects — or in this one again sometime in the near future!!!"}, {"post_id": 7734, "ts": "2026-06-12T22:11:30Z", "hours": 2.0667, "text": "Day 4 Today I worked on adding chat history (when someone joins, the last 10 messages are displayed), as well as notifications for users joining/leaving the chat and error messages. The biggest issue today was that exit messages were not being displayed. The fix turned out to be quite simple — I was using a double lock, which caused the code to freeze. My plans for tomorrow are to check if everything works as intended, update the README file, update the Docker files, look into py2exe, and upload everything to GitHub and ship the project!!! Yes, we are finally getting to my first ship, but don’t worry, updates will still continue after that. See you tomorrow!!!"}, {"post_id": 7149, "ts": "2026-06-11T22:46:35Z", "hours": 2.0594, "text": "Day 3 Today I added the ability to execute commands directly from the server, such as ban and kick, giving the server moderation control over the chat. I also fixed an issue where receiving a message while typing would interrupt the input. After searching the entire internet, I finally found the holy grail: prompt_toolkit. Because of that, I can put GUI development on hold for now. The biggest challenge today was figuring out why I was getting a CMD-related error when starting the server with prompt_toolkit. It turns out that prompt_toolkit doesn’t work properly with PyCharm’s default console, so I had to enable the “Emulate terminal in output console” option. My plans for tomorrow are: Finish the command system (if I can think of any more useful commands). Take a look at py2exe so I can generate an .exe file from the Python client. Try to fix a bug where the client doesn’t properly stop after being banned, kicked, or disconnected. See you tomorrow!!!"}, {"post_id": 6512, "ts": "2026-06-10T22:54:15Z", "hours": 1.4717, "text": "Day 2* Today, I added nickname checking to the server to make sure that no two users can join the chat with the same nickname. I also implemented a message cooldown to help protect against spammers. I also tried experimenting with the GUI a little, but it’s not the right time yet — the to-do list I have in front of me is still huge. The problem of the day was that I hadn’t worked with Python dictionaries before, so I had to quickly learn how to use them xd. My plans for tomorrow are to add a banning system as a command that can be executed directly from the server, along with other custom commands that the server will be able to perform. I’m shutting down the VPS server until I ship the project. See you tomorrow!!! Technically it’s Day 3 because I didn’t work on it yesterday, but that’s a different story."}, {"post_id": 5152, "ts": "2026-06-08T20:45:00Z", "hours": 0.3344, "text": "Day 1 (Part 2) Before going to sleep (it was already night in Poland), I improved the security a bit and added a system message in chat when someone joins. I’ll try to dedicate a full day soon to security, so it’s not easy to create malicious clients. See you tomorrow for real!!!"}, {"post_id": 5082, "ts": "2026-06-08T19:22:47Z", "hours": 1.5067, "text": "Day 1 Today I rewrote the whole code to prepare it for a global chat system. I deployed everything on a VPS, so now by downloading client.py you can already chat with other people, but only through the terminal for now. I also added client version checking, so if someone is using an outdated version, they won’t be able to connect to the server. Usernames were also introduced, replacing IDs from the echo server, so now every user can set whatever nickname they want. The main bug of the day was related to broadcasting messages to all users — sometimes messages were sent only to one person or not sent at all. I fixed it somehow… honestly not even sure how xd. Tomorrow’s plan is to try implementing a graphical interface so it doesn’t rely on the terminal anymore. At night (in Poland), I also updated part of the README file. If you want to test the global chat yourself, you can download the client here: https://github.com/wuffgame/Global-Chat/blob/main/global-chat/client.py There are no bans for spam or offensive usernames yet, but I trust you won’t spam the server or use inappropriate nicknames. See you tomorrow!!!"}, {"post_id": 4480, "ts": "2026-06-07T20:13:24Z", "hours": 1.1486, "text": "Day 0 (Part 2) Today I decided to finish the echo server so that it can support multiple clients (currently up to 5). Each client also gets its own ID to keep the server logs cleaner and easier to read. I also added a Dockerfile and a docker-compose.yml, so the server can be launched on a VPS without any extra setup or hassle. As always, a few issues appeared along the way. At first, I’m not even sure what I messed up, but when I deployed the server to my VPS, Docker didn’t expose the container ports correctly, so the client couldn’t connect. After some debugging, I managed to fix it. Another challenge was handling a dynamic number of client IDs. However, since I’m planning to switch to nicknames instead of IDs later, I decided not to spend too much time on it for now. Tomorrow’s plan is to finally start Day 1, refactor everything and prepare the project for turning it into a proper global chat system. I also want to start working on a terminal-based global chat version either tomorrow or the day after. I already know some things will be problematic there, but I’ll probably solve them in Day 3 or later when I start working on a full GUI. For now, I also plan to write a README later today or tomorrow. See you in the next devlog!!! P.S. Devlogs might not appear daily until the summer holidays in Poland start."}, {"post_id": 3779, "ts": "2026-06-06T20:30:24Z", "hours": 0.4208, "text": "Day 0 Since yesterday, I decided to start working on a global chat application in Python. Everyone will be able to log in and chat, while I, as the amazing moderation team, will be able to ban people who break the rules. Yesterday, I spent some time talking with AI and watching videos to understand how sockets and threading work in Python. Today, since I got back late from a trip, I decided to practice what I learned yesterday instead of rushing into the full project. I built a local echo server that currently supports one client (but I’ll probably add multi-client support tomorrow). I also added a primitive client verification system, so if a client is not compatible with the server, the connection gets rejected. Right now it works by sending a specific string. The only issue I had was that after disconnecting the client, the server started infinitely sending “”. Luckily, I quickly realized I could stop it using if not. See you tomorrow in the next devlog!"}]...
|
Title: Global Chat by @wuff | Stardance
Devlogs:
Title: Global Chat by @wuff | Stardance
Devlogs:
Day 0 Since yesterday, I decided to start working on a global chat application in Python. Everyone will be able to log in and chat, while I, as the amazing moderation team, will be able to ban people who break the rules. Yesterday, I spent some time talking with AI and watching videos to understand how sockets and threading work in Python. Today, since I got back late from a trip, I decided to practice what I learned yesterday instead of rushing into the full project. I built a local echo server that currently supports one client (but I’ll probably add multi-client support tomorrow). I also added a primitive client verification system, so if a client is not compatible with the server, the connection gets rejected. Right now it works by sending a specific string. The only issue I had was that after disconnecting the client, the server started infinitely sending “”. Luckily, I quickly realized I could stop it using if not. See you tomorrow in the next devlog!
Day 0 (Part 2) Today I decided to finish the echo server so that it can support multiple clients (currently up to 5). Each client also gets its own ID to keep the server logs cleaner and easier to read. I also added a Dockerfile and a docker-compose.yml, so the server can be launched on a VPS without any extra setup or hassle. As always, a few issues appeared along the way. At first, I’m not even sure what I messed up, but when I deployed the server to my VPS, Docker didn’t expose the container ports correctly, so the client couldn’t connect. After some debugging, I managed to fix it. Another challenge was handling a dynamic number of client IDs. However, since I’m planning to switch to nicknames instead of IDs later, I decided not to spend too much time on it for now. Tomorrow’s plan is to finally start Day 1, refactor everything and prepare the project for turning it into a proper global chat system. I also want to start working on a terminal-based global chat version either tomorrow or the day after. I already know some things will be problematic there, but I’ll probably solve them in Day 3 or later when I start working on a full GUI. For now, I also plan to write a README later today or tomorrow. See you in the next devlog!!! P.S. Devlogs might not appear daily until the summer holidays in Poland start.
Day 1 Today I rewrote the whole code to prepare it for a global chat system. I deployed everything on a VPS, so now by downloading client.py you can already chat with other people, but only through the terminal for now. I also added client version checking, so if someone is using an outdated version, they won’t be able to connect to the server. Usernames were also introduced, replacing IDs from the echo server, so now every user can set whatever nickname they want. The main bug of the day was related to broadcasting messages to all users — sometimes messages were sent only to one person or not sent at all. I fixed it somehow… honestly not even sure how xd. Tomorrow’s plan is to try implementing a graphical interface so it doesn’t rely on the terminal anymore. At night (in Poland), I also updated part of the README file. If you want to test the global chat yourself, you can download the client here: https://github.com/wuffgame/Global-Chat/blob/main/global-chat/client.py There are no bans for spam or offensive usernames yet, but I trust you won’t spam the server or use inappropriate nicknames. See you tomorrow!!!
Day 1 (Part 2) Before going to sleep (it was already night in Poland), I improved the security a bit and added a system message in chat when someone joins. I’ll try to dedicate a full day soon to security, so it’s not easy to create malicious clients. See you tomorrow for real!!!
Day 2* Today, I added nickname checking to the server to make sure that no two users can join the chat with the same nickname. I also implemented a message cooldown to help protect against spammers. I also tried experimenting with the GUI a little, but it’s not the right time yet — the to-do list I have in front of me is still huge. The problem of the day was that I hadn’t worked with Python dictionaries before, so I had to quickly learn how to use them xd. My plans for tomorrow are to add a banning system as a command that can be executed directly from the server, along with other custom commands that the server will be able to perform. I’m shutting down the VPS server until I ship the project. See you tomorrow!!! Technically it’s Day 3 because I didn’t work on it yesterday, but that’s a different story.
Day 3 Today I added the ability to execute commands directly from the server, such as ban and kick, giving the server moderation control over the chat. I also fixed an issue where receiving a message while typing would interrupt the input. After searching the entire internet, I finally found the holy grail: prompt_toolkit. Because of that, I can put GUI development on hold for now. The biggest challenge today was figuring out why I was getting a CMD-related error when starting the server with prompt_toolkit. It turns out that prompt_toolkit doesn’t work properly with PyCharm’s default console, so I had to enable the “Emulate terminal in output console” option. My plans for tomorrow are: Finish the command system (if I can think of any more useful commands). Take a look at py2exe so I can generate an .exe file from the Python client. Try to fix a bug where the client doesn’t properly stop after being banned, kicked, or disconnected. See you tomorrow!!!
Day 4 Today I worked on adding chat history (when someone joins, the last 10 messages are displayed), as well as notifications for users joining/leaving the chat and error messages. The biggest issue today was that exit messages were not being displayed. The fix turned out to be quite simple — I was using a double lock, which caused the code to freeze. My plans for tomorrow are to check if everything works as intended, update the README file, update the Docker files, look into py2exe, and upload everything to GitHub and ship the project!!! Yes, we are finally getting to my first ship, but don’t worry, updates will still continue after that. See you tomorrow!!!
Day 5 Today I finished preparing the project files, including the README.md and Dockerfile, and fixed all the bugs I was aware of. I also updated the project page with a new description, a screenshot, and a demo URL. The list I had in front of me is now completely finished, which means I can finally ship the project. Of course, after shipping it, I’ll still continue updating the global chat, but before that I need to take a short break. See you in my other projects — or in this one again sometime in the near future!!!
Ships:
What is Global-Chat? Global-Chat is a lightweight, asynchronous, terminal-based messaging application that allows anyone on Earth to connect and chat in real-time directly from their Command Prompt or Terminal. No heavy web browsers, no bloated Electron apps—just pure, retro-style networking. Why this project? I wanted to build a seamless communication tool that avoids the unnecessary complexity of modern chat apps while tackling the hard engineering challenges of backend networking. The goal was to create a rock-solid, secure server capable of handling multiple concurrent connections, preventing spam, and managing users efficiently, all while keeping a minimal, distraction-free aesthetic. Key Features Inside: Global Connectivity – Chat instantly with other users across the globe through a clean CLI. Asynchronous UI – Powered by prompt_toolkit, ensuring incoming messages pop up instantly without interrupting what you are currently typing. Anti-Spam & Security – Built-in message cooldowns and automatic duplicate nickname validation. Robust Moderation – Full server-side control with admin commands to kick, ban users by IP, or send official system announcements via “say”. Chat History – New users automatically receive the last 10 messages upon joining so they always have context. Dockerized Setup – The entire server infrastructure can be spun up locally or on a VPS with a single docker compose up command. How to test it right now! You don’t need to install Python or mess around with dependencies to try it out. Go to the Releases tab on my GitHub Repository. Download the pre-built client.exe file. Open it, type your username, and start chatting instantly! (Note: Since there is no login system yet, please verify your friends’ identities via Slack/Discord if you suspect someone is impersonating them!)...
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1793195701.2652078
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Rubik's Cube Algorithm Finder by @pi | Stardan Rubik's Cube Algorithm Finder by @pi | Stardance...
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pi
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1
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17.33
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149
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T03:56:02Z", "hours": 17.0, "multiplier": 8.73, "payout": 149, "blessing": "neutral", "text": "Search a Rubik’s Cube for short algorithms that solve a scramble or reach a target pattern. I made this project after I learned to solve a Rubik’s Cube. See, I have this bad habit of taking something I like and automating it. On the bright side, I now have a program that can automatically solve a Rubik’s Cube, much faster than I can! To run the Python program, follow the steps linked in the Try Project section.", "repo": "https://github.com/anagram-of-pi/rubik_cube_algorithm_finder", "demo": "https://alg-finder-install.netlify.app/"}]...
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[{"post_id": 65701, "ts": "202 [{"post_id": 65701, "ts": "2026-09-11T01:04:58Z", "hours": 0.3286, "text": "Added a real demo :) My ship got denied because I hadn’t set up a proper demo (eg, wasn’t on PyPi or a binary) so I just spent 20 minutes doing that. I’m just posting a devlog for the record."}, {"post_id": 64009, "ts": "2026-09-08T03:41:45Z", "hours": 2.23, "text": "I haven’t worked on this in a very long time, haha So I stopped working on my Rubik’s Cube solver a while ago because it was more or less complete. I never actually submitted it though! I just spent a few hours cleaning up the repo, fixing some stuff, etc.. It is now presentable and shippable! I’m not sure exactly how to do this but my demo is actually a hosted web page giving instructions on how to install and run it. It’s not one line but actually two (one for cloning and one for pip install-ing) but I hope that’s okay. Thanks all!"}, {"post_id": 5070, "ts": "2026-06-08T19:05:36Z", "hours": 0.5742, "text": "My program found solutions that I’ve never seen before :) * I told it to find an algorithm that takes an F2L pair out (e.g., R U R’ U’). If you are not familiar with the Rubik’s cube, I told it to find a sequence of moves that would result in a certain state. * I knew about one, very common sequence (R U R’ U’) and it found 17 others that I had never seen before, in about a minute of search time. * Now all that’s left is to optimize it so it can find longer algorithms!"}, {"post_id": 5040, "ts": "2026-06-08T18:19:17Z", "hours": 3.435, "text": "This was meant to be a quick side project. I have now spent more time on this than my main project. What happened??"}, {"post_id": 4401, "ts": "2026-06-07T18:36:41Z", "hours": 4.5167, "text": "Successfully searched up to depth 6 (meet-in-the-middle, so essentially up to 12) and solved a 10 move scramble in 50 seconds! * This program solved a rubik’s cube that had been scrambled with “F R U’ B’ D’ R’ L F’ B U’”, so ten moves. It correctly found the optimal 10 move solution, as well as many others. * This is Python, and I’m already running 18 searches in parallel, so I’m not sure if I’ll be able to improve the raw speed, but I hope to prune more and maybe even do a heuristic-based search in the future. * I’m planning on doing some more with this that may involve loosening the constraints. That may or may not speed it up."}, {"post_id": 3956, "ts": "2026-06-07T02:49:40Z", "hours": 2.6847, "text": "Well I thought this would be a quick project. 2.5 hours of programming later: It was not. * Since the last devlog, I have a Rubik’s Cube represented correctly in the code now, and it can make moves. All I have left to do for this part of the project is to fix the str method that returns a visualization of the cube. Right now, it gets the orientation mixed up on up and down quarter turns, but it shouldn’t be too much debugging… * Here’s a screenshot of it working next to it not working:"}, {"post_id": 3854, "ts": "2026-06-06T22:30:51Z", "hours": 3.6764, "text": "This project is very difficult to debug! It’s just a big lookup table that I entered in by hand… I’m sure I made many typos, so that will be fun."}]...
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Title: Rubik's Cube Algorithm Finder by @pi | Title: Rubik's Cube Algorithm Finder by @pi | Stardance
Devlogs:
This project is very difficult to debug! It’s just a big lookup table that I entered in by hand… I’m sure I made many typos, so that will be fun.
Well I thought this would be a quick project. 2.5 hours of programming later: It was not. * Since the last devlog, I have a Rubik’s Cube represented correctly in the code now, and it can make moves. All I have left to do for this part of the project is to fix the str method that returns a visualization of the cube. Right now, it gets the orientation mixed up on up and down quarter turns, but it shouldn’t be too much debugging… * Here’s a screenshot of it working next to it not working:
Successfully searched up to depth 6 (meet-in-the-middle, so essentially up to 12) and solved a 10 move scramble in 50 seconds! * This program solved a rubik’s cube that had been scrambled with “F R U’ B’ D’ R’ L F’ B U’”, so ten moves. It correctly found the optimal 10 move solution, as well as many others. * This is Python, and I’m already running 18 searches in parallel, so I’m not sure if I’ll be able to improve the raw speed, but I hope to prune more and maybe even do a heuristic-based search in the future. * I’m planning on doing some more with this that may involve loosening the constraints. That may or may not speed it up.
This was meant to be a quick side project. I have now spent more time on this than my main project. What happened??
My program found solutions that I’ve never seen before :) * I told it to find an algorithm that takes an F2L pair out (e.g., R U R’ U’). If you are not familiar with the Rubik’s cube, I told it to find a sequence of moves that would result in a certain state. * I knew about one, very common sequence (R U R’ U’) and it found 17 others that I had never seen before, in about a minute of search time. * Now all that’s left is to optimize it so it can find longer algorithms!
I haven’t worked on this in a very long time, haha So I stopped working on my Rubik’s Cube solver a while ago because it was more or less complete. I never actually submitted it though! I just spent a few hours cleaning up the repo, fixing some stuff, etc.. It is now presentable and shippable! I’m not sure exactly how to do this but my demo is actually a hosted web page giving instructions on how to install and run it. It’s not one line but actually two (one for cloning and one for pip install-ing) but I hope that’s okay. Thanks all!
Added a real demo :) My ship got denied because I hadn’t set up a proper demo (eg, wasn’t on PyPi or a binary) so I just spent 20 minutes doing that. I’m just posting a devlog for the record.
Ships:
Search a Rubik’s Cube for short algorithms that solve a scramble or reach a target pattern. I made this project after I learned to solve a Rubik’s Cube. See, I have this bad habit of taking something I like and automating it. On the bright side, I now have a program that can automatically solve a Rubik’s Cube, much faster than I can! To run the Python program, follow the steps linked in the Try Project section....
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1793119644.1547196
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1793206044.1547196
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17184
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Flag Matcher by @yellowissuchanoverratedcolor | St Flag Matcher by @yellowissuchanoverratedcolor | Stardance...
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yellowissuchanoverratedcolor
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1
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13.25
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149
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T18:28:03Z", "hours": 11.0, "multiplier": 13.57, "payout": 149, "blessing": "neutral", "text": "I am kinda obsessed with country flags so I created a fun browser game about them. The mission is to recreate colors of country flags as close as possible using HSL sliders. I added both a daily challenge that is the same for everyone and a random challenge for when the daily challenge isn’t enough :) Features 🎨 Match hidden flag colors using Hue, Saturation and Lightness sliders 🌍 Country flags from all around the world 🏆 A challenging scoring system 📅 Daily challenges 🎲 Random challenges for when the daily challenge isn’t enough 🔗 Shareable links so you can easily challenge your friends 🌐 Runs entirely in your browser, no need to download anything It would mean the world to me if you give it a try <3 https://floopus44.github.io/Flag-Matcher/ (UI is WIP)", "repo": "https://github.com/floopus44/Flag-Matcher", "demo": "https://floopus44.github.io/Flag-Matcher/"}]...
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[{"post_id": 21067, "ts": "202 [{"post_id": 21067, "ts": "2026-07-02T20:55:27Z", "hours": 2.2497, "text": "Flag-Matcher - a fun flag game that runs in your browser - Devlog 5 Thank you so much for all the feedback, I really appreciate it!! <3 Today I improved the UI of the landing page a little bit. Should feel way more straightforward now!! (I am planning to add pics to the front page in the future but I kinda suck at designing stuff) I then looked through the feedback I got and one of the most common complaints was that the design of the timer was kinda annoying so I replaced it with a circular SVG timer. When time runs out it also changes the color and starts to blink as a small little visual indicator. It was kinda my first time actually doing stuff with SVG instead of just downloading them lol and it was kinda exciting figuring all of it out. For the next devlog, I am planning to add a few sound indicators to the timer. Other suggestions I got, that I definitely want to implement: Custom timer options (also no timer) Easy mode Mobile version (working on it!!) (PS: the first pic shows the new landing page, and the other ones show the new timer design)"}, {"post_id": 17492, "ts": "2026-06-28T09:21:59Z", "hours": 4.3247, "text": "Flag-Matcher - a fun flag game that runs in your browser - Devlog 4 (How I spent 2 hours trying to fix a bug that did not exist) I thought I had discovered a bug in my browser game about flags. The game uses a seed system to generate random challenges as well as daily challenges. So yesterday, I tried taking the daily challenge and opened the website right around midnight. But, to my surprise, the challenge was the same one as the day before.. After panicking quite a bit, I tried to find the bug. I think I spent like two hours in total trying to find it. But, just as I was about to rewrite the code, it hit me: Maybe I opened the site right before 0:00 (like probably two seconds before). My PC’s clock is a bit out of sync so that was most likely the cause of it all. But fixing imaginary bugs wasn’t the only thing I did that day as I then changed up the scoring system a little bit: Previously, I just simply took the difference of the target and the guess HSL values and put them in a non-linear formula. This kinda sucked because HSL works like this: A hue of 0 is the color red, BUT a hue of 359 is also red (kinda like a circle). So, as you can probably guess, that lead to some weird scores in the past. To fix it, I now convert the HSL to RGB values, take the difference of those and then calculate the scores. I added two parameters to tweak the algorithm: punishFactor and curveFactor. The higher the punishFactor, the harder the game will be and if you lower the curveFactor, it will be more forgiving for close guesses. Those modifications should make the scoring system feel way better now. Planned additions for the next day: Mobile version Finally fix some of those buggy flags"}, {"post_id": 15658, "ts": "2026-06-25T13:49:37Z", "hours": 0.8686, "text": "Flag-Matcher - a fun flag game that runs in your browser - Devlog 3 Ugghhhhh I hate writing readmes so much but I finally wrote one for my project today :)) I then spent like 30 minutes trying to improve the scoring system but all my ideas kinda sucked so I gave up. (Please contact me if you have any idea on how to implement a better one!!) And that was kinda it for the day.. Oh and also I removed a lot of buggy flags to it should be playable now: https://floopus44.github.io/Flag-Matcher/"}, {"post_id": 14964, "ts": "2026-06-24T09:24:46Z", "hours": 1.6019, "text": "I finally implemented the scoring system (needs some improvements but still) and added a round-end and game-end screen showing the user some stats about how they performed. I had to temporarily remove some flags as they were kinda buggy but they will be added back in the future :)"}, {"post_id": 14285, "ts": "2026-06-23T10:39:39Z", "hours": 4.2842, "text": "Heyy, I am kinda obsessed with flags so that is why I’m working on a fun little browser game about them. Here is how it works: You will be presented a random country flag, but one color is missing. Your mission is to then recreate the missing color within a set time by using HSL sliders. Each game consists of 5 rounds and you will be rewarded points depending on the accuracy of your recreation. I spent the first two days setting up some boilerplate code and preparing the flag SVGs. I then implemented a seed system which allows users to challenge their friends. This system can also be used to generate daily challenges. Then I spent some time trying to fix up some flags because some of the SVGs were kinda buggy but I still did not find a real solution. BUT the game is kinda playable already. Next steps: implement a scoring system fix up the buggy flags make it FUN 🌟 to use maybe add none-country flags (?)"}]...
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Title: Flag Matcher by @yellowissuchanoverratedcol Title: Flag Matcher by @yellowissuchanoverratedcolor | Stardance
Devlogs:
Heyy, I am kinda obsessed with flags so that is why I’m working on a fun little browser game about them. Here is how it works: You will be presented a random country flag, but one color is missing. Your mission is to then recreate the missing color within a set time by using HSL sliders. Each game consists of 5 rounds and you will be rewarded points depending on the accuracy of your recreation. I spent the first two days setting up some boilerplate code and preparing the flag SVGs. I then implemented a seed system which allows users to challenge their friends. This system can also be used to generate daily challenges. Then I spent some time trying to fix up some flags because some of the SVGs were kinda buggy but I still did not find a real solution. BUT the game is kinda playable already. Next steps: implement a scoring system fix up the buggy flags make it FUN 🌟 to use maybe add none-country flags (?)
I finally implemented the scoring system (needs some improvements but still) and added a round-end and game-end screen showing the user some stats about how they performed. I had to temporarily remove some flags as they were kinda buggy but they will be added back in the future :)
Flag-Matcher - a fun flag game that runs in your browser - Devlog 3 Ugghhhhh I hate writing readmes so much but I finally wrote one for my project today :)) I then spent like 30 minutes trying to improve the scoring system but all my ideas kinda sucked so I gave up. (Please contact me if you have any idea on how to implement a better one!!) And that was kinda it for the day.. Oh and also I removed a lot of buggy flags to it should be playable now: https://floopus44.github.io/Flag-Matcher/
Flag-Matcher - a fun flag game that runs in your browser - Devlog 4 (How I spent 2 hours trying to fix a bug that did not exist) I thought I had discovered a bug in my browser game about flags. The game uses a seed system to generate random challenges as well as daily challenges. So yesterday, I tried taking the daily challenge and opened the website right around midnight. But, to my surprise, the challenge was the same one as the day before.. After panicking quite a bit, I tried to find the bug. I think I spent like two hours in total trying to find it. But, just as I was about to rewrite the code, it hit me: Maybe I opened the site right before 0:00 (like probably two seconds before). My PC’s clock is a bit out of sync so that was most likely the cause of it all. But fixing imaginary bugs wasn’t the only thing I did that day as I then changed up the scoring system a little bit: Previously, I just simply took the difference of the target and the guess HSL values and put them in a non-linear formula. This kinda sucked because HSL works like this: A hue of 0 is the color red, BUT a hue of 359 is also red (kinda like a circle). So, as you can probably guess, that lead to some weird scores in the past. To fix it, I now convert the HSL to RGB values, take the difference of those and then calculate the scores. I added two parameters to tweak the algorithm: punishFactor and curveFactor. The higher the punishFactor, the harder the game will be and if you lower the curveFactor, it will be more forgiving for close guesses. Those modifications should make the scoring system feel way better now. Planned additions for the next day: Mobile version Finally fix some of those buggy flags
Flag-Matcher - a fun flag game that runs in your browser - Devlog 5 Thank you so much for all the feedback, I really appreciate it!! <3 Today I improved the UI of the landing page a little bit. Should feel way more straightforward now!! (I am planning to add pics to the front page in the future but I kinda suck at designing stuff) I then looked through the feedback I got and one of the most common complaints was that the design of the timer was kinda annoying so I replaced it with a circular SVG timer. When time runs out it also changes the color and starts to blink as a small little visual indicator. It was kinda my first time actually doing stuff with SVG instead of just downloading them lol and it was kinda exciting figuring all of it out. For the next devlog, I am planning to add a few sound indicators to the timer. Other suggestions I got, that I definitely want to implement: Custom timer options (also no timer) Easy mode Mobile version (working on it!!) (PS: the first pic shows the new landing page, and the other ones show the new timer design)
Ships:
I am kinda obsessed with country flags so I created a fun browser game about them. The mission is to recreate colors of country flags as close as possible using HSL sliders. I added both a daily challenge that is the same for everyone and a random challenge for when the daily challenge isn’t enough :) Features 🎨 Match hidden flag colors using Hue, Saturation and Lightness sliders 🌍 Country flags from all around the world 🏆 A challenging scoring system 📅 Daily challenges 🎲 Random challenges for when the daily challenge isn’t enough 🔗 Shareable links so you can easily challenge your friends 🌐 Runs entirely in your browser, no need to download anything It would mean the world to me if you give it a try <3 https://floopus44.github.io/Flag-Matcher/ (UI is WIP)...
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1793127140.5534618
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1793213540.5534618
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30382
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On Demand Judge by @jayeshsinghal | Stardance
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jayeshsinghal
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1
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19.0
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149
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T19:53:21Z", "hours": 19.0, "multiplier": 8.04, "payout": 149, "blessing": "neutral", "text": "AI Debate Judge A real-time multiplayer debate platform with AI-powered judging using Groq’s Llama and Whisper models. Features Multiplayer Debates: Two players debate in real-time with WebRTC video streaming Live Video: See your opponent during the debate with side-by-side video feeds Speech-to-Text: Automatic transcription using Groq Whisper API AI Judging: Comprehensive debate analysis using Groq Llama 3.3 70B Public Forum Format: 8 speeches across 4 rounds (Constructive, Rebuttal, Summary, Final Focus) Real-time Sync: Firebase Realtime Database for instant synchronization Tech Stack Pure HTML/CSS/JavaScript (no build tools) Firebase Realtime Database WebRTC for peer-to-peer video Groq API (Whisper + Llama 3.3 70B) Deployed on Vercel How to Use Visit ondemandjudge.vercel.app Create a debate room or join with a room code Wait for both players to connect Start the debate and speak when it’s your turn Each speech has a 5-minute time limit After all 8 speeches, get AI-powered judging results Debate Format Round 1: Constructive Speeches (Pro then Con) Round 2: Rebuttal Speeches (Pro then Con) Round 3: Summary Speeches (Pro then Con) Round 4: Final Focus (Pro then Con) Judging Criteria The AI judge evaluates both teams on: Claims Quality (0-10) Evidence Strength (0-10) Persuasiveness (0-10) Winner is determined by overall score and detailed reasoning.", "repo": "https://github.com/jsplaystore/OnDemandJudge", "demo": "https://ondemandjudge.vercel.app"}]...
|
[{"post_id": 23684, "ts": "202 [{"post_id": 23684, "ts": "2026-07-06T19:52:46Z", "hours": 1.9008, "text": "Finalized the project by redoing the UI and fixing small streaming issues"}, {"post_id": 23616, "ts": "2026-07-06T17:58:21Z", "hours": 3.5458, "text": "Redid the UI, fixed video streaming! Tested it without speaking, and the judging seems pretty good!"}, {"post_id": 22387, "ts": "2026-07-04T20:44:44Z", "hours": 3.5069, "text": "Was able to figure out how to get the rooms working, just need to clean up some things on both sides for this to be finished."}, {"post_id": 22249, "ts": "2026-07-04T16:56:07Z", "hours": 1.8972, "text": "Working on a room system, I was able to code the logic – still using the AI UI because I am simply too lazy right now, but I will get to it before ship. You can invite people to debate you and the impartial AI scores you, is the concept so far. Rooms need to be bugfixed, sitll working on that"}, {"post_id": 21887, "ts": "2026-07-04T01:59:07Z", "hours": 1.1386, "text": "I was able to split the two into video and transcript, and one uses videos processed locally. I want to see if i can make rooms and have people join and debate their friends… also redo UI"}, {"post_id": 21859, "ts": "2026-07-04T00:48:55Z", "hours": 1.7606, "text": "Worked on getting the recordings to work so that the debate will get scored based on the recordings. I will have to test it out, but so far, this is what I have. I have yet to change the UI myself; I will get to that… Next orders of business, TEST grading systems, work on UI and bug fix Next"}, {"post_id": 21816, "ts": "2026-07-03T22:59:55Z", "hours": 4.77, "text": "AI Debate judge underway, I spent a lot of time working out the logic behind how to judge debates, used AI to make a simply UI, but I am going to handmake it later… Currently uses an API key, but I am going to change the logic once I figure it out… Hope you enjoy the journey this will take me on."}]...
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Title: On Demand Judge by @jayeshsinghal | Stardan Title: On Demand Judge by @jayeshsinghal | Stardance
Devlogs:
AI Debate judge underway, I spent a lot of time working out the logic behind how to judge debates, used AI to make a simply UI, but I am going to handmake it later… Currently uses an API key, but I am going to change the logic once I figure it out… Hope you enjoy the journey this will take me on.
Worked on getting the recordings to work so that the debate will get scored based on the recordings. I will have to test it out, but so far, this is what I have. I have yet to change the UI myself; I will get to that… Next orders of business, TEST grading systems, work on UI and bug fix Next
I was able to split the two into video and transcript, and one uses videos processed locally. I want to see if i can make rooms and have people join and debate their friends… also redo UI
Working on a room system, I was able to code the logic – still using the AI UI because I am simply too lazy right now, but I will get to it before ship. You can invite people to debate you and the impartial AI scores you, is the concept so far. Rooms need to be bugfixed, sitll working on that
Was able to figure out how to get the rooms working, just need to clean up some things on both sides for this to be finished.
Redid the UI, fixed video streaming! Tested it without speaking, and the judging seems pretty good!
Finalized the project by redoing the UI and fixing small streaming issues
Ships:
AI Debate Judge A real-time multiplayer debate platform with AI-powered judging using Groq’s Llama and Whisper models. Features Multiplayer Debates: Two players debate in real-time with WebRTC video streaming Live Video: See your opponent during the debate with side-by-side video feeds Speech-to-Text: Automatic transcription using Groq Whisper API AI Judging: Comprehensive debate analysis using Groq Llama 3.3 70B Public Forum Format: 8 speeches across 4 rounds (Constructive, Rebuttal, Summary, Final Focus) Real-time Sync: Firebase Realtime Database for instant synchronization Tech Stack Pure HTML/CSS/JavaScript (no build tools) Firebase Realtime Database WebRTC for peer-to-peer video Groq API (Whisper + Llama 3.3 70B) Deployed on Vercel How to Use Visit ondemandjudge.vercel.app Create a debate room or join with a room code Wait for both players to connect Start the debate and speak when it’s your turn Each speech has a 5-minute time limit After all 8 speeches, get AI-powered judging results Debate Format Round 1: Constructive Speeches (Pro then Con) Round 2: Rebuttal Speeches (Pro then Con) Round 3: Summary Speeches (Pro then Con) Round 4: Final Focus (Pro then Con) Judging Criteria The AI judge evaluates both teams on: Claims Quality (0-10) Evidence Strength (0-10) Persuasiveness (0-10) Winner is determined by overall score and detailed reasoning....
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1792878790.498839
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1793742790.498839
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31419
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experimoza by @kolon3d | Stardance
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kolon3d
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1
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12.0
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148
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T20:42:05Z", "hours": 12.0, "multiplier": 13.08, "payout": 148, "blessing": "neutral", "text": "welp, experimoza is finally shipped experimoza takes an image, sends it to gemini, and turns it into a 10-second force feedback scene for a racing wheel. instead of only vibrating, the wheel actually pulls, moves, changes direction, resists you, and tries to match the feeling of the picture. the most challenging part was working with directinput and making all the effects behave properly together. i also spent a lot of time rewriting the prompt because the generated scenes were either too similar or just made the wheel stand still and vibrate 💀 i’m really proud that this stupid idea actually works and you can literally feel a picture through a steering wheel. i’m also quite happy with the ship deck ui, the live oscilloscope, and especially the furious pirate i painted in microsoft paint to test it, you need windows, python 3.10+, a directinput-compatible force feedback wheel, and a gemini api key. install the dependencies, put your key into .env , run ui.py , drop in an image, and press FEEL THE IMAGE . it was built and tested using my moza r3. please start carefully because the wheel can move unexpectedly. there is a PANIC STOP :0 button for a reason.", "repo": "https://github.com/kolon3d-prog/experimoza", "demo": "https://youtu.be/yUwpHPwgIkU"}]...
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[{"post_id": 25925, "ts": "202 [{"post_id": 25925, "ts": "2026-07-10T12:55:16Z", "hours": 4.6889, "text": "FINAL devlog #4 changes in UI, prompt review let’s talk about UI first, this is a complete revamp i’ve changed the theme from the default custom tkinter one to brown. i wanted my app to look like a ship deck. changed button layout a bit next i’ve written the oscilloscope using tkinter canvas. it shows the amount of force the app applies using different effects. also the pirate part was changed. i’ve added the “ay carumba” text for shits and giggles. furthermore, now pirate and the helm is one sprite. pirate becomes furious now if he spins too quickly. i’ve painted the sprite in Paint painted an icon too. guess how? now a bit of a technical part reworked the prompt completely, chatgpt helped me tbh. now it generates very different scenes wrote nice readme.md and finalised the repo"}, {"post_id": 24966, "ts": "2026-07-08T21:07:34Z", "hours": 2.4394, "text": "devlog #3 i’ve implemented first UI for this piece of software and found my “mascot” this was not that easy LOLLLL this is my first time dealing with UIs in python. first, i tried to get familiar with pyside6, but after 40 minutes i understood that i’d need hours, days or even week to fully understand it. then i started looking for more beginner-friendly alternatives and found ctk or custom tkinter. it was much easier to understand and chatgpt codex helped me find my mistakes a lot :p as a result we have: usable UI every part of my project in one place funny pirate with a helm that moves exactly like your irl wheel appropriate theme i guess that tomorrow i’ll change my theme to something brown, i want experimoza to look like a ship deck haha. + some debugging with chatgpt sol, if i’ll have access to it. after that i think we are ready to ship"}, {"post_id": 24752, "ts": "2026-07-08T15:08:48Z", "hours": 2.7422, "text": "devlog #2 well this is my first normal devlog, so probably i’ll describe what my project does again. experimoza turns a photo into a 10-second AI-generated force-feedback scene for a racing wheel. it uses gemini to translate the image’s mood and texture into physical wheel motion, so you can literally feel a picture through the steering wheel. btw experimoza comes from the word “experience” yk?? i’ve switched from moza sdk and c++ to py_directinput_ffb, which is a python binding for Direct Input Force Feedback (FFB) using ctypes and comtypes by Wanjie Sun, big shoutout to him. in the previous version gemini 3.1 flash lite was just creating json file with the description of conditions, which resulted in a looped boring ffb. now instead of creating bland and boring force feedback, it writes python code and thinks of it as a “poem” in force feedback. feels much more fun and creative to use. i also made the ai ffb generation process reusable by turning it into a function, so i can plug it into a ui later my next move is probably learning something about how python ui is made. like pyqt6 or sum."}, {"post_id": 23644, "ts": "2026-07-06T18:39:33Z", "hours": 2.3561, "text": "hey, i’m building a very fun thingy. you upload a photo into an app, ai processes it. then it creates force feedback description which is later made true by C++ script. i’ve posted the first version that is not really good, but we all start somewhere, don’t we?"}]...
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Title: experimoza by @kolon3d | Stardance
Devlogs Title: experimoza by @kolon3d | Stardance
Devlogs:
hey, i’m building a very fun thingy. you upload a photo into an app, ai processes it. then it creates force feedback description which is later made true by C++ script. i’ve posted the first version that is not really good, but we all start somewhere, don’t we?
devlog #2 well this is my first normal devlog, so probably i’ll describe what my project does again. experimoza turns a photo into a 10-second AI-generated force-feedback scene for a racing wheel. it uses gemini to translate the image’s mood and texture into physical wheel motion, so you can literally feel a picture through the steering wheel. btw experimoza comes from the word “experience” yk?? i’ve switched from moza sdk and c++ to py_directinput_ffb, which is a python binding for Direct Input Force Feedback (FFB) using ctypes and comtypes by Wanjie Sun, big shoutout to him. in the previous version gemini 3.1 flash lite was just creating json file with the description of conditions, which resulted in a looped boring ffb. now instead of creating bland and boring force feedback, it writes python code and thinks of it as a “poem” in force feedback. feels much more fun and creative to use. i also made the ai ffb generation process reusable by turning it into a function, so i can plug it into a ui later my next move is probably learning something about how python ui is made. like pyqt6 or sum.
devlog #3 i’ve implemented first UI for this piece of software and found my “mascot” this was not that easy LOLLLL this is my first time dealing with UIs in python. first, i tried to get familiar with pyside6, but after 40 minutes i understood that i’d need hours, days or even week to fully understand it. then i started looking for more beginner-friendly alternatives and found ctk or custom tkinter. it was much easier to understand and chatgpt codex helped me find my mistakes a lot :p as a result we have: usable UI every part of my project in one place funny pirate with a helm that moves exactly like your irl wheel appropriate theme i guess that tomorrow i’ll change my theme to something brown, i want experimoza to look like a ship deck haha. + some debugging with chatgpt sol, if i’ll have access to it. after that i think we are ready to ship
FINAL devlog #4 changes in UI, prompt review let’s talk about UI first, this is a complete revamp i’ve changed the theme from the default custom tkinter one to brown. i wanted my app to look like a ship deck. changed button layout a bit next i’ve written the oscilloscope using tkinter canvas. it shows the amount of force the app applies using different effects. also the pirate part was changed. i’ve added the “ay carumba” text for shits and giggles. furthermore, now pirate and the helm is one sprite. pirate becomes furious now if he spins too quickly. i’ve painted the sprite in Paint painted an icon too. guess how? now a bit of a technical part reworked the prompt completely, chatgpt helped me tbh. now it generates very different scenes wrote nice readme.md and finalised the repo
Ships:
welp, experimoza is finally shipped experimoza takes an image, sends it to gemini, and turns it into a 10-second force feedback scene for a racing wheel. instead of only vibrating, the wheel actually pulls, moves, changes direction, resists you, and tries to match the feeling of the picture. the most challenging part was working with directinput and making all the effects behave properly together. i also spent a lot of time rewriting the prompt because the generated scenes were either too similar or just made the wheel stand still and vibrate 💀 i’m really proud that this stupid idea actually works and you can literally feel a picture through a steering wheel. i’m also quite happy with the ship deck ui, the live oscilloscope, and especially the furious pirate i painted in microsoft paint to test it, you need windows, python 3.10+, a directinput-compatible force feedback wheel, and a gemini api key. install the dependencies, put your key into .env , run ui.py , drop in an image, and press FEEL THE IMAGE . it was built and tested using my moza r3. please start carefully because the wheel can move unexpectedly. there is a PANIC STOP :0 button for a reason....
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1793123486.0407157
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1793209886.0407157
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17898
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Stellar (not an operating system )) by @yashasvib Stellar (not an operating system )) by @yashasvib | Stardance...
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yashasvib
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3
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19.0
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147
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T14:59:43Z", "hours": 13.0, "multiplier": 7.95, "payout": 54, "blessing": "neutral", "text": "guys!! i tried updating this application and this is a modified version of stellaros Imagine a place where you can literally explore the entire solar system like it’s Google Maps, but for space. You can zoom into planets, check out moons, watch asteroids move, and just kinda “float” around the universe in real time. It pulls all its data directly from official NASA sources, so everything you’re seeing is actually legit and updated, not random internet stuff. You can click on any planet or space object and instantly get all the details—like what it’s made of, how far it is, what’s happening around it, and even cool mission info. It also shows a copy of real-time movement of planets and space events,(random, it calculate the movement of planet in the following way- my planets around the sun is definately not real -time but in same proportional ratio as I found on NASA(in simple terms for example if Earth takes 365 1/4 day to revolve around the sun , my project take the data for how much time earth take and compare it to other planets and then make them revolve around with same proportional speed and distance )) (and the mission are devloped with the help of AI -I take data from the NASA and I try to take only those missions which I can perfectly display in terms of their position (from where they started and to where )and this part I took help of AI (chatgpt to be specific )and it helped me display a perfect spacepath of that mission using js .) so i try to make the whole thing feels alive instead of static. i am currently just working on it and plz share your thought and ideas how could i make it even better . AND PEOPLE OFTEN GET CONFUSED THAT IT IS A OPERATING SYSTEM BUT NO!! ITS A INTERACTIVE WEBS.. !!", "repo": "https://github.com/yashasvi-2012-star/StellarOS", "demo": "https://stellarosyuqi.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-08T12:59:08Z", "hours": 4.0, "multiplier": 14.22, "payout": 55, "blessing": "neutral", "text": "StellarOS GUYS!!! !! Imagine an operating system where you can literally explore the entire solar system like it’s Google Maps, but for space. You can zoom into planets, check out THIER moons, watch asteroids move. It pulls all its data directly from official NASA sources and its website , so everything you’re seeing is actually legit and updated, not random internet stuff. You can click on any planet or space object and instantly get all the details—like what it’s made of, how far it is, what’s happening around it, and even cool mission info. I tried my best with this project .I hope u like it !! make sure to give me feedback !! things used and their sources languages used- 1-HTML (major) 2-CSS 3-JAVA SCRIPT Images and their sources 1- the background image of the landing page-it was found on google and I had my heart over it but I could not find it again so I had to use AI to create one on the based of my memory (yep I gave it prompt on the basis of my memory and the real image’s credit goes to their owner (sadly I can’t remember)) 2-the images used for planets for their yk.. texture is from NASA and it is fitted into circular frames which revovle around in their respective orbits 3- the images used in the info panel has also been taken from official NASA uploaded images as in the form of ${imageBase} text based database and the mission trajectory projections 1- all the information comes from my database which contain information from YK.. NNNAAASSSAAA….. 2-the paths projected for space missions are yk.from nasa cause bro why not?!?! but the thing here is that I only found some yk information and I had to take help of AI to create their trajectory AI usage declaration 1- as mentioned above I used AI for creating the first landing page background and then the trajectory of space missions 2-I also used AI for debugging and took it’s help with errors witch occured in dry running of my codes thank you note !! You are either here for reviewing my project or rating my project , and I sincerely hope that my project meet your expectations and I want to thank you for everything you have done in my favour !! MAY YOU HAVE A HAPPYDAY !! and English is not my first language , so forgive me for grammatic error ! THANK YOU !! BYE !!!", "repo": "https://github.com/yashasvi-2012-star/StellarOS", "demo": "https://stellarosyuqi.vercel.app/"}, {"ship_num": 3, "ts": "2026-06-15T18:58:37Z", "hours": 2.0, "multiplier": 17.74, "payout": 38, "blessing": "neutral", "text": "guys!! Imagine an operating system where you can literally explore the entire solar system like it’s Google Maps, but for space. You can zoom into planets, check out moons, watch asteroids move,. It pulls all its data directly from official NASA sources, so everything you’re seeing is actually legit and updated, not random internet stuff. You can click on any planet or space object and instantly get all the details—like what it’s made of, how far it is, what’s happening around it, and even cool mission info. , so the whole thing feels alive instead of static. plz share your thought and ideas how could i make it even better .i tried my best with this project .i hope u like it !! make sure to give me feedback !! BYE !!!", "repo": "https://github.com/yashasvi-2012-star/StellarOS", "demo": "https://stellarosyuqi.vercel.app/"}]...
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[{"post_id": 32961, "ts": "202 [{"post_id": 32961, "ts": "2026-07-22T13:32:26Z", "hours": 5.1514, "text": "HI GUYS !! this time i think i have a sad news to deliver - that i messed my whole code and it took 5 hr to sort things out , according to my AI teacher my biggest bad habit is that i try to make things short and easy and in the hasle of making things short i mess the things pretty bad (yes i have AI as an optional subject in school ) so i guess that in the next devlog i come here with a good new !! BYE !!!"}, {"post_id": 28313, "ts": "2026-07-14T14:16:46Z", "hours": 5.2233, "text": "hi guyss once upon a time i had my original road map for stellar but there were errors and errors and more errors so guess we have to stop this project (also that i have a major event in school comming up -EXAMS !! ) but ill try do little by little more changes , more functions and i guess my following devlogs from this one gonna talk bout how to fix mistakes and i guess you all are working fine with your projects !!"}, {"post_id": 25979, "ts": "2026-07-10T14:58:47Z", "hours": 3.0736, "text": "HEY GUYS !! todays update - I think my idea was messy and thus no possible outcome was drawn out of my this coding session . i think my idea to make it go even further into solarsystem and present all the data that humans possibly know (basic ) bout them had BACKFIRED ME !! cause it is really getting messy and i even did changes in my code i hope its sorted"}, {"post_id": 24672, "ts": "2026-07-08T12:47:26Z", "hours": 1.2872, "text": "HEY !!!! CAN YOU SEE THE STARTS ?!?! IS IT GLOWY ENOUGH ??!!??"}, {"post_id": 24198, "ts": "2026-07-07T16:45:49Z", "hours": 0.6389, "text": "hey !! this is gonna be short cuz I had a busy day today and I only did the README I changed thing -like removing old reffrences adding new ones and all !!"}, {"post_id": 24021, "ts": "2026-07-07T09:34:28Z", "hours": 1.6561, "text": "hi !! I thought why not to keep this going and keep on adding new features !!! today i only did re arrangements in my code so that my new codes yk don’t clash ..and I also started planning out bout the codes and all. and I think this project will approximately take 8-9 hours if I only add these planned feature. if I decide to add more it will probably take 20-21 hr. that’s all for today bye !!!"}, {"post_id": 12063, "ts": "2026-06-19T17:49:40Z", "hours": 0.3544, "text": "hiiii !!!!! now i have just connected my this project with my OS and each and everything is workin’ and this is just how I IMAGIENED IT !!!!"}, {"post_id": 9384, "ts": "2026-06-15T18:40:56Z", "hours": 1.0717, "text": "HELLO GUYSS!!!! this is my third update on STELLAROS and i now think ite finally completed . i’ve added pop-ups of information when you click them and even added the moon when u click a planet with moon . and fixed some bugs that even created a mess with my code . i hope you all enjoy it . i’d really like a feedback and it has been the longest time taking part of the project ."}, {"post_id": 8813, "ts": "2026-06-14T17:21:34Z", "hours": 0.275, "text": "HELLO GUYS!!!!! this is to update you all about my webs.. StellarOS. i have fixed some bugs , made the asteroid buttons working and add the solar system in middle rather then in the side .i think the orbits are not quite visible but the planets are all moving the following image shows about the solar mission i mentioned in the earlier devlog . i did some stars outside our solar system their far away so you may have to search for them a bit . ok so this was hard and this is somewhat how i imagined it and i may even add more to it . next i will be working on pop up box that appears when a planet is clicked . i will make sure to keep you all updated BYE !!!"}, {"post_id": 8755, "ts": "2026-06-14T15:48:21Z", "hours": 0.4989, "text": "HEYYY!!!!!! wlcm to second update of stellarOS (don’t go on it’s name and i forgot to post this devlog so im posting it just before third devlog ). this time a designed the second page of my webs.. it was pretty hard tho . i had to take help of ai cause my zoom feature wont just work and even if it did sometime too slow or too fast . and i also added a panel at the side of the screen to show space programs , u select a program it give’s its info and even the path it travelled on the mission . and i even add a button to leave our solar system but theirs nothing beyond our solar system and i am working on it , and i have added one more button to view asteroids(it really do show ) . i hope you guys visit it and just give me honest feed back so i get to improve more . BEST OF LUCK GUYS !!!"}, {"post_id": 7957, "ts": "2026-06-13T08:53:03Z", "hours": 0.2689, "text": "HEY!! this is the first update on my StellarOS . this is a webs.. that first lands on a screen i tried to design as a cockpit of a spaceship . then when u press the botton (blue one )its takes you to second page tho i have not designed the second page yet (just did some basics ). and i hope i get to complete it nicelly i will try keep u all update BYE !!!"}]...
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Title: Stellar (not an operating system )) by @yas Title: Stellar (not an operating system )) by @yashasvib | Stardance
Devlogs:
HEY!! this is the first update on my StellarOS . this is a webs.. that first lands on a screen i tried to design as a cockpit of a spaceship . then when u press the botton (blue one )its takes you to second page tho i have not designed the second page yet (just did some basics ). and i hope i get to complete it nicelly i will try keep u all update BYE !!!
HEYYY!!!!!! wlcm to second update of stellarOS (don’t go on it’s name and i forgot to post this devlog so im posting it just before third devlog ). this time a designed the second page of my webs.. it was pretty hard tho . i had to take help of ai cause my zoom feature wont just work and even if it did sometime too slow or too fast . and i also added a panel at the side of the screen to show space programs , u select a program it give’s its info and even the path it travelled on the mission . and i even add a button to leave our solar system but theirs nothing beyond our solar system and i am working on it , and i have added one more button to view asteroids(it really do show ) . i hope you guys visit it and just give me honest feed back so i get to improve more . BEST OF LUCK GUYS !!!
HELLO GUYS!!!!! this is to update you all about my webs.. StellarOS. i have fixed some bugs , made the asteroid buttons working and add the solar system in middle rather then in the side .i think the orbits are not quite visible but the planets are all moving the following image shows about the solar mission i mentioned in the earlier devlog . i did some stars outside our solar system their far away so you may have to search for them a bit . ok so this was hard and this is somewhat how i imagined it and i may even add more to it . next i will be working on pop up box that appears when a planet is clicked . i will make sure to keep you all updated BYE !!!
HELLO GUYSS!!!! this is my third update on STELLAROS and i now think ite finally completed . i’ve added pop-ups of information when you click them and even added the moon when u click a planet with moon . and fixed some bugs that even created a mess with my code . i hope you all enjoy it . i’d really like a feedback and it has been the longest time taking part of the project .
hiiii !!!!! now i have just connected my this project with my OS and each and everything is workin’ and this is just how I IMAGIENED IT !!!!
hi !! I thought why not to keep this going and keep on adding new features !!! today i only did re arrangements in my code so that my new codes yk don’t clash ..and I also started planning out bout the codes and all. and I think this project will approximately take 8-9 hours if I only add these planned feature. if I decide to add more it will probably take 20-21 hr. that’s all for today bye !!!
hey !! this is gonna be short cuz I had a busy day today and I only did the README I changed thing -like removing old reffrences adding new ones and all !!
HEY !!!! CAN YOU SEE THE STARTS ?!?! IS IT GLOWY ENOUGH ??!!??
HEY GUYS !! todays update - I think my idea was messy and thus no possible outcome was drawn out of my this coding session . i think my idea to make it go even further into solarsystem and present all the data that humans possibly know (basic ) bout them had BACKFIRED ME !! cause it is really getting messy and i even did changes in my code i hope its sorted
hi guyss once upon a time i had my original road map for stellar but there were errors and errors and more errors so guess we have to stop this project (also that i have a major event in school comming up -EXAMS !! ) but ill try do little by little more changes , more functions and i guess my following devlogs from this one gonna talk bout how to fix mistakes and i guess you all are working fine with your projects !!
HI GUYS !! this time i think i have a sad news to deliver - that i messed my whole code and it took 5 hr to sort things out , according to my AI teacher my biggest bad habit is that i try to make things short and easy and in the hasle of making things short i mess the things pretty bad (yes i have AI as an optional subject in school ) so i guess that in the next devlog i come here with a good new !! BYE !!!
Ships:
guys!! Imagine an operating system where you can literally explore the entire solar system like it’s Google Maps, but for space. You can zoom into planets, check out moons, watch asteroids move,. It pulls all its data directly from official NASA sources, so everything you’re seeing is actually legit and updated, not random internet stuff. You can click on any planet or space object and instantly get all the details—like what it’s made of, how far it is, what’s happening around it, and even cool mission info. , so the whole thing feels alive instead of static. plz share your thought and ideas how could i make it even better .i tried my best with this project .i hope u like it !! make sure to give me feedback !! BYE !!!
StellarOS GUYS!!! !! Imagine an operating system where you can literally explore the entire solar system like it’s Google Maps, but for space. You can zoom into planets, check out THIER moons, watch asteroids move. It pulls all its data directly from official NASA sources and its website , so everything you’re seeing is actually legit and updated, not random internet stuff. You can click on any planet or space object and instantly get all the details—like what it’s made of, how far it is, what’s happening around it, and even cool mission info. I tried my best with this project .I hope u like it !! make sure to give me feedback !! things used and their sources languages used- 1-HTML (major) 2-CSS 3-JAVA SCRIPT Images and their sources 1- the background image of the landing page-it was found on google and I had my heart over it but I could not find it again so I had to use AI to create one on the based of my memory (yep I gave it prompt on the basis of my memory and the real image’s credit goes to their owner (sadly I can’t remember)) 2-the images used for planets for their yk.. texture is from NASA and it is fitted into circular frames which revovle around in their respective orbits 3- the images used in the info panel has also been taken from official NASA uploaded images as in the form of ${imageBase} text based database and the mission trajectory projections 1- all the information comes from my database which contain information from YK.. NNNAAASSSAAA….. 2-the paths projected for space missions are yk.from nasa cause bro why not?!?! but the thing here is that I only found some yk information and I had to take help of AI to create their trajectory AI usage declaration 1- as mentioned above I used AI for creating the first landing page background and then the trajectory of space missions 2-I also used AI for debugging and took it’s help with errors witch occured in dry running of my codes thank you note !! You are either here for reviewing my project or rating my project , and I sincerely hope that my project meet your expectations and I want to thank you for everything you have done in my favour !! MAY YOU HAVE A HAPPYDAY !! and English is not my first language , so forgive me for grammatic error ! THANK YOU !! BYE !!!
guys!! i tried updating this application and this is a modified version of stellaros Imagine a place where you can literally explore the entire solar system like it’s Google Maps, but for space. You can zoom into planets, check out moons, watch asteroids move, and just kinda “float” around the universe in real time. It pulls all its data directly from official NASA sources, so everything you’re seeing is actually legit and updated, not random internet stuff. You can click on any planet or space object and instantly get all the details—like what it’s made of, how far it is, what’s happening around it, and even cool mission info. It also shows a copy of real-time movement of planets and space events,(random, it calculate the movement of planet in the following way- my planets around the sun is definately not real -time but in same proportional ratio as I found on NASA(in simple terms for example if Earth takes 365 1/4 day to revolve around the sun , my project take the data for how much time earth take and compare it to other planets and then make them revolve around with same proportional speed and distance )) (and the mission are devloped with the help of AI -I take data from the NASA and I try to take only those missions which I can perfectly display in terms of their position (from where they started and to where )and this part I took help of AI (chatgpt to be specific )and it helped me display a perfect spacepath of that mission using js .) so i try to make the whole thing feels alive instead of static. i am currently just working on it and plz share your thought and ideas how could i make it even better . AND PEOPLE OFTEN GET CONFUSED THAT IT IS A OPERATING SYSTEM BUT NO!! ITS A INTERACTIVE WEBS.. !!...
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1792997660.6548908
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1793084060.6548908
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19078
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Space Game by @Ris2043 | Stardance
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Ris2043
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1
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17.0
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147
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T13:40:05Z", "hours": 17.0, "multiplier": 8.58, "payout": 147, "blessing": "neutral", "text": "The concept behind this game is simple but intense: You are a lone captain piloting a starship through a high-stakes sector of space. Your mission is to intercept and extract cosmic data from various planets in the solar system. The catch? The deeper you go, the more the universe tries to wipe you out with an absolute barrage of rogue meteors. Play it right in your browser: https://solar-systemgame.vercel.app/ Peek under the hood: https://github.com/Rishi-Rahul/Solar-System-game How it Works (The Technical Stuff) I wanted this game to feel incredibly snappy, whether you’re playing on a massive desktop monitor or tapping away on a phone screen during a break. Here is how I put it together using just raw HTML5 Canvas and vanilla JavaScript: Silky Smooth 60fps Rendering To keep the game looking crisp on high-end mobile screens and modern monitors, I hooked into window.devicePixelRatio. Instead of letting the browser stretch a blurry canvas, the game dynamically resizes its internal resolution to match the exact physical pixels of your screen. I also anchored everything to a base resolution of 800px using a global scale multiplier. This means whether you play on a tiny phone or a giant monitor, the game scales perfectly and the difficulty stays the same. Drifty Space Physics Instead of making the ship move instantly when you press a key (which feels robotic), I wrote a quick vector physics loop with built-in momentum. When you press WASD or drag your finger on a screen, you aren’t moving the ship’s position directly—you’re adding acceleration to its velocity vector. When you let go, a friction variable gently slows you down. This gives the ship that authentic, slippery “drifting through zero gravity” feel. Procedural Chaos To keep the game lightweight and lightning-fast to load, there are zero image files. Everything is drawn on the fly using math: The Meteors: Every single meteor is a unique, randomly generated polygon. The code picks a random number of sides and jag the edges so no two space rocks look exactly alike. The Neon Glow: I used canvas radial gradients and shadowBlur layers to make the Sun and target planets look like they’re practically melting through a retro CRT monitor. Features Cooked In Hybrid Controls: Supports arrow keys, WASD, or seamless touch-and-drag mechanics for mobile pilots. *Escalating Threat Levels: The further you survive, the faster the planets orbit and the tighter the meteor waves get. Dynamic Targeting: Your target planet gets an animated, high-contrast dashed orbit path so you know exactly where to fly. *Retro CRT Scanlines: A clever CSS linear-gradient trick overlays a vintage, arcade-cabinet grid over the entire screen.", "repo": "https://github.com/Rishi-Rahul/Solar-System-game", "demo": "https://solar-systemgame.vercel.app/"}]...
|
[{"post_id": 14355, "ts": "202 [{"post_id": 14355, "ts": "2026-06-23T13:38:06Z", "hours": 0.0, "text": "Fix all errors with the planetspeed, they are normal now, and as you progress, it gets faster"}, {"post_id": 14145, "ts": "2026-06-23T04:01:13Z", "hours": 7.0, "text": "Added Key elements to the project, planet speed gets faster as you progress, and meteor amount increases as you progress too!!!"}, {"post_id": 13675, "ts": "2026-06-22T13:01:49Z", "hours": 8.0, "text": "I’ve finished the whole game itself, need to fix some bugs like the planet speed."}]...
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Title: Space Game by @Ris2043 | Stardance
Devlogs Title: Space Game by @Ris2043 | Stardance
Devlogs:
I’ve finished the whole game itself, need to fix some bugs like the planet speed.
Added Key elements to the project, planet speed gets faster as you progress, and meteor amount increases as you progress too!!!
Fix all errors with the planetspeed, they are normal now, and as you progress, it gets faster
Ships:
The concept behind this game is simple but intense: You are a lone captain piloting a starship through a high-stakes sector of space. Your mission is to intercept and extract cosmic data from various planets in the solar system. The catch? The deeper you go, the more the universe tries to wipe you out with an absolute barrage of rogue meteors. Play it right in your browser: https://solar-systemgame.vercel.app/ Peek under the hood: https://github.com/Rishi-Rahul/Solar-System-game How it Works (The Technical Stuff) I wanted this game to feel incredibly snappy, whether you’re playing on a massive desktop monitor or tapping away on a phone screen during a break. Here is how I put it together using just raw HTML5 Canvas and vanilla JavaScript: Silky Smooth 60fps Rendering To keep the game looking crisp on high-end mobile screens and modern monitors, I hooked into window.devicePixelRatio. Instead of letting the browser stretch a blurry canvas, the game dynamically resizes its internal resolution to match the exact physical pixels of your screen. I also anchored everything to a base resolution of 800px using a global scale multiplier. This means whether you play on a tiny phone or a giant monitor, the game scales perfectly and the difficulty stays the same. Drifty Space Physics Instead of making the ship move instantly when you press a key (which feels robotic), I wrote a quick vector physics loop with built-in momentum. When you press WASD or drag your finger on a screen, you aren’t moving the ship’s position directly—you’re adding acceleration to its velocity vector. When you let go, a friction variable gently slows you down. This gives the ship that authentic, slippery “drifting through zero gravity” feel. Procedural Chaos To keep the game lightweight and lightning-fast to load, there are zero image files. Everything is drawn on the fly using math: The Meteors: Every single meteor is a unique, randomly generated polygon. The code picks a random number of sides and jag the edges so no two space rocks look exactly alike. The Neon Glow: I used canvas radial gradients and shadowBlur layers to make the Sun and target planets look like they’re practically melting through a retro CRT monitor. Features Cooked In Hybrid Controls: Supports arrow keys, WASD, or seamless touch-and-drag mechanics for mobile pilots. *Escalating Threat Levels: The further you survive, the faster the planets orbit and the tighter the meteor waves get. Dynamic Targeting: Your target planet gets an animated, high-contrast dashed orbit path so you know exactly where to fly. *Retro CRT Scanlines: A clever CSS linear-gradient trick overlays a vintage, arcade-cabinet grid over the entire screen....
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1792878816.2451217
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1793742816.2451217
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19107
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Navegation system by @otzpt | Stardance
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otzpt
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2
|
17.0
|
147
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T15:27:19Z", "hours": 8.0, "multiplier": 11.28, "payout": 86, "blessing": "neutral", "text": "What is it? Navegation System is an automatic robot navigation program in C. Given a maze, it uses BFS pathfinding to find the shortest route from the start to the destination, then animates the robot moving through it step by step. Challenges: The biggest challenge in this update was moving from a fixed 10×10 maze to a fully dynamic one, chosen and typed in by the user at runtime. That meant switching every data structure (map, visited, parent, queue) from fixed-size arrays to dynamically allocated memory with malloc, and handling edge cases like blocked start/destination points and mazes with no valid path. I also fixed a cross-platform bug where the program failed on Windows due to Unix-only functions (clear, usleep). What am I proud of: Getting the malloc-based 2D map working correctly, especially the parent matrix, which needed three levels of pointers to trace back the path. Also proud of adding proper validation instead of assuming the user always types a perfect map. How to test: Run the program, enter the number of rows and columns, then type the maze row by row using . for open paths and # for obstacles. The start is always the top-left corner and the destination is the bottom-right corner. Watch the robot find and animate its way through.", "repo": "https://github.com/otzpt/Navigation-system", "demo": "https://github.com/otzpt/Navigation-system/releases/tag/v3.0.1"}, {"ship_num": 2, "ts": "2026-06-24T20:37:48Z", "hours": 9.0, "multiplier": 6.43, "payout": 61, "blessing": "neutral", "text": "I built a C program that simulates a robot automatically finding its path through a 10x10 maze using BFS (Breadth-First Search), with a step-by-step terminal animation. The hardest part was learning BFS from scratch — I had never implemented a graph traversal algorithm before. The path reconstruction was also tricky since BFS gives you the path backwards, so I had to reverse it before animating. Download the binary for your OS from the Releases page and run it in your terminal! (Notice: Might have problems clearing the screen on windows)", "repo": "https://github.com/otzpt/Navigation-system", "demo": "https://github.com/otzpt/Navigation-system/releases/tag/v3.0.1"}]...
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[{"post_id": 36425, "ts": "202 [{"post_id": 36425, "ts": "2026-07-28T15:24:50Z", "hours": 0.7711, "text": "C Navigation System — Devlog #4: Dynamic Map The feedback from the certification reviewer included a clear suggestion for the next step: make the map dynamic, and possibly allow variable dimensions instead of keeping it fixed at 10×10. That’s what I focused on in this stage. The first challenge was realizing that a normal C array, such as char lab[10][10] , isn’t suitable for this. The size of a regular array has to be known at compile time, but in this case the dimensions are only known after the user enters them at runtime. The solution was to use dynamic memory allocation with malloc . For a dynamic 2D map, this is done in two steps: first, allocate an array of pointers (one for each row), then allocate each row individually. char ** lab = malloc ( rows * sizeof ( char * )); for ( int i = 0 ; i < rows ; i ++ ) { lab [ i ] = malloc ( columns * sizeof ( char )); } The eh_obstaculo function, which previously had the entire maze hardcoded inside it, became much simpler. It now just receives the map as a parameter ( char **lab ) and checks the requested position. int eh_obstaculo ( int x , int y , char ** lab ) { return lab [ x ][ y ] == '#' ; } To populate the map, I use fgets to read each row entered by the user, rather than asking for one position at a time, which would have been much more tedious to use. The part that took the most work wasn’t the map itself, but realizing that every other data structure used by the BFS ( visited , parent , and queue ) also depended on the old fixed TAM value. They all had to be converted to dynamically allocated structures based on the number of rows and columns. The parent array, for example, became an int *** because each cell stores a pair of coordinates (x, y) representing its parent, which adds another level of indirection. In the end, the program asks the user for the number of rows and columns, reads the map line by line, runs the BFS using these dynamic structures, and finally frees all allocated memory with free , including the parent array, which has to be released from the innermost allocations outward because of its three levels of allocation. The biggest lesson from this stage was realizing that making the map “dynamic” isn’t just about changing one variable. It means redesigning the entire chain of data structures that depended on the original fixed-size implementation."}, {"post_id": 22369, "ts": "2026-07-04T20:11:27Z", "hours": 6.8119, "text": "C Navigation System — Devlog #3: Windows Compatibility After submitting the project for certification I ran into a problem that hadn’t even crossed my mind: the program simply didn’t run on Windows. I got feedback from a reviewer with a video of the error, and the message was clear, “clear is not recognized as an internal or external command.” The explanation is simple once you get it. I had written and tested the code only on my Linux environment, and used system(\"clear\") to clear the screen between each frame of the animation. Turns out clear is a command that exists on Linux and Mac, but on Windows the console uses cls . I’d never thought about this because I’d never tested outside my own system. The fix was to use a preprocessor directive, #ifdef _WIN32 , which lets the compiler choose which code to include depending on the operating system the program is being compiled on. This way the clear() function decides on its own whether to call system(\"cls\") or system(\"clear\") , without me having to maintain two separate versions of the file. void clear () { #ifdef _WIN32 system ( \"cls\" ); #else system ( \"clear\" ); #endif } While reviewing the code I realized there was a second problem waiting to happen. I was using usleep() to control the timing between animation frames, and that function is also exclusive to Unix-like systems, it doesn’t exist on Windows. It probably wouldn’t have thrown an error right there in the video, but it would have further down the line as soon as the robot started moving. I solved it the same way, creating my own esperar_ms() function that uses Sleep() on Windows (which works in milliseconds) and usleep() on Linux (which works in microseconds), and swapped out all the old calls for this new function. void esperar_ms ( int ms ) { #ifdef _WIN32 Sleep ( ms ); #else usleep ( ms * 1000 ); #endif } The annoying part wasn’t so much writing the fix, it was realizing I had to test both versions before requesting re-certification again. I compiled it again on Linux to make sure I hadn’t broken anything, and the program still worked fine, I just got some unused variable warnings that were already there before and have no impact on execution. The lesson I’m taking from this is that testing only on your own operating system gives a false sense that the program “is ready.” Only an external test or review catches these things, because in my own environment I would never have seen this error myself."}, {"post_id": 14250, "ts": "2026-06-23T08:32:29Z", "hours": 6.8072, "text": "C Navigation System — Devlog #2 BFS Pathfinding & Automatic Navigation So after the first version I wasn’t really satisfied. The robot moving manually was cool to build but it felt incomplete — a robot that needs a human to tell it where to go isn’t really a robot. I wanted it to find the path on its own. The problem was I had no idea how BFS worked. I spent a good chunk of the 7 hours on this just trying to understand the algorithm before touching any code. Watched some explanations, drew it out on paper, tried to wrap my head around queues and how you actually backtrack to reconstruct a path. It took a while. The moment it clicked was when I stopped thinking about it as “visiting nodes” and started thinking about it as water spreading through a maze — it fills every reachable cell layer by layer until it hits the destination. Once that made sense, I rebuilt the project. The grid went from 5x5 to 10x10 with a more complex obstacle layout. I separated the map logic into its own function (eh_obstaculo) so the maze can be edited without touching anything else. The BFS itself uses a queue array, a visited matrix, and a parent matrix — the parent matrix is what lets you trace back the full path once you reach (9,9). The animation was actually the fun part. After the path is reconstructed, the board redraws at each step with clear() and usleep(), showing the robot moving tile by tile. It even replays at the end at a faster speed. Seeing it run for the first time was genuinely satisfying. The hardest part was getting the path reconstruction right — BFS gives you the path backwards, so you have to reverse it before animating. Took me a few tries to get that sorted."}, {"post_id": 9158, "ts": "2026-06-15T10:39:32Z", "hours": 2.615, "text": "C navigation system, a robot in a 5x5 maze Built a C program that simulates a robot navigating a 5x5 grid with obstacles. What’s done so far: A dynamically drawn 5x5 board, with . (free path), # (obstacles), D (destination), and X (robot) Obstacle layout stored in a separate map (lab, using l=free and p=wall), so the map can be edited easily without touching the rest of the logic Movement controlled by directions (North/South/East/West), one tile at a time Bounds checking (can’t leave the grid) and collision checking (can’t move through obstacles) Board redraws after every move Win message when reaching the destination at (4,4)"}]...
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Title: Navegation system by @otzpt | Stardance
De Title: Navegation system by @otzpt | Stardance
Devlogs:
C navigation system, a robot in a 5x5 maze Built a C program that simulates a robot navigating a 5x5 grid with obstacles. What’s done so far: A dynamically drawn 5x5 board, with . (free path), # (obstacles), D (destination), and X (robot) Obstacle layout stored in a separate map (lab, using l=free and p=wall), so the map can be edited easily without touching the rest of the logic Movement controlled by directions (North/South/East/West), one tile at a time Bounds checking (can’t leave the grid) and collision checking (can’t move through obstacles) Board redraws after every move Win message when reaching the destination at (4,4)
C Navigation System — Devlog #2 BFS Pathfinding & Automatic Navigation So after the first version I wasn’t really satisfied. The robot moving manually was cool to build but it felt incomplete — a robot that needs a human to tell it where to go isn’t really a robot. I wanted it to find the path on its own. The problem was I had no idea how BFS worked. I spent a good chunk of the 7 hours on this just trying to understand the algorithm before touching any code. Watched some explanations, drew it out on paper, tried to wrap my head around queues and how you actually backtrack to reconstruct a path. It took a while. The moment it clicked was when I stopped thinking about it as “visiting nodes” and started thinking about it as water spreading through a maze — it fills every reachable cell layer by layer until it hits the destination. Once that made sense, I rebuilt the project. The grid went from 5x5 to 10x10 with a more complex obstacle layout. I separated the map logic into its own function (eh_obstaculo) so the maze can be edited without touching anything else. The BFS itself uses a queue array, a visited matrix, and a parent matrix — the parent matrix is what lets you trace back the full path once you reach (9,9). The animation was actually the fun part. After the path is reconstructed, the board redraws at each step with clear() and usleep(), showing the robot moving tile by tile. It even replays at the end at a faster speed. Seeing it run for the first time was genuinely satisfying. The hardest part was getting the path reconstruction right — BFS gives you the path backwards, so you have to reverse it before animating. Took me a few tries to get that sorted.
C Navigation System — Devlog #3: Windows Compatibility After submitting the project for certification I ran into a problem that hadn’t even crossed my mind: the program simply didn’t run on Windows. I got feedback from a reviewer with a video of the error, and the message was clear, “clear is not recognized as an internal or external command.” The explanation is simple once you get it. I had written and tested the code only on my Linux environment, and used system("clear") to clear the screen between each frame of the animation. Turns out clear is a command that exists on Linux and Mac, but on Windows the console uses cls . I’d never thought about this because I’d never tested outside my own system. The fix was to use a preprocessor directive, #ifdef _WIN32 , which lets the compiler choose which code to include depending on the operating system the program is being compiled on. This way the clear() function decides on its own whether to call system("cls") or system("clear") , without me having to maintain two separate versions of the file. void clear () { #ifdef _WIN32 system ( "cls" ); #else system ( "clear" ); #endif } While reviewing the code I realized there was a second problem waiting to happen. I was using usleep() to control the timing between animation frames, and that function is also exclusive to Unix-like systems, it doesn’t exist on Windows. It probably wouldn’t have thrown an error right there in the video, but it would have further down the line as soon as the robot started moving. I solved it the same way, creating my own esperar_ms() function that uses Sleep() on Windows (which works in milliseconds) and usleep() on Linux (which works in microseconds), and swapped out all the old calls for this new function. void esperar_ms ( int ms ) { #ifdef _WIN32 Sleep ( ms ); #else usleep ( ms * 1000 ); #endif } The annoying part wasn’t so much writing the fix, it was realizing I had to test both versions before requesting re-certification again. I compiled it again on Linux to make sure I hadn’t broken anything, and the program still worked fine, I just got some unused variable warnings that were already there before and have no impact on execution. The lesson I’m taking from this is that testing only on your own operating system gives a false sense that the program “is ready.” Only an external test or review catches these things, because in my own environment I would never have seen this error myself.
C Navigation System — Devlog #4: Dynamic Map The feedback from the certification reviewer included a clear suggestion for the next step: make the map dynamic, and possibly allow variable dimensions instead of keeping it fixed at 10×10. That’s what I focused on in this stage. The first challenge was realizing that a normal C array, such as char lab[10][10] , isn’t suitable for this. The size of a regular array has to be known at compile time, but in this case the dimensions are only known after the user enters them at runtime. The solution was to use dynamic memory allocation with malloc . For a dynamic 2D map, this is done in two steps: first, allocate an array of pointers (one for each row), then allocate each row individually. char ** lab = malloc ( rows * sizeof ( char * )); for ( int i = 0 ; i < rows ; i ++ ) { lab [ i ] = malloc ( columns * sizeof ( char )); } The eh_obstaculo function, which previously had the entire maze hardcoded inside it, became much simpler. It now just receives the map as a parameter ( char **lab ) and checks the requested position. int eh_obstaculo ( int x , int y , char ** lab ) { return lab [ x ][ y ] == '#' ; } To populate the map, I use fgets to read each row entered by the user, rather than asking for one position at a time, which would have been much more tedious to use. The part that took the most work wasn’t the map itself, but realizing that every other data structure used by the BFS ( visited , parent , and queue ) also depended on the old fixed TAM value. They all had to be converted to dynamically allocated structures based on the number of rows and columns. The parent array, for example, became an int *** because each cell stores a pair of coordinates (x, y) representing its parent, which adds another level of indirection. In the end, the program asks the user for the number of rows and columns, reads the map line by line, runs the BFS using these dynamic structures, and finally frees all allocated memory with free , including the parent array, which has to be released from the innermost allocations outward because of its three levels of allocation. The biggest lesson from this stage was realizing that making the map “dynamic” isn’t just about changing one variable. It means redesigning the entire chain of data structures that depended on the original fixed-size implementation.
Ships:
I built a C program that simulates a robot automatically finding its path through a 10x10 maze using BFS (Breadth-First Search), with a step-by-step terminal animation. The hardest part was learning BFS from scratch — I had never implemented a graph traversal algorithm before. The path reconstruction was also tricky since BFS gives you the path backwards, so I had to reverse it before animating. Download the binary for your OS from the Releases page and run it in your terminal! (Notice: Might have problems clearing the screen on windows)
What is it? Navegation System is an automatic robot navigation program in C. Given a maze, it uses BFS pathfinding to find the shortest route from the start to the destination, then animates the robot moving through it step by step. Challenges: The biggest challenge in this update was moving from a fixed 10×10 maze to a fully dynamic one, chosen and typed in by the user at runtime. That meant switching every data structure (map, visited, parent, queue) from fixed-size arrays to dynamically allocated memory with malloc, and handling edge cases like blocked start/destination points and mazes with no valid path. I also fixed a cross-platform bug where the program failed on Windows due to Unix-only functions (clear, usleep). What am I proud of: Getting the malloc-based 2D map working correctly, especially the parent matrix, which needed three levels of pointers to trace back the path. Also proud of adding proper validation instead of assuming the user always types a perfect map. How to test: Run the program, enter the number of rows and columns, then type the maze row by row using . for open paths and # for obstacles. The start is always the top-left corner and the destination is the bottom-right corner. Watch the robot find and animate its way through....
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1793112558.019902
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1793198958.019902
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27646
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Friz-BUFO by @AlexG | Stardance
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AlexG
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1
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20.48
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147
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T03:27:50Z", "hours": 13.0, "multiplier": 11.58, "payout": 147, "blessing": "neutral", "text": "I made a demo for a game. It’s a platformer where you use a UFO as a frisbee and its tractor beam to help with jumps. I based the main mechanic off of Minecraft’s water bucket, and I want to expand it and the game to feature more areas and more uses of BUFO’s (that’s what the UFO is named) tractor beam. You can play it in the web, so go ahead and play it! You do need a keyboard and mouse, though. I encourage you to collect both gem fragments and let me know of what you think of the game in the comments. So, about making it… The core mechanic of the UFO is supported by using states for whether it was held, flying, floating, or returning. This was my first time using states like this, and it turned out super neat and worked well. I also spent a lot of time designing the areas, which are sort of levels, and basing them around a main mechanic which gets harder over time. I tried to use the Super Mario technique of introducing it in an easy environment and then ramping up the difficulty. Overall, it was a super fun game to make and mechanic to work with, and I’m definitely going to be expanding on this. And if you read all this, thanks for reading! I also challenged myself to use a somewhat limited pallet, which got a little expanded but stayed right below 10 colors, if you include black and white.", "repo": "https://github.com/AlexGaloy/friz-bufo", "demo": "https://sporc.itch.io/friz-bufo"}]...
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[{"post_id": 60598, "ts": "202 [{"post_id": 60598, "ts": "2026-09-03T01:49:49Z", "hours": 3.7839, "text": "I added a new ice cave area, with breakable ice blocks and falling icicles."}, {"post_id": 44689, "ts": "2026-08-10T16:55:04Z", "hours": 1.4028, "text": "Added some lights with shadows for the moon, the ufo, and the ufos beam. I think it really adds a whole new visual element to the game!"}, {"post_id": 32966, "ts": "2026-07-22T13:47:34Z", "hours": 2.2897, "text": "I added a tutorial with simple keys to hint to the player what to do. I also added a minimap that gets uncovered as you walk around the map, and a speedrun timer in the corner. All of these features were from community feedback, and I thank everyone who played my game and gave me good feedback!"}, {"post_id": 22574, "ts": "2026-07-05T03:09:02Z", "hours": 4.1669, "text": "finished the towers area, and created gem shards at the end of both areas to collect. Also added some smaller, nice things like: parralax stars in the background coyote time and jump buffering correct overlapping with player and ufo sprites removed the cursor since it was confusing"}, {"post_id": 21608, "ts": "2026-07-03T17:27:37Z", "hours": 0.7008, "text": "I added checkpoints that can be activated with the UFO across the map"}, {"post_id": 21270, "ts": "2026-07-03T03:18:18Z", "hours": 0.7569, "text": "Finished the whole rocky mountain section! I have yet to add checkpoints and the reward at the end, but the easier of the parkour is finished. One down, three to go!"}, {"post_id": 20457, "ts": "2026-07-02T01:41:45Z", "hours": 1.3272, "text": "Designed a rocky mountain section, with spikes that send you to spawn."}, {"post_id": 18908, "ts": "2026-06-30T03:04:05Z", "hours": 2.0442, "text": "kinda perfected the movement, made a bigger map/playground, and made a magnet for some interesting parkour"}, {"post_id": 17612, "ts": "2026-06-28T14:11:36Z", "hours": 3.7533, "text": "Created the base mechanics: throwing the ufo and making it create a tractor beam where it lands"}]...
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Title: Friz-BUFO by @AlexG | Stardance
Devlogs:
C Title: Friz-BUFO by @AlexG | Stardance
Devlogs:
Created the base mechanics: throwing the ufo and making it create a tractor beam where it lands
kinda perfected the movement, made a bigger map/playground, and made a magnet for some interesting parkour
Designed a rocky mountain section, with spikes that send you to spawn.
Finished the whole rocky mountain section! I have yet to add checkpoints and the reward at the end, but the easier of the parkour is finished. One down, three to go!
I added checkpoints that can be activated with the UFO across the map
finished the towers area, and created gem shards at the end of both areas to collect. Also added some smaller, nice things like: parralax stars in the background coyote time and jump buffering correct overlapping with player and ufo sprites removed the cursor since it was confusing
I added a tutorial with simple keys to hint to the player what to do. I also added a minimap that gets uncovered as you walk around the map, and a speedrun timer in the corner. All of these features were from community feedback, and I thank everyone who played my game and gave me good feedback!
Added some lights with shadows for the moon, the ufo, and the ufos beam. I think it really adds a whole new visual element to the game!
I added a new ice cave area, with breakable ice blocks and falling icicles.
Ships:
I made a demo for a game. It’s a platformer where you use a UFO as a frisbee and its tractor beam to help with jumps. I based the main mechanic off of Minecraft’s water bucket, and I want to expand it and the game to feature more areas and more uses of BUFO’s (that’s what the UFO is named) tractor beam. You can play it in the web, so go ahead and play it! You do need a keyboard and mouse, though. I encourage you to collect both gem fragments and let me know of what you think of the game in the comments. So, about making it… The core mechanic of the UFO is supported by using states for whether it was held, flying, floating, or returning. This was my first time using states like this, and it turned out super neat and worked well. I also spent a lot of time designing the areas, which are sort of levels, and basing them around a main mechanic which gets harder over time. I tried to use the Super Mario technique of introducing it in an easy environment and then ramping up the difficulty. Overall, it was a super fun game to make and mechanic to work with, and I’m definitely going to be expanding on this. And if you read all this, thanks for reading! I also challenged myself to use a somewhat limited pallet, which got a little expanded but stayed right below 10 colors, if you include black and white....
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1793090926.2595026
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1793177326.2595026
|
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41918
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Ball Pit Sim by @antekj_smalec | Stardance
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antekj_smalec
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1
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11.0
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146
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T12:34:37Z", "hours": 11.0, "multiplier": 13.32, "payout": 146, "blessing": "neutral", "text": "I made a simple 2d physics collison simulator. I originally intended to have complex polygon collisions but my circumstances didn’t allow me to work on this project for quite some time. Nonetheless I am happy with what I made and I hope you can appreciate it :)", "repo": "https://github.com/antekjsmalec/PySim/", "demo": "https://github.com/antekjsmalec/PySim/releases/tag/1.0"}]...
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[{"post_id": 74449, "ts": "202 [{"post_id": 74449, "ts": "2026-09-27T12:10:08Z", "hours": 2.4414, "text": "I had to change the scope of the project cos im running out of time. It is only gonna have ball collisions now"}, {"post_id": 39474, "ts": "2026-08-02T13:18:58Z", "hours": 1.5694, "text": "Fixed the bug, took a little longer than i originally thought but also fixed some other things. add some usefull debug features. Anyway collisions for circles is done and pretty fun to play around with"}, {"post_id": 39199, "ts": "2026-08-02T00:07:16Z", "hours": 2.2575, "text": "Lot of work done today, and even more headaches. Changed Particle class to a ball class (still called particle tho). Balls have collision with walls and floor AND with eachother. The white board is for actually understanding the maths. There is a bug and I know what it is, but I need to sleep"}, {"post_id": 38505, "ts": "2026-07-31T22:41:53Z", "hours": 1.0119, "text": "Realised I messed up by diving straight into displaying squares, made a new gameplan and basically started from scratch. I added a Vector class to make the math easier to write later, and a particle class to make a single particle bounce off the floor."}, {"post_id": 37624, "ts": "2026-07-30T14:21:11Z", "hours": 3.6664, "text": "Learned the basics of pygame, and started work. Firstly, I found out that the pygame.Rect() function is pretty much only usefull for buttons in my use case, so i made a class to create four points around a centre point, and using some basic trig, got a square showing up that allowed for a lot more freedom that pygame.Rect(). I added gravity and am now working on collisions."}]...
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Title: Ball Pit Sim by @antekj_smalec | Stardance
Title: Ball Pit Sim by @antekj_smalec | Stardance
Devlogs:
Learned the basics of pygame, and started work. Firstly, I found out that the pygame.Rect() function is pretty much only usefull for buttons in my use case, so i made a class to create four points around a centre point, and using some basic trig, got a square showing up that allowed for a lot more freedom that pygame.Rect(). I added gravity and am now working on collisions.
Realised I messed up by diving straight into displaying squares, made a new gameplan and basically started from scratch. I added a Vector class to make the math easier to write later, and a particle class to make a single particle bounce off the floor.
Lot of work done today, and even more headaches. Changed Particle class to a ball class (still called particle tho). Balls have collision with walls and floor AND with eachother. The white board is for actually understanding the maths. There is a bug and I know what it is, but I need to sleep
Fixed the bug, took a little longer than i originally thought but also fixed some other things. add some usefull debug features. Anyway collisions for circles is done and pretty fun to play around with
I had to change the scope of the project cos im running out of time. It is only gonna have ball collisions now
Ships:
I made a simple 2d physics collison simulator. I originally intended to have complex polygon collisions but my circumstances didn’t allow me to work on this project for quite some time. Nonetheless I am happy with what I made and I hope you can appreciate it :)...
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1793004450.421405
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1793090850.421405
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44530
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math.org by @pandacoder2013 | Stardance
|
pandacoder2013
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1
|
11.28
|
146
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T16:54:19Z", "hours": 11.0, "multiplier": 13.66, "payout": 146, "blessing": "neutral", "text": "I made a website where you can enter a concept you are confused or unsure about and an API key and it generates a simulation explaining that topic in greater depth. You can say what sources the AI should use and what specific aspect of the topic do you want the AI to elaborate on. It was harder then I expected to get the Gemini generateContent() API to start working as expected, especially when it began to hallucinate docker manuals (don’t ask). I am especially proud of learning how to create Elements and append that to divs using DOM Javascript. In the future I will use the Gemini 3.1 Pro model instead as that seems to be better at coding simulations and try to include my own API key in a way that does not reveal it so you don’t have to obtain an API key to actually use the project.", "repo": "https://github.com/dsochamp/math.org", "demo": "https://math-org.vercel.app"}]...
|
[{"post_id": 66626, "ts": "202 [{"post_id": 66626, "ts": "2026-09-12T14:02:52Z", "hours": 0.2783, "text": "I LEARNED VERCEL ENVIRONMENT VARIABLES!!!! I finally removed the need to bring your own API key to math.org. Instead, I used a Vercel environment variable so that you just have to ask! Now you can easily use the website. btw I will ship very soon…"}, {"post_id": 45877, "ts": "2026-08-12T16:45:06Z", "hours": 1.3094, "text": "I tried testing out my Gemini 3.6 Flash API using fetch() by the generateContent() API. by giving it a sample prompt to code an HTML Simulation on Electron Orbital. I have been testing for a while and it keeps on hallucinating for some odd reason. Before this I asked it, ‘Hi! How are you?’ and replied with a comprehensive manual on how to setup Docker. It seems like Gemini seems to be glitching for the past week…Incase you wanted to know, here is the full prompt I gave gemini in the screenshot above: code an html simulation on electron orbitals where you can choose which orbital you would like to view and you can view that in 3d"}, {"post_id": 41881, "ts": "2026-08-06T11:33:00Z", "hours": 9.3967, "text": "A change of plans. I originally wanted. math.org to be purely math simulations that were pre-uploaded and coded by me, but then I realised the scale of 20 simulations which I had declared as the ‘minimum’. My new plan is to connect the Gemini 3.6 Flash API key to create simulations personalised to the user on the spot on any topic, creating more simulations with a lot less effort and an increase in efficiency. btw, I am uploading this a bit late. I actually made this change in plan when I hit the 4 hour mark of working on the project, but I realised I completely forgot about my devlog. Hopefully I should start giving updates the moment they happen. Bye!"}]...
|
Title: math.org by @pandacoder2013 | Stardance
De Title: math.org by @pandacoder2013 | Stardance
Devlogs:
A change of plans. I originally wanted. math.org to be purely math simulations that were pre-uploaded and coded by me, but then I realised the scale of 20 simulations which I had declared as the ‘minimum’. My new plan is to connect the Gemini 3.6 Flash API key to create simulations personalised to the user on the spot on any topic, creating more simulations with a lot less effort and an increase in efficiency. btw, I am uploading this a bit late. I actually made this change in plan when I hit the 4 hour mark of working on the project, but I realised I completely forgot about my devlog. Hopefully I should start giving updates the moment they happen. Bye!
I tried testing out my Gemini 3.6 Flash API using fetch() by the generateContent() API. by giving it a sample prompt to code an HTML Simulation on Electron Orbital. I have been testing for a while and it keeps on hallucinating for some odd reason. Before this I asked it, ‘Hi! How are you?’ and replied with a comprehensive manual on how to setup Docker. It seems like Gemini seems to be glitching for the past week…Incase you wanted to know, here is the full prompt I gave gemini in the screenshot above: code an html simulation on electron orbitals where you can choose which orbital you would like to view and you can view that in 3d
I LEARNED VERCEL ENVIRONMENT VARIABLES!!!! I finally removed the need to bring your own API key to math.org. Instead, I used a Vercel environment variable so that you just have to ask! Now you can easily use the website. btw I will ship very soon…
Ships:
I made a website where you can enter a concept you are confused or unsure about and an API key and it generates a simulation explaining that topic in greater depth. You can say what sources the AI should use and what specific aspect of the topic do you want the AI to elaborate on. It was harder then I expected to get the Gemini generateContent() API to start working as expected, especially when it began to hallucinate docker manuals (don’t ask). I am especially proud of learning how to create Elements and append that to divs using DOM Javascript. In the future I will use the Gemini 3.1 Pro model instead as that seems to be better at coding simulations and try to include my own API key in a way that does not reveal it so you don’t have to obtain an API key to actually use the project....
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1793072941.8107722
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1793159341.8107722
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45370
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Temperature-Tracker by @AwesomeFreshDay | Stardanc Temperature-Tracker by @AwesomeFreshDay | Stardance...
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AwesomeFreshDay
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1
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14.0
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146
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T05:17:43Z", "hours": 14.0, "multiplier": 10.23, "payout": 146, "blessing": "neutral", "text": "INSTALLATION WINDOWS SUPPORT ONLY Download the setup file on github release page, proceed through the setup and launch the program AS ADMISTRATOR After you finish the setup you see a checkbox to click launch after setup it will not work because the setup automatically runs the program with regular perms so you have to search for the program and run as admin. This is due to WinTMP requiring admistrator privilleges to read hall sensor temps. Hello everyone. This is my first python project that I made and spent a lot of time working on it especially since I had to research and google lots of guides and documentation. I made a temperature tracking app with 2 tabs one being the main and the other being the feature of tracking computer data over time. So for the main tab, shows pc stats such as data about CPU Usage, Ram usage, and the temperatures in Celcius of the CPU and GPU. I am proud of the 2 sliders which are temperature caps the user sets for the CPU and GPU Temps. When their own computer temps reaches the temp cap they put on the slider, a messagebox appears and notifies with a sound explaining that they have reached the temp of their desired cap and their temps when they went over the cap. This is to help inform people of their pc temperatures and to take notice whether or not they could be throttling and having reduced performance from high temps. It could inform people to put caps if they want to focus on being notified that oh no their temps are higher than what they wanted and that maybe it could be a sign to clean or change thermal paste of course every computer is different and we all have different expectations but yea. So the other thing I am proud of is the temperature tracker. User picks an amount of time to set so that their pc data is recorded over that set amount of time showing patterns and useful data towards their computer stats and that they would be informed of a lot of stuff they open on their computer is impacting the usage of their pc. Anyways this was my first python project and one that I put effort in so it was a nice jounry and I would probably miss doing this. I am planning to make one other project but still going to find out.", "repo": "https://github.com/AwesomeFreshDay/Temperature-Tracker", "demo": "https://github.com/AwesomeFreshDay/Temperature-Tracker/releases/tag/v1.0"}]...
|
[{"post_id": 57029, "ts": "202 [{"post_id": 57029, "ts": "2026-08-29T03:16:52Z", "hours": 3.3219, "text": "The final dev log before the first ship. I have finished creating the program now just need to turn it into an exe app. Since my last dev log, I have added a tabview to toggle between the main and this new feature. Temperature tracker. There is a combo box where the user selects a value and sets as the time until data from their pc stats are shown and for what time which can be used to show patterns in their hardware. A pause, reset, and unpause button has been added. This was a pretty fun first python project and the first one where I put effort in. Now I just need to watch a tutorial to make this an app."}, {"post_id": 55709, "ts": "2026-08-27T17:55:20Z", "hours": 4.7264, "text": "Since my last dev log, I have imported customtkinter library for better and a modern aesthetic compared to regular tkinter, added a toggle switch button for dark and light mode. The program now uses threading for the stats for optimization. Before it was lagging very bad where it was just barely usable. Right now its a lot less laggy like way smoother but still lags a little occasionally. Changed the entry box and submit button for temp cap to simple sliders that is inputted and outputted after 1 second of release. Added slider for gpu. Finally fixed the annoying messagebox spam after temp cap reached. What happened was the temperature cap messagebox would show up and when you exited it would keep showing up a milisecond later upon close. Now the program uses a boolean that is set tot rue whenever the messagebox appears so that you acn just exit the box once and it will not pop up again until you changed the desired tempearture. Now i will be adding the anticiapted feature i want and a tab."}, {"post_id": 45418, "ts": "2026-08-11T21:03:02Z", "hours": 3.49, "text": "Since my last dev log I have added 4 more labels. The CPU Temp, GPU Temp, ram usage, and the clock all these features update every second the program is running. I set a temp cap in celcius which is a little buggy right now sometimes it works and sometimes it doesnt I will have to figure that out but there is an entry box the user types in to cap their temperature and the warning box pops up when the cpu tempearture cap has exceeded to inform the user that their cpu temperature is exceeding what they want. The user puts their temp cap to their desired amount to safely monitor their desired temps."}, {"post_id": 43715, "ts": "2026-08-09T03:57:38Z", "hours": 1.6058, "text": "Found a guide to install tkinter in python created a button and label. Had so many issues with creating the data to automatically update in GUI so now the cpu usage ACTUALLY changes every second I can’t believe it finally worked I know my time logged doesnt reflect it but I searched for documentations and guides and was able to incorporate it into my project! The app does lag/freeze for a sec when the data changes but hopefully it can be optimized soon"}, {"post_id": 43092, "ts": "2026-08-08T05:27:43Z", "hours": 0.8147, "text": "Got the time and WinTMP Library installed and working ran into a huge issue while trying to install the WinTMP library. It is a library from last year and when I installed the library and tired using the commands. it would give some huge error about a .dll file failed to inialize. So I went to install LibreHardwareMonitor the trusted offical app for checking temps and the same dll it has so i put it in my folder but that didnt work because the verison is too new so we found out in the terminal its using verison llike 1.4.1 i think int he dll of course now its been udpated from last year and its newer so i found the install of the older dll put it into the folder and it worked thanks to AI for helping me because I was stuck on this for lik ean hour but anyways the dll that is being used is a year old but i hope the future of that problems dont arise"}, {"post_id": 43046, "ts": "2026-08-08T03:11:10Z", "hours": 0.3394, "text": "Got started in my project had trouble starting the project in vscode so had to use AI for help in importing/finding the library that checks CPU and Ram usage and how to even install the library so it helped me get started. Right now I was able to print the cpu and ram usage in the terminal and hopefully add csv file to track the usage overtime"}]...
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Title: Temperature-Tracker by @AwesomeFreshDay | S Title: Temperature-Tracker by @AwesomeFreshDay | Stardance
Devlogs:
Got started in my project had trouble starting the project in vscode so had to use AI for help in importing/finding the library that checks CPU and Ram usage and how to even install the library so it helped me get started. Right now I was able to print the cpu and ram usage in the terminal and hopefully add csv file to track the usage overtime
Got the time and WinTMP Library installed and working ran into a huge issue while trying to install the WinTMP library. It is a library from last year and when I installed the library and tired using the commands. it would give some huge error about a .dll file failed to inialize. So I went to install LibreHardwareMonitor the trusted offical app for checking temps and the same dll it has so i put it in my folder but that didnt work because the verison is too new so we found out in the terminal its using verison llike 1.4.1 i think int he dll of course now its been udpated from last year and its newer so i found the install of the older dll put it into the folder and it worked thanks to AI for helping me because I was stuck on this for lik ean hour but anyways the dll that is being used is a year old but i hope the future of that problems dont arise
Found a guide to install tkinter in python created a button and label. Had so many issues with creating the data to automatically update in GUI so now the cpu usage ACTUALLY changes every second I can’t believe it finally worked I know my time logged doesnt reflect it but I searched for documentations and guides and was able to incorporate it into my project! The app does lag/freeze for a sec when the data changes but hopefully it can be optimized soon
Since my last dev log I have added 4 more labels. The CPU Temp, GPU Temp, ram usage, and the clock all these features update every second the program is running. I set a temp cap in celcius which is a little buggy right now sometimes it works and sometimes it doesnt I will have to figure that out but there is an entry box the user types in to cap their temperature and the warning box pops up when the cpu tempearture cap has exceeded to inform the user that their cpu temperature is exceeding what they want. The user puts their temp cap to their desired amount to safely monitor their desired temps.
Since my last dev log, I have imported customtkinter library for better and a modern aesthetic compared to regular tkinter, added a toggle switch button for dark and light mode. The program now uses threading for the stats for optimization. Before it was lagging very bad where it was just barely usable. Right now its a lot less laggy like way smoother but still lags a little occasionally. Changed the entry box and submit button for temp cap to simple sliders that is inputted and outputted after 1 second of release. Added slider for gpu. Finally fixed the annoying messagebox spam after temp cap reached. What happened was the temperature cap messagebox would show up and when you exited it would keep showing up a milisecond later upon close. Now the program uses a boolean that is set tot rue whenever the messagebox appears so that you acn just exit the box once and it will not pop up again until you changed the desired tempearture. Now i will be adding the anticiapted feature i want and a tab.
The final dev log before the first ship. I have finished creating the program now just need to turn it into an exe app. Since my last dev log, I have added a tabview to toggle between the main and this new feature. Temperature tracker. There is a combo box where the user selects a value and sets as the time until data from their pc stats are shown and for what time which can be used to show patterns in their hardware. A pause, reset, and unpause button has been added. This was a pretty fun first python project and the first one where I put effort in. Now I just need to watch a tutorial to make this an app.
Ships:
INSTALLATION WINDOWS SUPPORT ONLY Download the setup file on github release page, proceed through the setup and launch the program AS ADMISTRATOR After you finish the setup you see a checkbox to click launch after setup it will not work because the setup automatically runs the program with regular perms so you have to search for the program and run as admin. This is due to WinTMP requiring admistrator privilleges to read hall sensor temps. Hello everyone. This is my first python project that I made and spent a lot of time working on it especially since I had to research and google lots of guides and documentation. I made a temperature tracking app with 2 tabs one being the main and the other being the feature of tracking computer data over time. So for the main tab, shows pc stats such as data about CPU Usage, Ram usage, and the temperatures in Celcius of the CPU and GPU. I am proud of the 2 sliders which are temperature caps the user sets for the CPU and GPU Temps. When their own computer temps reaches the temp cap they put on the slider, a messagebox appears and notifies with a sound explaining that they have reached the temp of their desired cap and their temps when they went over the cap. This is to help inform people of their pc temperatures and to take notice whether or not they could be throttling and having reduced performance from high temps. It could inform people to put caps if they want to focus on being notified that oh no their temps are higher than what they wanted and that maybe it could be a sign to clean or change thermal paste of course every computer is different and we all have different expectations but yea. So the other thing I am proud of is the temperature tracker. User picks an amount of time to set so that their pc data is recorded over that set amount of time showing patterns and useful data towards their computer stats and that they would be informed of a lot of stuff they open on their computer is impacting the usage of their pc. Anyways this was my first python project and one that I put effort in so it was a nice jounry and I would probably miss doing this. I am planning to make one other project but still going to find out....
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1793127137.2689283
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1793213537.2689283
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47552
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Opencodex by @evaanchowdhry | Stardance
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evaanchowdhry
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2
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14.0
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146
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T01:50:28Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Ship 2: I built Opencodex. Opencodex is a free, open-source coding agent that runs inside VS Code. In this newest version, Opencodex supports using a browser to test the frontend of whatever app you design with it. It supports MCP plugins, and custom providers now too. It also lets you undo the agent’s changes and actually view them. Out of the box, it works with ONLY the FREE models from OpenCode (OpenCode doesn’t even need an API Key!), OpenRouter, Groq, Gemini, and Mistral. These providers don’t even ask for payment info, making the free setup even easier. Ever since the first ship, Opencodex’s stats went from 500 installs to 1000+ installs, showing real world growth!", "repo": "https://github.com/matonhp5108/Opencodex", "demo": "https://marketplace.visualstudio.com/items?itemName=EvaanChowdhry.opencodex-agent"}, {"ship_num": 2, "ts": "2026-08-14T04:10:23Z", "hours": 10.0, "multiplier": 14.27, "payout": 146, "blessing": "neutral", "text": "I built Opencodex. Opencodex is a free, open-source coding agent that runs inside VS Code, bringing a Codex-style agent loop to the editor you already use. It works with only the free models from OpenCode, OpenRouter, Groq, Gemini, and Mistral (or local Ollama models) and the default provider (Opencode) without writing keys to settings. The agent can inspect a repository, present a pinned plan, edit and delete files within the workspace boundary, run commands with configurable approvals, delegate to subagents, and use tools from configured MCP servers. In the past week since release, Opencodex has already reached over 500+ installs on the VS Code marketplace, and 40+ stars on GitHub, showing real growth and real world usage.", "repo": "https://github.com/matonhp5108/Opencodex", "demo": "https://marketplace.visualstudio.com/items?itemName=EvaanChowdhry.opencodex-agent"}]...
|
[{"post_id": 56982, "ts": "202 [{"post_id": 56982, "ts": "2026-08-29T01:18:35Z", "hours": 3.9667, "text": "Devlog #3 I gave the agent a browser and the ability to control it so now it can test the frontend to whatever it makes to further shorten the gap between this and paid vibecoding tools. I also added some new small features to make some dev workflows easier, and I made diff reviews way better and made undoing changes not require a github repo."}, {"post_id": 46689, "ts": "2026-08-14T04:01:23Z", "hours": 2.1469, "text": "Devlog #2 I just completely revamped the MCP settings. It went from just a JSON editor to a new UI that supports fancy auth, like the ChatGPT implementation."}, {"post_id": 46510, "ts": "2026-08-13T19:46:53Z", "hours": 8.0825, "text": "Devlog #1 I just made real vibecoding free. I created Opencodex, a VS Code agent extension that gives you a workflow almost identical to OpenAI Codex, but without requiring a paid AI subscription or actually, any account at all to start. It lets you use free models from 5 different cloud providers, as well as Ollama for local models. In just one week on the VS Code Marketplace, Opencodex has already passed 480 installs. The main difference from competitors like Cline, Continue, and Kilo Code is that while those tools are free to install, you generally still need to bring your own API key or pay for model usage. Opencodex focuses on making the entire experience accessible for free. I’m working on making MCP more intuitive by removing the current bland JSON editor to a ChatGPT style MCP manager. You can install it here: https://marketplace.visualstudio.com/items?itemName=EvaanChowdhry.opencodex-agent"}]...
|
Title: Opencodex by @evaanchowdhry | Stardance
De Title: Opencodex by @evaanchowdhry | Stardance
Devlogs:
Devlog #1 I just made real vibecoding free. I created Opencodex, a VS Code agent extension that gives you a workflow almost identical to OpenAI Codex, but without requiring a paid AI subscription or actually, any account at all to start. It lets you use free models from 5 different cloud providers, as well as Ollama for local models. In just one week on the VS Code Marketplace, Opencodex has already passed 480 installs. The main difference from competitors like Cline, Continue, and Kilo Code is that while those tools are free to install, you generally still need to bring your own API key or pay for model usage. Opencodex focuses on making the entire experience accessible for free. I’m working on making MCP more intuitive by removing the current bland JSON editor to a ChatGPT style MCP manager. You can install it here: https://marketplace.visualstudio.com/items?itemName=EvaanChowdhry.opencodex-agent
Devlog #2 I just completely revamped the MCP settings. It went from just a JSON editor to a new UI that supports fancy auth, like the ChatGPT implementation.
Devlog #3 I gave the agent a browser and the ability to control it so now it can test the frontend to whatever it makes to further shorten the gap between this and paid vibecoding tools. I also added some new small features to make some dev workflows easier, and I made diff reviews way better and made undoing changes not require a github repo.
Ships:
I built Opencodex. Opencodex is a free, open-source coding agent that runs inside VS Code, bringing a Codex-style agent loop to the editor you already use. It works with only the free models from OpenCode, OpenRouter, Groq, Gemini, and Mistral (or local Ollama models) and the default provider (Opencode) without writing keys to settings. The agent can inspect a repository, present a pinned plan, edit and delete files within the workspace boundary, run commands with configurable approvals, delegate to subagents, and use tools from configured MCP servers. In the past week since release, Opencodex has already reached over 500+ installs on the VS Code marketplace, and 40+ stars on GitHub, showing real growth and real world usage.
Ship 2: I built Opencodex. Opencodex is a free, open-source coding agent that runs inside VS Code. In this newest version, Opencodex supports using a browser to test the frontend of whatever app you design with it. It supports MCP plugins, and custom providers now too. It also lets you undo the agent’s changes and actually view them. Out of the box, it works with ONLY the FREE models from OpenCode (OpenCode doesn’t even need an API Key!), OpenRouter, Groq, Gemini, and Mistral. These providers don’t even ask for payment info, making the free setup even easier. Ever since the first ship, Opencodex’s stats went from 500 installs to 1000+ installs, showing real world growth!...
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1793102097.5874004
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1793188497.5874004
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4804
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Universal Civilization Sim by @Niamh | Stardance
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Niamh
|
1
|
17.0
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145
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T00:15:30Z", "hours": 17.0, "multiplier": 10.31, "payout": 145, "blessing": "neutral", "text": "UniCivSim This is my first ship and I’m excited. This is UniCivSim short for Universal Civilization Simulation (Genius name I know), it’s meant to approximate dark forest theory, which is a theory of how interstellar civilisations interact based in game theory and it ends with claiming that civilisation have two options their either Destroy any other civilisation they encounter Hide from all other civilisations The main aspect of this that I couldn’t approximate is information. In dark forest theory lack of information is what means the benevolent civilisations are better off hiding then going out searching for others like then. In my civilisation simulator they have the benefit of perfect information, when two civs meet their interaction is instantly determined by their behaviour. This leads to an interestingly different conclusion, the simulations always end with only benevolent empires remaining which paints quote a hopeful picture of the far future. Anyway I hope you enjoy playing around with the factors and thank you for rating my project.", "repo": "https://github.com/NiamhGrimesMcDonough/UniCivSim", "demo": "https://github.com/NiamhGrimesMcDonough/UniCivSim/releases/tag/Release"}]...
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[{"post_id": 20401, "ts": "202 [{"post_id": 20401, "ts": "2026-07-02T00:04:08Z", "hours": 4.1308, "text": "V1.0 ON MY CIVILIZATION SIMULATOR! It’s been a while since I posted a devlog on this project. I’ve been working on getting this to a minimum viable product for release so that’s bug fixing, core features and packaging. Features More complex civilisation behaviour Improved settings screen Full screen Notes Honestly my heart was never really in this project, I was mainly trying to build the courage to work on hardware which I think I’ve secured (You can hopefully expect some rocketry based stuff from me in future) but I have done my best to build something I can be proud of."}, {"post_id": 17011, "ts": "2026-06-27T16:39:05Z", "hours": 4.9925, "text": "V0.6 on my Civilization Simulator On the latest release we now have a settings menu that allows you to adjust the factors affecting the simulation. New Features A settings menu that launches on startup and allows you to adjust the simulation. A text file that stores the variables for easy editing Planned Features Implement more behaviors for civilizations encountering one another based off of more varied factors such as benevolence, malevolence and desperation Clean up UI and add a setting menu to tweak the factors of the simulation Add dialogue elements to easier understand what is going on Package into an exe application One step closer to first ship!"}, {"post_id": 12197, "ts": "2026-06-19T22:12:23Z", "hours": 4.0464, "text": "V0.5 on my Civilization Simulator In this latest version we now have civilizations that are spawned randomly based on the variables for the Drake equation The average rate of star formation in our galaxy The fraction of those stars that have planets The average number of planets that could support life that actually develop life at some point. The fraction of planets that develop life that go on the develop intelligent life The fraction of civilizations that develop a technology that releases detectable signs of their existence into space The length of time for which such civilizations release detectable signal into space. In this implementation we don’t use the rate of star formation as we already decide seperatly how many stars we will include in our simulation. Current Features We can create a randomly generated star map in a window We can create civilizations in some of those stars based off of the drake equation We can have those civilizations expand at a factor of the speed of light accelerating and related to their level of technology We can have those civilizations interact in a way that is loosely based on dark forest theory Planned Features Implement more behaviours for civilizations encountering one another based off of more varied factors such as benevolance, malevolance and desperation Clean up UI and add a setting menu to tweak the factors of the simulation Add dialogue elements to easier understand what is going on Package into an exe application"}, {"post_id": 9550, "ts": "2026-06-15T22:34:19Z", "hours": 2.1931, "text": "I reprogrammed the rendering to go from tkinter to pygame, this will be a better basis for future functionality. The plan currently is to keep it simple so, when generating a star we’ll run odds for whether there’s a civilization there based off your options for the drake equation. From there we’ll spawn a sprite that expands at some factor of the speed of light, when it collides with another sprite we’ll run a random chance at first we’ll base this fully off dark forest theory so they’ll always destroy each other, which destroys the other will depend on age and a randomly determined factor called desperation. Once I have the basic system working I want to add more complex behaviors where civilizations can merge or co-exist✨"}, {"post_id": 2455, "ts": "2026-06-04T23:06:03Z", "hours": 1.725, "text": "First version of my universe sim, so far it just build out the 2d star field that the rest will be built on top of."}]...
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Title: Universal Civilization Sim by @Niamh | Star Title: Universal Civilization Sim by @Niamh | Stardance
Devlogs:
First version of my universe sim, so far it just build out the 2d star field that the rest will be built on top of.
I reprogrammed the rendering to go from tkinter to pygame, this will be a better basis for future functionality. The plan currently is to keep it simple so, when generating a star we’ll run odds for whether there’s a civilization there based off your options for the drake equation. From there we’ll spawn a sprite that expands at some factor of the speed of light, when it collides with another sprite we’ll run a random chance at first we’ll base this fully off dark forest theory so they’ll always destroy each other, which destroys the other will depend on age and a randomly determined factor called desperation. Once I have the basic system working I want to add more complex behaviors where civilizations can merge or co-exist✨
V0.5 on my Civilization Simulator In this latest version we now have civilizations that are spawned randomly based on the variables for the Drake equation The average rate of star formation in our galaxy The fraction of those stars that have planets The average number of planets that could support life that actually develop life at some point. The fraction of planets that develop life that go on the develop intelligent life The fraction of civilizations that develop a technology that releases detectable signs of their existence into space The length of time for which such civilizations release detectable signal into space. In this implementation we don’t use the rate of star formation as we already decide seperatly how many stars we will include in our simulation. Current Features We can create a randomly generated star map in a window We can create civilizations in some of those stars based off of the drake equation We can have those civilizations expand at a factor of the speed of light accelerating and related to their level of technology We can have those civilizations interact in a way that is loosely based on dark forest theory Planned Features Implement more behaviours for civilizations encountering one another based off of more varied factors such as benevolance, malevolance and desperation Clean up UI and add a setting menu to tweak the factors of the simulation Add dialogue elements to easier understand what is going on Package into an exe application
V0.6 on my Civilization Simulator On the latest release we now have a settings menu that allows you to adjust the factors affecting the simulation. New Features A settings menu that launches on startup and allows you to adjust the simulation. A text file that stores the variables for easy editing Planned Features Implement more behaviors for civilizations encountering one another based off of more varied factors such as benevolence, malevolence and desperation Clean up UI and add a setting menu to tweak the factors of the simulation Add dialogue elements to easier understand what is going on Package into an exe application One step closer to first ship!
V1.0 ON MY CIVILIZATION SIMULATOR! It’s been a while since I posted a devlog on this project. I’ve been working on getting this to a minimum viable product for release so that’s bug fixing, core features and packaging. Features More complex civilisation behaviour Improved settings screen Full screen Notes Honestly my heart was never really in this project, I was mainly trying to build the courage to work on hardware which I think I’ve secured (You can hopefully expect some rocketry based stuff from me in future) but I have done my best to build something I can be proud of.
Ships:
UniCivSim This is my first ship and I’m excited. This is UniCivSim short for Universal Civilization Simulation (Genius name I know), it’s meant to approximate dark forest theory, which is a theory of how interstellar civilisations interact based in game theory and it ends with claiming that civilisation have two options their either Destroy any other civilisation they encounter Hide from all other civilisations The main aspect of this that I couldn’t approximate is information. In dark forest theory lack of information is what means the benevolent civilisations are better off hiding then going out searching for others like then. In my civilisation simulator they have the benefit of perfect information, when two civs meet their interaction is instantly determined by their behaviour. This leads to an interestingly different conclusion, the simulations always end with only benevolent empires remaining which paints quote a hopeful picture of the far future. Anyway I hope you enjoy playing around with the factors and thank you for rating my project....
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1793112709.3821607
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1793199109.3821607
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26256
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aeroOS by @arman | Stardance
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arman
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2
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10.0
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145
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T19:05:41Z", "hours": 8.0, "multiplier": 17.82, "payout": 145, "blessing": "neutral", "text": "What did I make? Picked up where ship #1 left off and turned AeroOS into an actual usable desktop. Added a full boot sequence (shutdown > boot > lock screen > desktop), a top menu bar with working flyouts for battery, wifi, volume, and calendar, and a functional Start menu with search. Four new apps: Settings (wallpaper, sound, network, accounts), File Explorer, Media Player, and a Games Explorer with 5 playable embedded games. Also added a custom right-click context menu and a Browser app. What was challenging? Keeping everything visually consistent as the app count grew. Every new flyout, window, and panel needed the same treatment as the original apps, so I ended up building shared pieces instead of copy pasting styles everywhere. Wiring the boot > lock > desktop flow through session state without it feeling janky took a few tries too. What am I proud of? The flyouts. Getting battery, wifi, volume, and the calendar to all feel like they belong to the same OS. The same borders, same shadows, same footer links was fiddly but it’s the difference between “a pile of components” and “a coherent system.” How to test it? Start on the shutdown screen, hit power, and let it boot through to the lock screen. Click “Log on” to reach the desktop. Try the Start menu (bottom-left) and search for an app by name. Open File Explorer, double-click an audio/video/image file: it’ll launch in Media Player. Check the top-right flyouts (wifi, volume, battery, calendar). Right click the desktop for the context menu.", "repo": "https://github.com/armansinghh/WebOS2", "demo": "https://aero-os.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-01T17:25:00Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did I make? I built AeroOS! It’s a fully functional, browser based desktop OS that’s basically a love letter to the “Frutiger Aero” the popular aesthetic of mid 2000s (think Windows Vista, Windows 7, and early Mac OS X). I built a custom window manager so you can drag and minimize windows, added a 3D glass dock with that classic magnification effect on hover, and threw in a bunch of skeuomorphic apps. right now, it has a Notepad, a detailed mechanical analog clock, a live weather dashboard, and a Welcome app. What was challenging? Honestly, nailing the aesthetic was the hardest part. It is surprisingly difficult to recreate authentic 2000s glass UI using modern CSS. If you aren’t careful, it just ends up looking like modern Apple glassmorphism. Getting that true Frutiger Aero vibe meant stacking crazy complex box shadows, using sharp 50% split linear gradients to get those harsh glass cuts, and layering inner white borders so the UI actually looks like thick, physical acrylic glass. What am I proud of? As a person who loves designing as much as I love web dev, I’m proud of how I was able to blend those two together. I’m really proud of the details, like the vista pearl CSS orb, the red counterweight on the analog clock’s second hand, and the custom Vista style cyan loading ring. Seeing all those tedious, tiny CSS tweaks finally come together into a desktop that actually feels like a real machine from 2007 is just incredibly satisfying. How to test it? Just head over to https://aero-os.vercel.app/ and you’ll be on the desktop. Have fun!", "repo": "https://github.com/armansinghh/WebOS2", "demo": "https://aero-os.vercel.app/"}]...
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[{"post_id": 29084, "ts": "202 [{"post_id": 29084, "ts": "2026-07-15T18:54:31Z", "hours": 2.2086, "text": "Finally finished polishing up! what I did: Flyouts now have consistent styling. Updated welcome app. Start button became more functional. Created new custom svg icons. Updated settings app to display system, network and user settings. Made a new browser app Made custom hook for volume to sync it across different components. what we do next: ship"}, {"post_id": 28842, "ts": "2026-07-15T11:20:29Z", "hours": 5.9203, "text": "Did so many changes in AeroOS! heres explained in detail: Added boot sequence. shutdownScreen > bootScreen > lockScreen > desktop Updated top menu bar with flyouts (system tray, battery, volume, wifi and calendar) Added more apps. (settings, file explorer, media player and games) Moved wallpaper changing logic to settings File manager content like audio, video and image opens through media viewer. Games Explorer currently supports 5 games, all embedded through <iframe> Added custom right click context menu. Added windows like start button. note: several minor issues, such as unconnected links between the Start menu and applications, are currently known and will be resolved in future. what we do next: polish"}, {"post_id": 20095, "ts": "2026-07-01T16:45:18Z", "hours": 0.7717, "text": "Built 2 more apps for aeroOS! notpad: the notes persist and added bold, italic and underline text formatting too weather: the app supports realtime search using geocoding api and providing weather results using open meteo api other updates: added top menu bar, showing the focused app name on left and icons, time on right. updated dock, removed the time and moved it to top menu bar. wallpaper switcher now supports links, also the wallpapers persist on reload. what we do next? polish and ship"}, {"post_id": 18999, "ts": "2026-06-30T05:03:34Z", "hours": 0.8886, "text": "Added a bunch of new features to aeroOS! a mini dock (temp right now) on bottom left to change wallpapers improved dock design and animation built window component and window manager built 2 simple apps - clock and welcome what we do next? build advance apps"}, {"post_id": 17561, "ts": "2026-06-28T12:06:32Z", "hours": 0.4719, "text": "Js started working on aeroOS! based on frutiger aero design aesthetic, which was really popular during the time i was born anyways tech stack: next js with tailwind what we do next? improve the desktop then we move to apps"}]...
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Title: aeroOS by @arman | Stardance
Devlogs:
Js s Title: aeroOS by @arman | Stardance
Devlogs:
Js started working on aeroOS! based on frutiger aero design aesthetic, which was really popular during the time i was born anyways tech stack: next js with tailwind what we do next? improve the desktop then we move to apps
Added a bunch of new features to aeroOS! a mini dock (temp right now) on bottom left to change wallpapers improved dock design and animation built window component and window manager built 2 simple apps - clock and welcome what we do next? build advance apps
Built 2 more apps for aeroOS! notpad: the notes persist and added bold, italic and underline text formatting too weather: the app supports realtime search using geocoding api and providing weather results using open meteo api other updates: added top menu bar, showing the focused app name on left and icons, time on right. updated dock, removed the time and moved it to top menu bar. wallpaper switcher now supports links, also the wallpapers persist on reload. what we do next? polish and ship
Did so many changes in AeroOS! heres explained in detail: Added boot sequence. shutdownScreen > bootScreen > lockScreen > desktop Updated top menu bar with flyouts (system tray, battery, volume, wifi and calendar) Added more apps. (settings, file explorer, media player and games) Moved wallpaper changing logic to settings File manager content like audio, video and image opens through media viewer. Games Explorer currently supports 5 games, all embedded through <iframe> Added custom right click context menu. Added windows like start button. note: several minor issues, such as unconnected links between the Start menu and applications, are currently known and will be resolved in future. what we do next: polish
Finally finished polishing up! what I did: Flyouts now have consistent styling. Updated welcome app. Start button became more functional. Created new custom svg icons. Updated settings app to display system, network and user settings. Made a new browser app Made custom hook for volume to sync it across different components. what we do next: ship
Ships:
What did I make? I built AeroOS! It’s a fully functional, browser based desktop OS that’s basically a love letter to the “Frutiger Aero” the popular aesthetic of mid 2000s (think Windows Vista, Windows 7, and early Mac OS X). I built a custom window manager so you can drag and minimize windows, added a 3D glass dock with that classic magnification effect on hover, and threw in a bunch of skeuomorphic apps. right now, it has a Notepad, a detailed mechanical analog clock, a live weather dashboard, and a Welcome app. What was challenging? Honestly, nailing the aesthetic was the hardest part. It is surprisingly difficult to recreate authentic 2000s glass UI using modern CSS. If you aren’t careful, it just ends up looking like modern Apple glassmorphism. Getting that true Frutiger Aero vibe meant stacking crazy complex box shadows, using sharp 50% split linear gradients to get those harsh glass cuts, and layering inner white borders so the UI actually looks like thick, physical acrylic glass. What am I proud of? As a person who loves designing as much as I love web dev, I’m proud of how I was able to blend those two together. I’m really proud of the details, like the vista pearl CSS orb, the red counterweight on the analog clock’s second hand, and the custom Vista style cyan loading ring. Seeing all those tedious, tiny CSS tweaks finally come together into a desktop that actually feels like a real machine from 2007 is just incredibly satisfying. How to test it? Just head over to https://aero-os.vercel.app/ and you’ll be on the desktop. Have fun!
What did I make? Picked up where ship #1 left off and turned AeroOS into an actual usable desktop. Added a full boot sequence (shutdown > boot > lock screen > desktop), a top menu bar with working flyouts for battery, wifi, volume, and calendar, and a functional Start menu with search. Four new apps: Settings (wallpaper, sound, network, accounts), File Explorer, Media Player, and a Games Explorer with 5 playable embedded games. Also added a custom right-click context menu and a Browser app. What was challenging? Keeping everything visually consistent as the app count grew. Every new flyout, window, and panel needed the same treatment as the original apps, so I ended up building shared pieces instead of copy pasting styles everywhere. Wiring the boot > lock > desktop flow through session state without it feeling janky took a few tries too. What am I proud of? The flyouts. Getting battery, wifi, volume, and the calendar to all feel like they belong to the same OS. The same borders, same shadows, same footer links was fiddly but it’s the difference between “a pile of components” and “a coherent system.” How to test it? Start on the shutdown screen, hit power, and let it boot through to the lock screen. Click “Log on” to reach the desktop. Try the Start menu (bottom-left) and search for an app by name. Open File Explorer, double-click an audio/video/image file: it’ll launch in Media Player. Check the top-right flyouts (wifi, volume, battery, calendar). Right click the desktop for the context menu....
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1793054885.2681262
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1793141285.2681262
|
|
51958
|
Macbook Animation by @Cool_Kaushal123 | Stardance
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Cool_Kaushal123
|
1
|
14.82
|
145
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T23:01:01Z", "hours": 12.0, "multiplier": 11.66, "payout": 145, "blessing": "neutral", "text": "What I made was Macbook animation by using the 3D modeling software blender. What was pretty challenges was basically everything because I have never animated in blender in my life before, so everything was new and I tried to understand how to do everything. And I am proud of that I completed my goal of making an apple worthy commericial using their styles but with my creativity. Just use the Demo URL to watch and access my video!", "repo": "https://github.com/kaushal123-cool/MacbookAnimation", "demo": "https://kaushal123-cool.github.io/MacbookAnimation/"}]...
|
[{"post_id": 58532, "ts": "202 [{"post_id": 58532, "ts": "2026-08-30T23:32:32Z", "hours": 2.82, "text": "This time I actually finished! This is probably gonna be the last devlog. The problem with my first shi[ was that my blender animation had to have code in some way, so I just made a very very simple website just to display my blender animation and also to give a short and concise summary of what I made I think I did pretty good. The website also has this 3d model that you can move around, credit to Steven Yap again because this model was made by him that I got from BlendKit. The demo link is given below hope you guys like it! https://kaushal123-cool.github.io/MacbookAnimation/"}, {"post_id": 54822, "ts": "2026-08-25T23:42:02Z", "hours": 1.8053, "text": "I finished!!! I made all the transition smooth when it was a little crusty I just added a mix transition using the I am using editor (capcut). It took a lot of time to also add the gradients and make it work with the animation because you had to use duplicates and also in general making the text move using key frames was a first for me. But I think it turned out pretty good I am finalizing the gist of what I made before I ship it. Thank you guys for watching it!"}, {"post_id": 53812, "ts": "2026-08-24T14:46:49Z", "hours": 3.4533, "text": "I have finished the entire commercial it looks pretty good but I am making a better version to make the transititons way smoother it will take me a lot of time but I can do it. What I added now is the domino effect of the laptop and all the text which I added on an editing software. Hope you like version one of the final commericial. Stay tuned for the version two (which will be way better trust)!"}, {"post_id": 53238, "ts": "2026-08-23T17:57:53Z", "hours": 1.0281, "text": "I have made another scene through scene that I will connect to final animation through some editing software to add transitions so I can bring it all together (this is just in unfinished cut version not I did not add transitions yet). I think it is looking pretty good for being my first time ever animating in blender. Hope you all like it!"}, {"post_id": 53134, "ts": "2026-08-23T15:46:37Z", "hours": 2.3325, "text": "What I did for the 2 hours was I finished the entire first render (the video is below). But I am also trying to brainstorm other scene ideas because I dont think this is enough. The last scene in the video took so long because the angle was really complicated and hard to capture and the closing lid scene was also very very hard because the lid of the laptop wasn’t moving on the hinge so I had to manually add a line of rotation which took a lot of time. And also I added some music from an official apple add credit to them. Hope you like this video! :)"}, {"post_id": 52510, "ts": "2026-08-22T17:31:22Z", "hours": 2.3183, "text": "I have been working on the second scene for my recreation of an apple commericial. This zoom in scene took way to long to perfect but in my opinion it looks pretty good. And I also worked on the transition between the first and the second scene. I am still brainstorming the next scene but stay tuned for the final result!"}, {"post_id": 51983, "ts": "2026-08-21T23:54:11Z", "hours": 1.5397, "text": "What I have been doing for the past 1 hour and 30 minutes is I chose a good macbook file that I can animate well into a apple like commericial next I thought about ideas and made the first scene where two laptops come out behind the one in the front which fits well as the introduction for the commercial. Trust the process :)"}]...
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Title: Macbook Animation by @Cool_Kaushal123 | Sta Title: Macbook Animation by @Cool_Kaushal123 | Stardance
Devlogs:
What I have been doing for the past 1 hour and 30 minutes is I chose a good macbook file that I can animate well into a apple like commericial next I thought about ideas and made the first scene where two laptops come out behind the one in the front which fits well as the introduction for the commercial. Trust the process :)
I have been working on the second scene for my recreation of an apple commericial. This zoom in scene took way to long to perfect but in my opinion it looks pretty good. And I also worked on the transition between the first and the second scene. I am still brainstorming the next scene but stay tuned for the final result!
What I did for the 2 hours was I finished the entire first render (the video is below). But I am also trying to brainstorm other scene ideas because I dont think this is enough. The last scene in the video took so long because the angle was really complicated and hard to capture and the closing lid scene was also very very hard because the lid of the laptop wasn’t moving on the hinge so I had to manually add a line of rotation which took a lot of time. And also I added some music from an official apple add credit to them. Hope you like this video! :)
I have made another scene through scene that I will connect to final animation through some editing software to add transitions so I can bring it all together (this is just in unfinished cut version not I did not add transitions yet). I think it is looking pretty good for being my first time ever animating in blender. Hope you all like it!
I have finished the entire commercial it looks pretty good but I am making a better version to make the transititons way smoother it will take me a lot of time but I can do it. What I added now is the domino effect of the laptop and all the text which I added on an editing software. Hope you like version one of the final commericial. Stay tuned for the version two (which will be way better trust)!
I finished!!! I made all the transition smooth when it was a little crusty I just added a mix transition using the I am using editor (capcut). It took a lot of time to also add the gradients and make it work with the animation because you had to use duplicates and also in general making the text move using key frames was a first for me. But I think it turned out pretty good I am finalizing the gist of what I made before I ship it. Thank you guys for watching it!
This time I actually finished! This is probably gonna be the last devlog. The problem with my first shi[ was that my blender animation had to have code in some way, so I just made a very very simple website just to display my blender animation and also to give a short and concise summary of what I made I think I did pretty good. The website also has this 3d model that you can move around, credit to Steven Yap again because this model was made by him that I got from BlendKit. The demo link is given below hope you guys like it! https://kaushal123-cool.github.io/MacbookAnimation/
Ships:
What I made was Macbook animation by using the 3D modeling software blender. What was pretty challenges was basically everything because I have never animated in blender in my life before, so everything was new and I tried to understand how to do everything. And I am proud of that I completed my goal of making an apple worthy commericial using their styles but with my creativity. Just use the Demo URL to watch and access my video!...
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1792878626.8391728
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1793742626.8391728
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49988
|
Practice 2D Platformer by @RedstoneStar | Stardanc Practice 2D Platformer by @RedstoneStar | Stardance...
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RedstoneStar
|
1
|
84.71
|
144
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T17:45:37Z", "hours": 42.0, "multiplier": 3.64, "payout": 144, "blessing": "neutral", "text": "This is my simple 2d platformer. Before making this project I knew very little about coding in Python so I wanted to work on this project to fix that. In the past I’ve used a bunch of YouTube tutorials to teach me how to code so this time I wanted to try something different. I created a custom Gemini gem that walked me step by step through creating the base game, then helped me add on improvements such as enemies and moving platforms. Key Features: Smooth platforming: Precise movement tracking keeps the character steady on moving platforms without slipping. Varied movement: Double jumps, wall slides, wall jumps, and a dash move to smash weak blocks. Animations: Squish-and-stretch effects when jumping and landing give the character extra feel. Smart enemies: Jumping enemies detect edges and turn around instead of walking off ledges. 10-levels: Includes built-in tutorial prompts to teach new moves as the player progresses. I know the game is really simple, and that is mostly on purpose; this was meant to be just a fun way to practice my Python skills. Hope you enjoy!", "repo": "https://github.com/RedstoneStar/Practice2DPlatformer", "demo": "https://redstonestar.github.io/Practice2DPlatformer/"}]...
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[{"post_id": 63961, "ts": "202 [{"post_id": 63961, "ts": "2026-09-08T01:41:23Z", "hours": 27.6347, "text": "Devlog #6 After far more hours of debugging than I care to admit, I finally figured out why the springs didn’t launch the player when they walked through the spring. I eventually figured out it was an issue caused by how I was applying the upward momentum. Main changes in this update: Updated graphics. Slightly improved the performance by condensing some logic code Added a new flying enemy. Added 5 new levels. Improved the previous 10 levels to make them more interesting. Problems still needing to be fixed: The flying enemy is having graphical glitches with its charging animation."}, {"post_id": 61832, "ts": "2026-09-04T22:48:48Z", "hours": 15.0753, "text": "Devlog #5 for my simple 2D platformer Since I started this project I feel like I have gotten so much better at Python and because of that, I’ve spent the last couple of days rewriting pretty much all of the core mechanics of the platformer. Pretty much all of the code that Gemini helped me develop and then improve over time I have now recoded and as a result, the program runs so much smoother. Other changes: I fixed one bug where the player wouldn’t move with moving platforms, so now the player should (hopefully) move with the platform as well as be much less glitchy when mounting or dismounting it. I also added a few particles for when the player dashes and lands on objects. I’m still trying to figure out why the player doesn’t get launched when they walk over the springs, hopefully I’ll have that figured out by my next devlog."}, {"post_id": 53210, "ts": "2026-08-23T17:29:52Z", "hours": 11.5417, "text": "Final devlog of the simple 2D platformer! I improved the pixel art and revamped the levels. The first 3 levels are dedicated to teaching the player the controls. I also added support to deploy it online."}, {"post_id": 52514, "ts": "2026-08-22T17:36:28Z", "hours": 11.165, "text": "4th devlog for my simple platformer. I added a couple more levels, currently they are way to hard, I will have to revisit them in the future. On top of that I added a sprint feature to the player. I also spent some more time on the graphics."}, {"post_id": 50708, "ts": "2026-08-20T01:14:37Z", "hours": 7.9364, "text": "3rd devlog of this practice project! Added super simple enemies, a simple level creation option in the setting script, spikes, and better camera follow movement."}, {"post_id": 49974, "ts": "2026-08-19T00:00:03Z", "hours": 9.2581, "text": "Added a few improvements to the platformer game. The camera now scrolls along with the player; I added collectable coins and a coin counter, and made it so that the player respawns when they fall off the platform."}, {"post_id": 48554, "ts": "2026-08-17T00:16:03Z", "hours": 2.3539, "text": "Just finished my first practice platformer. It is super simple, which was intended. I didn’t want it to be anything complicated, just some simple python practice."}]...
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Title: Practice 2D Platformer by @RedstoneStar | S Title: Practice 2D Platformer by @RedstoneStar | Stardance
Devlogs:
Just finished my first practice platformer. It is super simple, which was intended. I didn’t want it to be anything complicated, just some simple python practice.
Added a few improvements to the platformer game. The camera now scrolls along with the player; I added collectable coins and a coin counter, and made it so that the player respawns when they fall off the platform.
3rd devlog of this practice project! Added super simple enemies, a simple level creation option in the setting script, spikes, and better camera follow movement.
4th devlog for my simple platformer. I added a couple more levels, currently they are way to hard, I will have to revisit them in the future. On top of that I added a sprint feature to the player. I also spent some more time on the graphics.
Final devlog of the simple 2D platformer! I improved the pixel art and revamped the levels. The first 3 levels are dedicated to teaching the player the controls. I also added support to deploy it online.
Devlog #5 for my simple 2D platformer Since I started this project I feel like I have gotten so much better at Python and because of that, I’ve spent the last couple of days rewriting pretty much all of the core mechanics of the platformer. Pretty much all of the code that Gemini helped me develop and then improve over time I have now recoded and as a result, the program runs so much smoother. Other changes: I fixed one bug where the player wouldn’t move with moving platforms, so now the player should (hopefully) move with the platform as well as be much less glitchy when mounting or dismounting it. I also added a few particles for when the player dashes and lands on objects. I’m still trying to figure out why the player doesn’t get launched when they walk over the springs, hopefully I’ll have that figured out by my next devlog.
Devlog #6 After far more hours of debugging than I care to admit, I finally figured out why the springs didn’t launch the player when they walked through the spring. I eventually figured out it was an issue caused by how I was applying the upward momentum. Main changes in this update: Updated graphics. Slightly improved the performance by condensing some logic code Added a new flying enemy. Added 5 new levels. Improved the previous 10 levels to make them more interesting. Problems still needing to be fixed: The flying enemy is having graphical glitches with its charging animation.
Ships:
This is my simple 2d platformer. Before making this project I knew very little about coding in Python so I wanted to work on this project to fix that. In the past I’ve used a bunch of YouTube tutorials to teach me how to code so this time I wanted to try something different. I created a custom Gemini gem that walked me step by step through creating the base game, then helped me add on improvements such as enemies and moving platforms. Key Features: Smooth platforming: Precise movement tracking keeps the character steady on moving platforms without slipping. Varied movement: Double jumps, wall slides, wall jumps, and a dash move to smash weak blocks. Animations: Squish-and-stretch effects when jumping and landing give the character extra feel. Smart enemies: Jumping enemies detect edges and turn around instead of walking off ledges. 10-levels: Includes built-in tutorial prompts to teach new moves as the player progresses. I know the game is really simple, and that is mostly on purpose; this was meant to be just a fun way to practice my Python skills. Hope you enjoy!...
|
1792878437.9511604
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1793742437.9511604
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5568
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Mi propio Dashboard :) by @borja_guerrillo | Stard Mi propio Dashboard :) by @borja_guerrillo | Stardance...
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borja_guerrillo
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2
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21.72
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143
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T02:20:06Z", "hours": 4.0, "multiplier": 3.35, "payout": 14, "blessing": "neutral", "text": "SECOND SHIP!!! This is the second ship in this project, mainly to make it prettier. AI NOTICE: I used AI to code most of the background system, which will be explained further on News feed Colors In the past, all the news feeds had the default white background, now each one is recognizable by a translucent background that still lets you see the website background. More complicated than I expected, the divs crossed each other in ways I didn’t know. Fonts Now all the fonts (except those of the iframe which of course I cant change) are different than the default ones. The fonts used are the following: Faster One for the news feeds titles Alfa Slab One for each individual article title (except those of Hacker News) Geist Pixel for the article descriptions (except those of Hacker News) although I think I will change it, I expected a more pixelated look. Poppins for the Hacker News links, although that’s just a default one All fonts are available for free on Google Fonts Links Now each article title leads to that article link when you click it. Hacker News As you’ll see, the Hacker News feeds looks different, that’s because generally its descriptions makes no sense, so I just placed the title alongside the link. Thanks to tomaskriegelstein from Uiverse.io for that code. Background The background works by fetching a random painting from Wikimedia Commons. The fetching uses a filter with keywords so that it displays the classical paintings I am looking for the background, although sometimes it gets it really wrong, like, really wrong. But still, now the website looks more alive. I made the Trading View widget transparent exactly for that purpose, so that the background wouldn’t be covered. The same applies for the translucent background in the news feeds. Other The notification button is now pretty. The stock picker button is now pretty too. I created a server side RSS proxy for faster loading. And I would like to highlight once more the background code wasn’t generated by me, but from AI, I don’t wanna take credit from it. The one who should take credit is the creator of this website which is amazing and gave me the idea for the background.", "repo": "https://github.com/BorjaGuerrill/My-own-Dashboard", "demo": "https://aristoteles.cl"}, {"ship_num": 2, "ts": "2026-06-30T21:29:23Z", "hours": 16.0, "multiplier": 8.06, "payout": 129, "blessing": "neutral", "text": "I made a dashboard displaying news and stock information relevant to me. Theres still work to be done, as always, but the website is fully functional in the features it shows.", "repo": "https://github.com/BorjaGuerrill/My-own-Dashboard", "demo": "https://aristoteles.cl"}]...
|
[{"post_id": 40079, "ts": "202 [{"post_id": 40079, "ts": "2026-08-03T13:43:14Z", "hours": 1.7181, "text": "I spent a time investigating how could I implement my own ICS calendar using Node.js, but still didnt build anything using it. Instead, I used my time on creating a login page to put all the content and APIs of my page behind, that way when I add a custom ICS calendar, nobody exept me can add events to it. For now, one can only create a new account using a script I got on my server, one cannot create an account using the website."}, {"post_id": 25648, "ts": "2026-07-10T01:56:20Z", "hours": 1.8331, "text": "Making it even more pretty Background I already had built a tool* that fetched Wikimedia paintings from the front-end to display a random one in the background, I improved it. Now I added more keywords so that it fetches classical paintings mostly, it still fails and gives some really bizarre stuff sometimes, but it definetly is better. Maybe in the future I will create a collection of hand picked ones, although it will take the surprise out of it. News Now each article title has a link linking to that article, just now I realize in NYT and Wired I need a subscription to read (which i dont have) but it can still inform me. Hacker News is notoriously different, thats because the articles are community shared, and the descriptions almost always make no sense, so theres no need in showing them. Instead i designed a prettier linker and programmed it to display 20 of the most recent entries instead of the usual 10. Other and sources The calendar has a bit more opacity so I can see it better. I removed the scrolling from the news section, it bothered me. Now theres a favicon for the tab and notification, the Chilean emblem. All the “special” fonts are from Google Fonts, I didn’t download them, just linked them. *: The tool was built almost exclusively by AI."}, {"post_id": 23224, "ts": "2026-07-06T01:33:57Z", "hours": 2.2581, "text": "Making it prettier I added a background that fetches a random image from wikimedia paintings (i used a lot of AI for that) and made the news sections more recognizable from each other. Theres still work to be done, but i dont have much time now."}, {"post_id": 19548, "ts": "2026-06-30T21:28:26Z", "hours": 4.3797, "text": "Finished the RSS feed display in the HTML, and made the notification button a bit prettier. Also, now the sites security is much better (which of course i cant show!) but trust me, it is (at least from a cybersecurity idiot perspective). Next up, i really need to make this site more pretty, and I should beggin to use the notification server for something other than testing."}, {"post_id": 17285, "ts": "2026-06-28T00:28:32Z", "hours": 7.1992, "text": "So, i havent been making varied and good devblogs. But in these days ive made the trading symbols work, and have added the news feed which i need to connect to the (already parsed) RSS feed. I have the parser running in the front-end code, but i need to display it on the website. The database now works, I am using MariaDB."}, {"post_id": 10233, "ts": "2026-06-16T21:15:58Z", "hours": 4.4542, "text": "Progress is looking good! It still doesnt look like anything interesting, but at least i got the notifications going"}]...
|
Title: Mi propio Dashboard :) by @borja_guerrillo Title: Mi propio Dashboard :) by @borja_guerrillo | Stardance
Devlogs:
Progress is looking good! It still doesnt look like anything interesting, but at least i got the notifications going
So, i havent been making varied and good devblogs. But in these days ive made the trading symbols work, and have added the news feed which i need to connect to the (already parsed) RSS feed. I have the parser running in the front-end code, but i need to display it on the website. The database now works, I am using MariaDB.
Finished the RSS feed display in the HTML, and made the notification button a bit prettier. Also, now the sites security is much better (which of course i cant show!) but trust me, it is (at least from a cybersecurity idiot perspective). Next up, i really need to make this site more pretty, and I should beggin to use the notification server for something other than testing.
Making it prettier I added a background that fetches a random image from wikimedia paintings (i used a lot of AI for that) and made the news sections more recognizable from each other. Theres still work to be done, but i dont have much time now.
Making it even more pretty Background I already had built a tool* that fetched Wikimedia paintings from the front-end to display a random one in the background, I improved it. Now I added more keywords so that it fetches classical paintings mostly, it still fails and gives some really bizarre stuff sometimes, but it definetly is better. Maybe in the future I will create a collection of hand picked ones, although it will take the surprise out of it. News Now each article title has a link linking to that article, just now I realize in NYT and Wired I need a subscription to read (which i dont have) but it can still inform me. Hacker News is notoriously different, thats because the articles are community shared, and the descriptions almost always make no sense, so theres no need in showing them. Instead i designed a prettier linker and programmed it to display 20 of the most recent entries instead of the usual 10. Other and sources The calendar has a bit more opacity so I can see it better. I removed the scrolling from the news section, it bothered me. Now theres a favicon for the tab and notification, the Chilean emblem. All the “special” fonts are from Google Fonts, I didn’t download them, just linked them. *: The tool was built almost exclusively by AI.
I spent a time investigating how could I implement my own ICS calendar using Node.js, but still didnt build anything using it. Instead, I used my time on creating a login page to put all the content and APIs of my page behind, that way when I add a custom ICS calendar, nobody exept me can add events to it. For now, one can only create a new account using a script I got on my server, one cannot create an account using the website.
Ships:
I made a dashboard displaying news and stock information relevant to me. Theres still work to be done, as always, but the website is fully functional in the features it shows.
SECOND SHIP!!! This is the second ship in this project, mainly to make it prettier. AI NOTICE: I used AI to code most of the background system, which will be explained further on News feed Colors In the past, all the news feeds had the default white background, now each one is recognizable by a translucent background that still lets you see the website background. More complicated than I expected, the divs crossed each other in ways I didn’t know. Fonts Now all the fonts (except those of the iframe which of course I cant change) are different than the default ones. The fonts used are the following: Faster One for the news feeds titles Alfa Slab One for each individual article title (except those of Hacker News) Geist Pixel for the article descriptions (except those of Hacker News) although I think I will change it, I expected a more pixelated look. Poppins for the Hacker News links, although that’s just a default one All fonts are available for free on Google Fonts Links Now each article title leads to that article link when you click it. Hacker News As you’ll see, the Hacker News feeds looks different, that’s because generally its descriptions makes no sense, so I just placed the title alongside the link. Thanks to tomaskriegelstein from Uiverse.io for that code. Background The background works by fetching a random painting from Wikimedia Commons. The fetching uses a filter with keywords so that it displays the classical paintings I am looking for the background, although sometimes it gets it really wrong, like, really wrong. But still, now the website looks more alive. I made the Trading View widget transparent exactly for that purpose, so that the background wouldn’t be covered. The same applies for the translucent background in the news feeds. Other The notification button is now pretty. The stock picker button is now pretty too. I created a server side RSS proxy for faster loading. And I would like to highlight once more the background code wasn’t generated by me, but from AI, I don’t wanna take credit from it. The one who should take credit is the creator of this website which is amazing and gave me the idea for the background....
|
1793066104.4536834
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1793152504.4536834
|
|
23359
|
Marias- Music Player by @Lauren_hackalicious | Sta Marias- Music Player by @Lauren_hackalicious | Stardance...
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Lauren_hackalicious
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1
|
9.0
|
143
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T23:19:40Z", "hours": 9.0, "multiplier": 15.96, "payout": 143, "blessing": "neutral", "text": "This is a level up from my first website, which was created as a tribute to them. I wanted to make something that I can add onto as long as the band doesn’t break up (I don’t think they will). In this project, I learned what radical gradients are and applied the new “:: has()” element. My favorite album of the two I customized is CINEMA because I really enjoy the warm tones in that section of the website. This ship is 24 hours late because my GitHub deployment wasn’t allowing people to demo my website. I had to CLONE my entire project into a separate project so people can interact with this website. That being said, I hope you all enjoy using my music player! I will be updating this website when their third studio album is released.", "repo": "https://github.com/example0d1n/Music-Player", "demo": "https://example0d1n.github.io/musicplayerfix/"}]...
|
[{"post_id": 19600, "ts": "202 [{"post_id": 19600, "ts": "2026-06-30T23:15:31Z", "hours": 1.3289, "text": "Ship 1!! I added all the tracks to the album, CINEMA, yay. I wanted the playlist to fit the theme of the album itself, so I made a few Google searches for what CSS hex codes would match up well. After my brief research, this is the result. I also added backgrounds to both of the music players because the black background felt too empty. The styling definitely leveled it up. I updated the music player coloring for the Submarine music player because it felt too basic compared to CINEMA. In my second ship, I plan to add The Marías’ third studio album, so stay tuned! 👀"}, {"post_id": 17857, "ts": "2026-06-28T19:59:28Z", "hours": 0.7222, "text": "Update: I added the CINEMA music player ^_^. I absolutely love the linear color gradient I have going on on this music player. I’m thinking about changing the font to a more retro one tbh. All I have to do next is add the music to this file, and I’ll be done! Problem I don’t know how to post a full image of the music player, which is why I have to take two screenshots."}, {"post_id": 17197, "ts": "2026-06-27T22:06:29Z", "hours": 1.4367, "text": "Update Lovely CSS style revamp to the home page of my music player! I customized each album’s background to fit the album’s theme :). I also made the actual music player icon spin. I’m not sure what the deal is with videos on Stardance; I can never see uploaded videos on the website. Hopefully, everyone viewing this devlog can interact with the video to see my update in action!"}, {"post_id": 16423, "ts": "2026-06-26T18:36:41Z", "hours": 1.4072, "text": "I thought of a way to make this project bigger than previously anticipated. Originally, I wanted to make a music player for only the album, Submarine, but I felt unfulfilled when I completed the player. By adding a homepage, I can add as many albums as I like, while sustaining the original music player idea. Update I added a homepage to my music player. It features the freshman and sophomore studio albums from The Marías. I want to add a feature to play a sample of each song, and the album covers redirect a user to the corresponding music player."}, {"post_id": 15388, "ts": "2026-06-25T00:50:48Z", "hours": 0.7597, "text": "Small Update After adding all the songs from the album, Submarine, to the playlist, I got the idea to add floating lyrics of each song adjacent to the music player. I felt that the player by itself was too static on the screen. The lyrics will provide some life to the website! I am currently playing around with the style of the lyrics; I’m thinking about changing the lyric font, but I’m not 100% sure yet. This project has been so fun to code after a long day."}, {"post_id": 14731, "ts": "2026-06-23T22:52:37Z", "hours": 1.0406, "text": "Update - A LOT has happened since the last devlog, which was about 2 days ago. I have implemented a sidebar with a playlist so the user can select any song from the album, Submarine. The user can either click the 3 lines to see this menu or scroll to the right and choose a song of their choice from there. I have added the audio from the songs Ride, Hamptons, Echo, Run Your Mouth, Real Life, and Blur. Future Plans - I want to add their first studio album, CINEMA, to this website. I’m thinking that the back arrow on the top left of the box will redirect the user to a homepage. This homepage will display both playlists, and the user will be able to select either Submarine or CINEMA. If you all have any suggestions, let me know! This journey has been fun so far. Issues I have been having internet troubles, so staying consistent has been hard these past 2 days."}, {"post_id": 13198, "ts": "2026-06-21T16:51:52Z", "hours": 1.2897, "text": "Updated and Polished music player I made the player muchhh bigger and added a box shadow lighter than the linear gradient background colors. I added a play, pause, and progress bar beneath the song title and credits text. Bug - When I click the player button to pause the song, the icon doesn’t switch to the pause icon. Future plans - I want to add the complete Submarine album by The Marías to the music player. I’m not sure how to do that, as I had to follow a JavaScript tutorial to get this far. Since that is my goal, I’ll figure it out by the next devlog."}, {"post_id": 12891, "ts": "2026-06-21T03:37:12Z", "hours": 1.0569, "text": "I remembered the first music project I did as a tribute to the group, “The Marías”. It was super simple and only played the instrumental of the song “Paranoia”. In this project, I want to play a complete album. So far, I have created the foundation of the music player! It will be cleaned up in the next devlog."}]...
|
Title: Marias- Music Player by @Lauren_hackaliciou Title: Marias- Music Player by @Lauren_hackalicious | Stardance
Devlogs:
I remembered the first music project I did as a tribute to the group, “The Marías”. It was super simple and only played the instrumental of the song “Paranoia”. In this project, I want to play a complete album. So far, I have created the foundation of the music player! It will be cleaned up in the next devlog.
Updated and Polished music player I made the player muchhh bigger and added a box shadow lighter than the linear gradient background colors. I added a play, pause, and progress bar beneath the song title and credits text. Bug - When I click the player button to pause the song, the icon doesn’t switch to the pause icon. Future plans - I want to add the complete Submarine album by The Marías to the music player. I’m not sure how to do that, as I had to follow a JavaScript tutorial to get this far. Since that is my goal, I’ll figure it out by the next devlog.
Update - A LOT has happened since the last devlog, which was about 2 days ago. I have implemented a sidebar with a playlist so the user can select any song from the album, Submarine. The user can either click the 3 lines to see this menu or scroll to the right and choose a song of their choice from there. I have added the audio from the songs Ride, Hamptons, Echo, Run Your Mouth, Real Life, and Blur. Future Plans - I want to add their first studio album, CINEMA, to this website. I’m thinking that the back arrow on the top left of the box will redirect the user to a homepage. This homepage will display both playlists, and the user will be able to select either Submarine or CINEMA. If you all have any suggestions, let me know! This journey has been fun so far. Issues I have been having internet troubles, so staying consistent has been hard these past 2 days.
Small Update After adding all the songs from the album, Submarine, to the playlist, I got the idea to add floating lyrics of each song adjacent to the music player. I felt that the player by itself was too static on the screen. The lyrics will provide some life to the website! I am currently playing around with the style of the lyrics; I’m thinking about changing the lyric font, but I’m not 100% sure yet. This project has been so fun to code after a long day.
I thought of a way to make this project bigger than previously anticipated. Originally, I wanted to make a music player for only the album, Submarine, but I felt unfulfilled when I completed the player. By adding a homepage, I can add as many albums as I like, while sustaining the original music player idea. Update I added a homepage to my music player. It features the freshman and sophomore studio albums from The Marías. I want to add a feature to play a sample of each song, and the album covers redirect a user to the corresponding music player.
Update Lovely CSS style revamp to the home page of my music player! I customized each album’s background to fit the album’s theme :). I also made the actual music player icon spin. I’m not sure what the deal is with videos on Stardance; I can never see uploaded videos on the website. Hopefully, everyone viewing this devlog can interact with the video to see my update in action!
Update: I added the CINEMA music player ^_^. I absolutely love the linear color gradient I have going on on this music player. I’m thinking about changing the font to a more retro one tbh. All I have to do next is add the music to this file, and I’ll be done! Problem I don’t know how to post a full image of the music player, which is why I have to take two screenshots.
Ship 1!! I added all the tracks to the album, CINEMA, yay. I wanted the playlist to fit the theme of the album itself, so I made a few Google searches for what CSS hex codes would match up well. After my brief research, this is the result. I also added backgrounds to both of the music players because the black background felt too empty. The styling definitely leveled it up. I updated the music player coloring for the Submarine music player because it felt too basic compared to CINEMA. In my second ship, I plan to add The Marías’ third studio album, so stay tuned! 👀
Ships:
This is a level up from my first website, which was created as a tribute to them. I wanted to make something that I can add onto as long as the band doesn’t break up (I don’t think they will). In this project, I learned what radical gradients are and applied the new “:: has()” element. My favorite album of the two I customized is CINEMA because I really enjoy the warm tones in that section of the website. This ship is 24 hours late because my GitHub deployment wasn’t allowing people to demo my website. I had to CLONE my entire project into a separate project so people can interact with this website. That being said, I hope you all enjoy using my music player! I will be updating this website when their third studio album is released....
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1793091197.7145646
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1793177597.7145646
|
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25808
|
Goose Games by @Gabl | Stardance
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Gabl
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2
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19.0
|
143
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T15:04:43Z", "hours": 13.0, "multiplier": 11.17, "payout": 143, "blessing": "neutral", "text": "Goose Games ship 2 This is a fairly simple WarioWare game, where you have to manage to beat 5 minigames to win. The Game currently features 7 Minigames: Platformer - eat the 3 Breads as fast as possible Clicker - eat all of the 6 Breads in time Click-Smasher - Honk at the human enough times in the timeframe Flappy-Goose - Reach a random score of points Don’t-Click - you don’t. Honk-Correctly - Hit the green area to honk correctly Jump - jump over a random amount of obstacles I added so much to the game since last ship, but here are some things I remember off the top of my head: WarioWare Music and SFX Settings Screen actually working lol 4 new minigames randomisation - for example in minigames but also in which order you get minigames Popup Text at the beginning of the minigame tons of bug fixes prob more Thanks for playing, hope you have fun!", "repo": "https://github.com/gabl18/WarioWare", "demo": "https://gabl18.itch.io/goose-games"}, {"ship_num": 2, "ts": "2026-06-28T20:07:08Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Goose Games You are a simple Goose that has a big appetite for Bread and annoying people. A simple WarioWare like game with fast paced minigames. Controls: WASD or Arrows to Move Space to jump Mouseclick The Game currently features 3 Minigames: Platformer - eat the 3 Breads as fast as possible Clicker - eat all of the 6 Breads in time Click-Smasher - Honk at the human enough times in the timeframe All art assets have been created by me - yes, even the font. I still have many plans to extend the games size, polish everthing, add more randomness and make more art. Created for Stardance Hackclub - Make a WarioWare Game. Thanks for playing, hope you have fun!", "repo": "https://github.com/gabl18/WarioWare", "demo": "https://gabl18.itch.io/goose-games"}]...
|
[{"post_id": 71248, "ts": "202 [{"post_id": 71248, "ts": "2026-09-20T14:59:28Z", "hours": 0.5531, "text": "Last Devlog before ship!Fixed some errors and bugs, such as the faulty hitbox for the 7th minigame and the intervention screen always showing the wrong level lol.Then also updated the readme and everything regarding the itch page."}, {"post_id": 70288, "ts": "2026-09-18T21:33:21Z", "hours": 2.8886, "text": "Fixing Stuff and more! Since last time I firstly added some sound effects to better indicate if you failed or not- for example if you fail the HONK CORRECTLY! Minigame its a different honk to when you win, or same for the new minigame I added- yes I added a new minigame: JUMP! : Here you must jump over some items I drew, had a lot of fun to draw these again, also drew some new Backgrounds and so on. I also added the actual controls and code for the settings to actually work, and also added credits there haha. Lastly I fixed a really annoying bug, that was driving me insane - the music wouldn’t Always work in the browser for whatever reason. After some digging the solution was surprisingly easy, just had to change the Default Playback type for audio in the project settings. I am glad that works now. Not much to go untill the second ship, Maybe I’ll add another minigame, or just ship it in the next devlog - we’ll see."}, {"post_id": 69548, "ts": "2026-09-17T08:53:27Z", "hours": 1.3675, "text": "Yippie, added another game- HONK CORRECTLY! In this game you just need to honk at the right moment to win. Seems pretty simple, but took me some time to get done."}, {"post_id": 69070, "ts": "2026-09-16T10:03:53Z", "hours": 0.3117, "text": "Last Devlog bugged I don’t know why but the last devlog bugged out and I sent it off before I finished writing it. Now I have made some really minor fixes to make this devlog but am still wondering how to fix others. But here are new features I added since the actual last devlog: Music: implemented actual warioware music, which did fit perfectly. It works perfect in godot, but I don’t know why, it doesn’t in the browser all the time - I have no idea how to fix that. Randomisation: Minigames now come in a random order and some minigames have variation - such as don’t press (length), annoy the human (click amount) and flappy goose (points amount). Oh, and you can’t get the same minigame back to back. Better Organisation: Changed the organisation of folders, scenes, etc. to be better bc it was a full nightmare before. Took longer than expected because it messed all the dependencies up - but I think it works now. New Minigame: Don’t Click - or else…. Also made some new art for this minigame which turned out great once again imo! Thanks for checking this devlog out, idk why that before happened but well yeah."}, {"post_id": 69054, "ts": "2026-09-16T09:36:39Z", "hours": 2.2619, "text": "More randomisation!"}, {"post_id": 67228, "ts": "2026-09-13T08:59:38Z", "hours": 3.22, "text": "Finally continued working on the game!! Made a flappy bird-like game - which took me way too long because I had many difficulties spawning in the chimneys. And also drawing the sprites took quite some time but I think it was definitely worth it - I am really happy with them"}, {"post_id": 20844, "ts": "2026-07-02T15:39:25Z", "hours": 2.1719, "text": "Made a lil explanation Text pop up before each minigame starting wich gave me a huge headache and still doesn’t really work like intended, also I have no idea why the quality is so bad or why I can’t adjust the size and its just bigger in some scenes and smaller in others. But I am waay too dumb to figure anything out it seems, have definitely wasted too much time on this text popup, might actually quit this, bc I am hella down cause nothing seems to work right I am trying to do ):"}, {"post_id": 17866, "ts": "2026-06-28T20:05:30Z", "hours": 1.8047, "text": "Added a new Game - “Annoy a human”: Just spam the goose enough times in the timeframe! Aditionally created tons of art and different Geese - lol, had much fun drawing these."}, {"post_id": 16200, "ts": "2026-06-26T10:13:25Z", "hours": 3.7047, "text": "Have pretty much finished the guide and implemented some of my own art already - not without its issues, had a bit of difficulties following the guide since I didn’t always know what it wanted me to do lol. But got everything done in the end. Before shipping for the first time I still gotta decide what theme this game should have, what the protagonist should be and add one or two more minigames. - should play some warioware for inspiration haha."}]...
|
Title: Goose Games by @Gabl | Stardance
Devlogs:
Title: Goose Games by @Gabl | Stardance
Devlogs:
Have pretty much finished the guide and implemented some of my own art already - not without its issues, had a bit of difficulties following the guide since I didn’t always know what it wanted me to do lol. But got everything done in the end. Before shipping for the first time I still gotta decide what theme this game should have, what the protagonist should be and add one or two more minigames. - should play some warioware for inspiration haha.
Added a new Game - “Annoy a human”: Just spam the goose enough times in the timeframe! Aditionally created tons of art and different Geese - lol, had much fun drawing these.
Made a lil explanation Text pop up before each minigame starting wich gave me a huge headache and still doesn’t really work like intended, also I have no idea why the quality is so bad or why I can’t adjust the size and its just bigger in some scenes and smaller in others. But I am waay too dumb to figure anything out it seems, have definitely wasted too much time on this text popup, might actually quit this, bc I am hella down cause nothing seems to work right I am trying to do ):
Finally continued working on the game!! Made a flappy bird-like game - which took me way too long because I had many difficulties spawning in the chimneys. And also drawing the sprites took quite some time but I think it was definitely worth it - I am really happy with them
More randomisation!
Last Devlog bugged I don’t know why but the last devlog bugged out and I sent it off before I finished writing it. Now I have made some really minor fixes to make this devlog but am still wondering how to fix others. But here are new features I added since the actual last devlog: Music: implemented actual warioware music, which did fit perfectly. It works perfect in godot, but I don’t know why, it doesn’t in the browser all the time - I have no idea how to fix that. Randomisation: Minigames now come in a random order and some minigames have variation - such as don’t press (length), annoy the human (click amount) and flappy goose (points amount). Oh, and you can’t get the same minigame back to back. Better Organisation: Changed the organisation of folders, scenes, etc. to be better bc it was a full nightmare before. Took longer than expected because it messed all the dependencies up - but I think it works now. New Minigame: Don’t Click - or else…. Also made some new art for this minigame which turned out great once again imo! Thanks for checking this devlog out, idk why that before happened but well yeah.
Yippie, added another game- HONK CORRECTLY! In this game you just need to honk at the right moment to win. Seems pretty simple, but took me some time to get done.
Fixing Stuff and more! Since last time I firstly added some sound effects to better indicate if you failed or not- for example if you fail the HONK CORRECTLY! Minigame its a different honk to when you win, or same for the new minigame I added- yes I added a new minigame: JUMP! : Here you must jump over some items I drew, had a lot of fun to draw these again, also drew some new Backgrounds and so on. I also added the actual controls and code for the settings to actually work, and also added credits there haha. Lastly I fixed a really annoying bug, that was driving me insane - the music wouldn’t Always work in the browser for whatever reason. After some digging the solution was surprisingly easy, just had to change the Default Playback type for audio in the project settings. I am glad that works now. Not much to go untill the second ship, Maybe I’ll add another minigame, or just ship it in the next devlog - we’ll see.
Last Devlog before ship!Fixed some errors and bugs, such as the faulty hitbox for the 7th minigame and the intervention screen always showing the wrong level lol.Then also updated the readme and everything regarding the itch page.
Ships:
Goose Games You are a simple Goose that has a big appetite for Bread and annoying people. A simple WarioWare like game with fast paced minigames. Controls: WASD or Arrows to Move Space to jump Mouseclick The Game currently features 3 Minigames: Platformer - eat the 3 Breads as fast as possible Clicker - eat all of the 6 Breads in time Click-Smasher - Honk at the human enough times in the timeframe All art assets have been created by me - yes, even the font. I still have many plans to extend the games size, polish everthing, add more randomness and make more art. Created for Stardance Hackclub - Make a WarioWare Game. Thanks for playing, hope you have fun!
Goose Games ship 2 This is a fairly simple WarioWare game, where you have to manage to beat 5 minigames to win. The Game currently features 7 Minigames: Platformer - eat the 3 Breads as fast as possible Clicker - eat all of the 6 Breads in time Click-Smasher - Honk at the human enough times in the timeframe Flappy-Goose - Reach a random score of points Don’t-Click - you don’t. Honk-Correctly - Hit the green area to honk correctly Jump - jump over a random amount of obstacles I added so much to the game since last ship, but here are some things I remember off the top of my head: WarioWare Music and SFX Settings Screen actually working lol 4 new minigames randomisation - for example in minigames but also in which order you get minigames Popup Text at the beginning of the minigame tons of bug fixes prob more Thanks for playing, hope you have fun!...
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1793108971.157398
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1793195371.157398
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|
43589
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TomType by @nokira | Stardance
|
nokira
|
2
|
10.0
|
143
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T11:02:03Z", "hours": 2.0, "multiplier": 7.29, "payout": 14, "blessing": "neutral", "text": "This is the fixed version of TomType. I tried listening to every single one of the reviews left on the first ship so here are the new features: Mutually exclusive time and word modes: Now you can only select the Time or the Word amount. If you select the time you will get infinite words and the game will finish when time runs out. If you select the Word amount, you will have unlimited time but a fixed amount of words. Mute sounds button: someone didn’t like the sounds playing so I decided to add a button to mute everything, hopefully this is enough :) Survival mode: someone suggested adding an unlimited time mode were you are limited by mistake so your objective is to type all the words selected by making less than 5 mistakes, or else the game ends. Split JS code: not really a feature but as someone correctly pointed out all the code was in one big file, so I split some minor code additions to other files.", "repo": "https://github.com/n0kira/TomType", "demo": "https://n0kira.github.io/TomType/"}, {"ship_num": 2, "ts": "2026-08-05T19:20:30Z", "hours": 8.0, "multiplier": 15.43, "payout": 129, "blessing": "neutral", "text": "This it TomType, a simple typing game inspired by MonkeyType. This was made just to improve my javascript skills. Here are all the features of this project: Multiple Word Categories: Practice typing with custom word packs Normal mode: errors are highlighted in red and you keep going. Hardcore mode: make 1 mistake and the test ends immediately. Time Modes: 15s, 30s, or 45s timers. Word Count Modes: 10, 25, or 50 words.", "repo": "https://github.com/n0kira/TomType", "demo": "https://n0kira.github.io/TomType/"}]...
|
[{"post_id": 46245, "ts": "202 [{"post_id": 46245, "ts": "2026-08-13T11:00:31Z", "hours": 1.9653, "text": "Devlog #5 Fixed everything (hopefully) Hiiii everyone!! 👋 Today I looked at all of the amazing reviews that were left on my first ship. I tried listening to every single one of them so here are the new features: Mutually exclusive time and word modes: Now you can only select the Time or the Word amount. If you select the time you will get infinite words and the game will finish when time runs out. If you select the Word amount, you will have unlimited time but a fixed amount of words. Mute sounds button: someone didn’t like the sounds playing so I decided to add a button to mute everything, hopefully this is enough :) Survival mode: someone suggested adding an unlimited time mode were you are limited by mistake so your objective is to type all the words selected by making less than 5 mistakes, or else the game ends. Split JS code: not really a feature but as someone correctly pointed out all the code was in one big file, so I split some minor code additions to other files. I hope this fixes everything you guys asked!! If not, leave a comment, I always read them :) I will ship this fixed version since I don’t really have any new feature to add since it is meant to be a bit minimal so without too much useless stuff. Thank you all so much for the honest reviews :)"}, {"post_id": 41501, "ts": "2026-08-05T19:03:20Z", "hours": 0.6875, "text": "Devlog #4 Sharing! Hii! Fortunately making the sharing option wasn’t too hard. I thought of different ideas and the one I liked more was to capture the lifetime stats using html-to-image which lets you “screenshot” an element of your Website and create a picture of it. In my case I just had to create an outer div that contained the Stats div and then just made a PNG when the Share button is clicked. Also, I added sounds for button, just a minor touch. I think I am actually shipping this project. I don’t want to make it too complicated or bloated with unrelated or useless stuff. Also because this was just to practice JavaScript a little more Byee!! :)"}, {"post_id": 41249, "ts": "2026-08-05T10:40:51Z", "hours": 1.0758, "text": "Devlog #3 Hardcore mode ☠️ Hii! Quick devlog. I just finished adding the hardcore mode, when enabling this, if you make any mistake your session ends, so you must have 100% accuracy to go through all the words. Also I added a little indicator to show which buttons are selected. Today I will do other stuff maybe, like the stats sharing! Thanks for reading! Byeee :D"}, {"post_id": 40973, "ts": "2026-08-04T21:01:32Z", "hours": 2.1428, "text": "Devlog #2 More Stats, and Dark Mode 🌙 Hi hi! I managed to add some smaller features: Accuracy, this will display both your lifetime accuracy between all typing sessions, and for the current one. Dark Mode, added a little button that lets you switch between dark and light mode. Streak, I still need to test and polish this but it should do the job for now, just complete one typing session each day and it goes up. Timer buttons, this was by far the easiest to add, just made some buttons like for the words selection but for time, so you can challenge yourself with less time or be more relaxed with more time. In the next days I will try to add buttons to change the amount of words generated for each section (quotes excluded) and maybe add a hardcore mode where with one mistake you end the session. Also wanted to add the possibility to like share lifetime stats, but only if it’s not too hard to do. Thanks for reading <3 Byeee!"}, {"post_id": 40706, "ts": "2026-08-04T12:12:26Z", "hours": 4.4753, "text": "Devlog #1 Typing game! Hello!! In the last few days I’ve been very inactive but today I decided to come back with a small and simple project just to keep my JavaScript skills and not lose all the progress I made in the last weeks. Soo I decided to make this… It’s a simple typing game, just like MonkeyType. You choose a category of words and you just type. The time limit is 35 seconds and in that time you either finish all the words or type as much as you can. At the top you will find the lifetime stats, so the average WPM which is calculated among all rounds, while at the bottom once you finish a round you will see the stats regarding that single session. Some features I will most likely add are accuracy, custom words and time amount and lastly interface sounds, like typing and clicking! Byeee!!"}]...
|
Title: TomType by @nokira | Stardance
Devlogs:
De Title: TomType by @nokira | Stardance
Devlogs:
Devlog #1 Typing game! Hello!! In the last few days I’ve been very inactive but today I decided to come back with a small and simple project just to keep my JavaScript skills and not lose all the progress I made in the last weeks. Soo I decided to make this… It’s a simple typing game, just like MonkeyType. You choose a category of words and you just type. The time limit is 35 seconds and in that time you either finish all the words or type as much as you can. At the top you will find the lifetime stats, so the average WPM which is calculated among all rounds, while at the bottom once you finish a round you will see the stats regarding that single session. Some features I will most likely add are accuracy, custom words and time amount and lastly interface sounds, like typing and clicking! Byeee!!
Devlog #2 More Stats, and Dark Mode 🌙 Hi hi! I managed to add some smaller features: Accuracy, this will display both your lifetime accuracy between all typing sessions, and for the current one. Dark Mode, added a little button that lets you switch between dark and light mode. Streak, I still need to test and polish this but it should do the job for now, just complete one typing session each day and it goes up. Timer buttons, this was by far the easiest to add, just made some buttons like for the words selection but for time, so you can challenge yourself with less time or be more relaxed with more time. In the next days I will try to add buttons to change the amount of words generated for each section (quotes excluded) and maybe add a hardcore mode where with one mistake you end the session. Also wanted to add the possibility to like share lifetime stats, but only if it’s not too hard to do. Thanks for reading <3 Byeee!
Devlog #3 Hardcore mode ☠️ Hii! Quick devlog. I just finished adding the hardcore mode, when enabling this, if you make any mistake your session ends, so you must have 100% accuracy to go through all the words. Also I added a little indicator to show which buttons are selected. Today I will do other stuff maybe, like the stats sharing! Thanks for reading! Byeee :D
Devlog #4 Sharing! Hii! Fortunately making the sharing option wasn’t too hard. I thought of different ideas and the one I liked more was to capture the lifetime stats using html-to-image which lets you “screenshot” an element of your Website and create a picture of it. In my case I just had to create an outer div that contained the Stats div and then just made a PNG when the Share button is clicked. Also, I added sounds for button, just a minor touch. I think I am actually shipping this project. I don’t want to make it too complicated or bloated with unrelated or useless stuff. Also because this was just to practice JavaScript a little more Byee!! :)
Devlog #5 Fixed everything (hopefully) Hiiii everyone!! 👋 Today I looked at all of the amazing reviews that were left on my first ship. I tried listening to every single one of them so here are the new features: Mutually exclusive time and word modes: Now you can only select the Time or the Word amount. If you select the time you will get infinite words and the game will finish when time runs out. If you select the Word amount, you will have unlimited time but a fixed amount of words. Mute sounds button: someone didn’t like the sounds playing so I decided to add a button to mute everything, hopefully this is enough :) Survival mode: someone suggested adding an unlimited time mode were you are limited by mistake so your objective is to type all the words selected by making less than 5 mistakes, or else the game ends. Split JS code: not really a feature but as someone correctly pointed out all the code was in one big file, so I split some minor code additions to other files. I hope this fixes everything you guys asked!! If not, leave a comment, I always read them :) I will ship this fixed version since I don’t really have any new feature to add since it is meant to be a bit minimal so without too much useless stuff. Thank you all so much for the honest reviews :)
Ships:
This it TomType, a simple typing game inspired by MonkeyType. This was made just to improve my javascript skills. Here are all the features of this project: Multiple Word Categories: Practice typing with custom word packs Normal mode: errors are highlighted in red and you keep going. Hardcore mode: make 1 mistake and the test ends immediately. Time Modes: 15s, 30s, or 45s timers. Word Count Modes: 10, 25, or 50 words.
This is the fixed version of TomType. I tried listening to every single one of the reviews left on the first ship so here are the new features: Mutually exclusive time and word modes: Now you can only select the Time or the Word amount. If you select the time you will get infinite words and the game will finish when time runs out. If you select the Word amount, you will have unlimited time but a fixed amount of words. Mute sounds button: someone didn’t like the sounds playing so I decided to add a button to mute everything, hopefully this is enough :) Survival mode: someone suggested adding an unlimited time mode were you are limited by mistake so your objective is to type all the words selected by making less than 5 mistakes, or else the game ends. Split JS code: not really a feature but as someone correctly pointed out all the code was in one big file, so I split some minor code additions to other files....
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1793116321.645267
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1793202721.645267
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53994
|
Godot - Froken by @martycat111 | Stardance
|
martycat111
|
1
|
23.0
|
143
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T20:07:34Z", "hours": 23.0, "multiplier": 6.22, "payout": 143, "blessing": "neutral", "text": "A silly Godot game. I made it to learn Godot. Signals are hard when instantiating. Physics are annoying. It was fun.", "repo": "https://github.com/Martycat111/Froken", "demo": "https://martycat111.itch.io/froken"}]...
|
[{"post_id": 76518, "ts": "202 [{"post_id": 76518, "ts": "2026-10-03T19:55:11Z", "hours": 4.9028, "text": "Final build, will ship unless i find bugs. Improved tutorial, transitions, and gameplay tweaks. Check out my itch. :)"}, {"post_id": 75482, "ts": "2026-09-30T07:06:36Z", "hours": 8.635, "text": "Huge Updates - Title screen, art, terrain, and so, so much more…"}, {"post_id": 74309, "ts": "2026-09-27T05:06:09Z", "hours": 6.7633, "text": "Fixed most aspects of my game. Its not a 1/10 anymore."}, {"post_id": 58552, "ts": "2026-08-31T00:12:15Z", "hours": 2.6772, "text": "Godot game chicken flies"}]...
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Title: Godot - Froken by @martycat111 | Stardance
Title: Godot - Froken by @martycat111 | Stardance
Devlogs:
Godot game chicken flies
Fixed most aspects of my game. Its not a 1/10 anymore.
Huge Updates - Title screen, art, terrain, and so, so much more…
Final build, will ship unless i find bugs. Improved tutorial, transitions, and gameplay tweaks. Check out my itch. :)
Ships:
A silly Godot game. I made it to learn Godot. Signals are hard when instantiating. Physics are annoying. It was fun....
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1793008138.0533867
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1793094538.0533867
|
|
1109
|
Trackion by @priyanshu | Stardance
|
priyanshu
|
1
|
37.26
|
142
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T02:16:21Z", "hours": 37.0, "multiplier": 14.18, "payout": 142, "blessing": "neutral", "text": "I have migrating this project from #macondo to #stardance. My devlogs for this much of time is recorded here https://macondo.hackclub.com/projects/5481 AND the project is not shipped so there is no reward I get from that event. Please don’t feel it as a inflated recorded time. I did put effort and logs everything i can. cc: @Carlson", "repo": "https://github.com/P8labs/trackion", "demo": "https://trackion.tech/"}]...
|
[{"post_id": 21305, "ts": "202 [{"post_id": 21305, "ts": "2026-07-03T04:52:36Z", "hours": 0.2611, "text": "As per the review I have added a DEMO video on landing page. Also now it is easy to setup the project also you can test with this example if you want https://github.com/P8labs/trackion-js/tree/master/examples/full-website Now it will be easy to review"}, {"post_id": 18874, "ts": "2026-06-30T02:12:43Z", "hours": 36.725, "text": "I have migrating this project from #macondo to #stardance. My devlogs for this much of time is recorded here https://macondo.hackclub.com/projects/5481 AND the project is not shipped so there is no reward I get from that event. Please don’t feel it as a inflated recorded time. I did put effort and logs everything i can."}]...
|
Title: Trackion by @priyanshu | Stardance
Devlogs Title: Trackion by @priyanshu | Stardance
Devlogs:
I have migrating this project from #macondo to #stardance. My devlogs for this much of time is recorded here https://macondo.hackclub.com/projects/5481 AND the project is not shipped so there is no reward I get from that event. Please don’t feel it as a inflated recorded time. I did put effort and logs everything i can.
As per the review I have added a DEMO video on landing page. Also now it is easy to setup the project also you can test with this example if you want https://github.com/P8labs/trackion-js/tree/master/examples/full-website Now it will be easy to review
Ships:
I have migrating this project from #macondo to #stardance. My devlogs for this much of time is recorded here https://macondo.hackclub.com/projects/5481 AND the project is not shipped so there is no reward I get from that event. Please don’t feel it as a inflated recorded time. I did put effort and logs everything i can. cc: @Carlson...
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1793101670.7754939
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1793188070.7754939
|
|
2575
|
Potato by @Andre | Stardance
|
Andre
|
1
|
26.0
|
142
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T09:37:07Z", "hours": 26.0, "multiplier": 5.99, "payout": 142, "blessing": "neutral", "text": "I made a simple 2D platformer with enemies and collectibles, I found making the code for the level select menu as my biggest challenge. To anyone playing my game I did play test every single level all of them are possible and the last level’s flag is not broken the only way to beat the game is the secret exit:)", "repo": "https://github.com/agandregordon-del/Potato/tree/agandregordon-del-patch-2", "demo": "https://agandre.itch.io/potato"}]...
|
[{"post_id": 4043, "ts": "2026 [{"post_id": 4043, "ts": "2026-06-07T07:01:05Z", "hours": 1.3344, "text": "I have been working on my game for a little bit now and I can finally say I finished I love what I have created now I just need to attach it to GitHub and then I can start a new project!"}, {"post_id": 3861, "ts": "2026-06-06T22:41:02Z", "hours": 3.9964, "text": "I’ve been working for a while now and have all my levels up to level 6 finished I tried really hard to post a play testing video but it just wouldn’t work so here is a pic of level 6."}, {"post_id": 2531, "ts": "2026-06-05T01:59:19Z", "hours": 5.7269, "text": "I have been coding for a while now most of the almost 6 hours I’m logging now have been spent on coding a basic level select screen but now that I’m done with that I can start working on making levels 4-10 of my game then I’m done and can start a new project!"}, {"post_id": 1912, "ts": "2026-06-04T04:22:12Z", "hours": 3.3639, "text": "I have now finished the second level wasn’t nearly as hard as the first with all the coding involved"}, {"post_id": 1681, "ts": "2026-06-03T20:36:01Z", "hours": 11.8567, "text": "I’ve been working on my game for a little bit now and I finally have the first level completely done with enemies that respawn you platforms to jump on and a finish that sends you to the next level!"}]...
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Title: Potato by @Andre | Stardance
Devlogs:
I’ve Title: Potato by @Andre | Stardance
Devlogs:
I’ve been working on my game for a little bit now and I finally have the first level completely done with enemies that respawn you platforms to jump on and a finish that sends you to the next level!
I have now finished the second level wasn’t nearly as hard as the first with all the coding involved
I have been coding for a while now most of the almost 6 hours I’m logging now have been spent on coding a basic level select screen but now that I’m done with that I can start working on making levels 4-10 of my game then I’m done and can start a new project!
I’ve been working for a while now and have all my levels up to level 6 finished I tried really hard to post a play testing video but it just wouldn’t work so here is a pic of level 6.
I have been working on my game for a little bit now and I can finally say I finished I love what I have created now I just need to attach it to GitHub and then I can start a new project!
Ships:
I made a simple 2D platformer with enemies and collectibles, I found making the code for the level select menu as my biggest challenge. To anyone playing my game I did play test every single level all of them are possible and the last level’s flag is not broken the only way to beat the game is the secret exit:)...
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1793116231.1276066
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1793202631.1276066
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41517
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Jar designer web by @wilmerBailon | Stardance
|
wilmerBailon
|
1
|
11.74
|
142
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T08:53:02Z", "hours": 8.0, "multiplier": 16.81, "payout": 142, "blessing": "neutral", "text": "Hello there! This is my first Hack Club proyect. I am proud of been part of the community. I usually do small proyects just for entretainment in my free time and I found this initiative incredible. I am open for any suggestion and new ideas. The proyect is a jar designer web application (ClayForge). My aim was to generate parametrized vase models (.stl) through an instant visual input in 2D that I could print in my 3D printer. The most difficult part was adding the spins only to the external surface, at first it changed all the design. Thanks for your time, I hope you like it.", "repo": "https://github.com/w7714218-sys/ClayForge-Jar-project", "demo": "https://clayforge.dino.icu/"}]...
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[{"post_id": 64995, "ts": "202 [{"post_id": 64995, "ts": "2026-09-09T19:23:46Z", "hours": 2.7364, "text": "Today I worked on ClayForge based on the feedback I received.I made several changes to simplify the project and make the codebase cleaner and easier to understand. I also reorganized some of the JavaScript, cleaned up the CSS and removed some unnecessary files and configuration.I updated the README as well so it is more concise and focused on the project itself.Overall, today’s work was mainly about taking the feedback into account and cleaning up the project without changing its main functionality.Hope it gets accepted.=)"}, {"post_id": 64809, "ts": "2026-09-09T14:17:06Z", "hours": 1.0067, "text": "I took the feedback into account and spent some time reworking the styling and parts of the logic. I changed the layout, spacing and visual details. I’ll keep refining it as I continue working on it.Hope it gets accepted =)."}, {"post_id": 41587, "ts": "2026-08-05T21:41:17Z", "hours": 0.2703, "text": "It worked!!! :)"}, {"post_id": 41353, "ts": "2026-08-05T14:43:00Z", "hours": 0.56, "text": "I added a spiral effect to the vase generator and spent some time testing different shapes and parameters. The results are looking pretty interesting so far. Next step is to print one on my 3D printer and see how it turns out in real life. Hopefully everything works as expected! :)"}, {"post_id": 41307, "ts": "2026-08-05T13:34:34Z", "hours": 5.4686, "text": "Spent a good amount of time working on ClayForge these days. The project is starting to feel much more solid and usable. I improved the overall interface, cleaned up the design panel, added more controls and kept refining the vase editor.I had some problems with the initial structure of the project but I was able to solve them with a little help of copilot. There’s still plenty to do, but it’s coming together nicely and feels much closer to the tool I have in mind. Looking forward to building on this in the next sessions."}, {"post_id": 40166, "ts": "2026-08-03T15:54:30Z", "hours": 1.7781, "text": "Today I spent some time improving ClayForge and making the project feel more like a real application. I reorganized the code into different files to keep everything cleaner and easier to maintain. I also finished the profile editor on the left side of the screen. It now shows the grid, the vase profile and the control points. The best part is that the control points are now interactive. I can drag them with the mouse and the 3D vase updates instantly, which makes it much easier to experiment with different shapes. Most of today was spent cleaning up the code and fixing small issues after splitting everything into modules, but now the project has a much better foundation for adding more features. Next, I want to add wall thickness, smoother curves and STL export so the vases can be 3D printed."}, {"post_id": 39571, "ts": "2026-08-02T17:03:37Z", "hours": 0.345, "text": "Hello there!!, this is my first project on the community which seems to be a really engaging initiative. Today I started the project and set up the development environment. I created the initial project structure, installed Node.js, and configured npm together with Vite. After that, I added Three.js and built a simple interactive 3D scene with a cube to make sure everything was working as expected. For the next stage of the project, I want to replace the cube with a procedurally generated vase and start working on the main object of the application."}]...
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Title: Jar designer web by @wilmerBailon | Stardan Title: Jar designer web by @wilmerBailon | Stardance
Devlogs:
Hello there!!, this is my first project on the community which seems to be a really engaging initiative. Today I started the project and set up the development environment. I created the initial project structure, installed Node.js, and configured npm together with Vite. After that, I added Three.js and built a simple interactive 3D scene with a cube to make sure everything was working as expected. For the next stage of the project, I want to replace the cube with a procedurally generated vase and start working on the main object of the application.
Today I spent some time improving ClayForge and making the project feel more like a real application. I reorganized the code into different files to keep everything cleaner and easier to maintain. I also finished the profile editor on the left side of the screen. It now shows the grid, the vase profile and the control points. The best part is that the control points are now interactive. I can drag them with the mouse and the 3D vase updates instantly, which makes it much easier to experiment with different shapes. Most of today was spent cleaning up the code and fixing small issues after splitting everything into modules, but now the project has a much better foundation for adding more features. Next, I want to add wall thickness, smoother curves and STL export so the vases can be 3D printed.
Spent a good amount of time working on ClayForge these days. The project is starting to feel much more solid and usable. I improved the overall interface, cleaned up the design panel, added more controls and kept refining the vase editor.I had some problems with the initial structure of the project but I was able to solve them with a little help of copilot. There’s still plenty to do, but it’s coming together nicely and feels much closer to the tool I have in mind. Looking forward to building on this in the next sessions.
I added a spiral effect to the vase generator and spent some time testing different shapes and parameters. The results are looking pretty interesting so far. Next step is to print one on my 3D printer and see how it turns out in real life. Hopefully everything works as expected! :)
It worked!!! :)
I took the feedback into account and spent some time reworking the styling and parts of the logic. I changed the layout, spacing and visual details. I’ll keep refining it as I continue working on it.Hope it gets accepted =).
Today I worked on ClayForge based on the feedback I received.I made several changes to simplify the project and make the codebase cleaner and easier to understand. I also reorganized some of the JavaScript, cleaned up the CSS and removed some unnecessary files and configuration.I updated the README as well so it is more concise and focused on the project itself.Overall, today’s work was mainly about taking the feedback into account and cleaning up the project without changing its main functionality.Hope it gets accepted.=)
Ships:
Hello there! This is my first Hack Club proyect. I am proud of been part of the community. I usually do small proyects just for entretainment in my free time and I found this initiative incredible. I am open for any suggestion and new ideas. The proyect is a jar designer web application (ClayForge). My aim was to generate parametrized vase models (.stl) through an instant visual input in 2D that I could print in my 3D printer. The most difficult part was adding the spins only to the external surface, at first it changed all the design. Thanks for your time, I hope you like it....
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1792878538.4503243
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1793742538.4503243
|
|
68947
|
swarnabindu by @threatsentinels | Stardance
|
threatsentinels
|
1
|
11.0
|
142
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T15:34:50Z", "hours": 11.0, "multiplier": 13.34, "payout": 142, "blessing": "neutral", "text": "This is a patient and vaccination management system for a government health facility in Nepal. This project taught me a lot about building software beyond just making things work , understanding real-world workflows, handling patient records, and making technology practical for the people who use it. Built with Django and PostgreSQL, with plenty more to learn and improve.", "repo": "https://github.com/threatsentinels/swarnabindu", "demo": "https://ahckhotang.ggsrclub.com/"}]...
|
[{"post_id": 80160, "ts": "202 [{"post_id": 80160, "ts": "2026-10-16T14:02:36Z", "hours": 1.6317, "text": "Devlog no 5 In the last 1 hr 37 mintures i worked on polishing the forms and its grids . I now have fully working self inrollment form . I am so close to finishing it ."}, {"post_id": 79702, "ts": "2026-10-15T03:46:48Z", "hours": 1.2564, "text": "DEVLOG NO 4 , in the last 1 hr i wrote the code for base.html and other templates to be used in the site . I have finally locked into a theme i.e. proper nepali government website theme . I have created a navbar and landing page that displays login form for hospital staff and self registration form for patients and it also displays current nepali date that is derived from AD using my custom code ."}, {"post_id": 79288, "ts": "2026-10-13T10:31:53Z", "hours": 2.3172, "text": "DEVLOG NO 3 : I wrote code for database backup . Since this system is going to be used in critical environment of hospital so it requires timely backups and ready to production data . For backups i have created a system for 2 kinds of backup one is on same drive backup and another is external backup . Project will backup the data in another seperate database and in plain json file too ."}, {"post_id": 78662, "ts": "2026-10-11T06:25:05Z", "hours": 1.2083, "text": "Nepal follows different calender from rest of the world that is BIKRAM SAMBAT (BS.) so currently NEPAL is in year 2083 which is 57 year older than AD . Our servers , databases and all other logical engines work in georgian calender so i wrote a code for conversion of BS TO AD AND AD TO BS for seamless no confusion system for users and admins . I used date time functions and other functions to do this work ."}, {"post_id": 78279, "ts": "2026-10-10T08:20:33Z", "hours": 4.2472, "text": "Swarnabindu is a gold infused ayurvedic medicine given to child below 5 years , it is widely practiced in Nepal . When i visited the hospital with my nephew i saw them writing details and medicine records in notebook so i have decided to make one management software them which will allow the workers to enter the details of the patients , add vaccination dates , manage dosage , create reports and other analytical and official work . In the First Phase i have build the project strucutre , tested it and wrote some basic code ."}]...
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Title: swarnabindu by @threatsentinels | Stardance Title: swarnabindu by @threatsentinels | Stardance
Devlogs:
Swarnabindu is a gold infused ayurvedic medicine given to child below 5 years , it is widely practiced in Nepal . When i visited the hospital with my nephew i saw them writing details and medicine records in notebook so i have decided to make one management software them which will allow the workers to enter the details of the patients , add vaccination dates , manage dosage , create reports and other analytical and official work . In the First Phase i have build the project strucutre , tested it and wrote some basic code .
Nepal follows different calender from rest of the world that is BIKRAM SAMBAT (BS.) so currently NEPAL is in year 2083 which is 57 year older than AD . Our servers , databases and all other logical engines work in georgian calender so i wrote a code for conversion of BS TO AD AND AD TO BS for seamless no confusion system for users and admins . I used date time functions and other functions to do this work .
DEVLOG NO 3 : I wrote code for database backup . Since this system is going to be used in critical environment of hospital so it requires timely backups and ready to production data . For backups i have created a system for 2 kinds of backup one is on same drive backup and another is external backup . Project will backup the data in another seperate database and in plain json file too .
DEVLOG NO 4 , in the last 1 hr i wrote the code for base.html and other templates to be used in the site . I have finally locked into a theme i.e. proper nepali government website theme . I have created a navbar and landing page that displays login form for hospital staff and self registration form for patients and it also displays current nepali date that is derived from AD using my custom code .
Devlog no 5 In the last 1 hr 37 mintures i worked on polishing the forms and its grids . I now have fully working self inrollment form . I am so close to finishing it .
Ships:
This is a patient and vaccination management system for a government health facility in Nepal. This project taught me a lot about building software beyond just making things work , understanding real-world workflows, handling patient records, and making technology practical for the people who use it. Built with Django and PostgreSQL, with plenty more to learn and improve....
|
1793008298.0589716
|
1793094698.0589716
|
|
18641
|
LumiOS by @AfterWorld | Stardance
|
AfterWorld
|
2
|
20.17
|
141
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T02:51:44Z", "hours": 8.0, "multiplier": 16.73, "payout": 141, "blessing": "neutral", "text": "Through the last few days, I kept on working on my project — a webOS. I focused on creating a cool, joyful, and especially user‑friendly experience. I improved old apps such as Clock, Terminal, Files, and so on by adding real OS functions to increase their practicality. Moreover, I added a new app — “Paint,” which allows the user to draw freely on a canvas with various tools. In addition, I added a system tray on the taskbar that lets the user change more settings. One of the challenges is the theme. It’s hard to combine multiple settings (dark/light mode, accent color, etc.) using CSS custom properties without conflicts. I’m not good at CSS, so I failed here many times, especially with z‑index. Also, ensuring the accent color propagates to all UI components is difficult as well. I needed to use some AI here to make sure I didn’t forget anything. Another challenging part is cross‑app communication. Opening .txt files with the Notes app requires some tough work, as well as opening other apps from the Widgets app. To test it, visit: https://lxtimer.github.io/LumiOS/ , or clone the repo to run locally.", "repo": "https://github.com/LXTimer/LumiOS", "demo": "https://lxtimer.github.io/LumiOS/"}, {"ship_num": 2, "ts": "2026-06-20T05:04:31Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a web‑based operating system that focuses on being light-weight, functional, and visually appealing. One of the biggest challenges I faced was building the window management system. I had to spend some time watching YouTube tutorials, reading different websites, and studying other webOS projects before finally getting it to work. I am proud of the UI I made, which includes transparent and gradient windows, widgets, and taskbars. I did use some AI for this part since I ran out of ideas and didn’t know what to do. Overall, my goal is to create an OS that people genuinely enjoy using, and I’ll try my best to keep this project up!", "repo": "https://github.com/LXTimer/LumiOS", "demo": "https://lxtimer.github.io/LumiOS/"}]...
|
[{"post_id": 17835, "ts": "202 [{"post_id": 17835, "ts": "2026-06-28T19:35:52Z", "hours": 6.1742, "text": "Dev Log # 4 After approximately 6 hours, I finished another session of improving the OS. This session focused on refining LumiOS’s look and feel. I also added two new apps - Browser and Weather. Overall, this update took me lots of time to fix small details. New Apps: Browser: A searching tool that allows you to search on the web (incomplete) Weather app: Real-time weather tracker using OpenWeather API, showing current and future temperature, visibility, wind, and so on. (Currently only showing New York Weather) Updates on Existing Apps: Widget: Added a weather widget; link the widget to the Weather app. New Features: Visual & Design: Unified color system with accent glow effects. New glass morphism layers. Standardized spacing scale and border radius system. Defined consistent typography sizes, weights, and letter spacing. Added maximizing and minimizing animations. Components: Desktop icons now have a different lift and glow on hover. Buttons and menus use smooth transform feedback. Context menus show accent bars and slide‑in animations. Window controls have larger hit areas and ring hover effects. Start menu and quick settings redesigned with better padding and hover states. Lock Screen: New layout with large time display and username. Added unlock animation. Complete CSS and JS restructure for smoother motion. Taskbar: Added a search bar that lets you quickly find and open specific apps. Taskbar buttons have scale and glow animations. Challenges solved: When I tried adding new ideas to enhance the overall visual appeal, I encountered a serious issue: the overlay system and window management stopped working again. The wallpaper no longer aligned with the desktop, and the window dragging function broke as well. I started looking for the problem but couldn’t find the cause, so I decided to restore everything and proceed more carefully. Bugs: The browser app is not working. It loaded external websites directly inside an iframe. Many sites block being embedded through CSP or X-Frame-Options, so the page often stayed blank, or the navigation controls stopped working. I tried loading external sites directly in an iframe, which does not work. I also tried routing page loads through the local proxy, but the app still depends on websites that often block embedding. Future Plan: Fixing the browser app will be the first thing I do in the future. I will also try to add micro-interactions such as window snapping."}, {"post_id": 16045, "ts": "2026-06-26T02:15:58Z", "hours": 2.2678, "text": "Lock Screen Update I just realized that my OS doesn’t have a lock screen yet, so I decided to make a simple one. But then, I had some problems. The blur effect on the background somehow doesn’t work at all. I had to test each part of my code to find an answer. Thankfully, I found the solution at the end. Anyways, I spent some time on the start screen; I hope you enjoy it!"}, {"post_id": 15859, "ts": "2026-06-25T19:46:21Z", "hours": 1.2275, "text": "Small update on Notes App I improved some basic functions and also added some new features to the Notes app. Download as .txt: Replaced the old Save-to-filesystem button with a direct browser download that saves notes as plain .txt files. Status bar: Added a status bar at the bottom of the app that indicates current cursor position (Ln/Col) and live word count. GUI cleanup: Removed placeholder text, increased the default window size, and cleaned up the toolbar."}, {"post_id": 15464, "ts": "2026-06-25T04:35:04Z", "hours": 4.95, "text": "Dev Log # 3 A brand new Dev Log! Over the past few days, I added a bunch of exciting new features, mainly focusing on user experience. I also fixed some tiny bugs that struggled me a lot. New Apps Paint: A drawing canvas that allows the user to freely decorate things they want using tools, different colors, and shapes. Updates on Existing Apps Notes: Notes now support markdown format and can be downloaded Calculator: Calculator now has an advanced mode that allows users to use a scientific calculator. Terminal: Terminal now supports more commands (even though they are still not fully functional) Clock: Clock now has a timer section that can be used to set a countdown timer. New Features Draggable desktop icons Taskbar now has an entire tray allowing the user to change volume, brightness, Wi-Fi, and many other settings all in one place. Taskbar now shows battery status. New wallpapers are added to the settings. Change the UI of some apps. Challenges The right-click context menu somehow didn’t show up again. I tried different solutions, but none of them worked. Solutions I asked some AI agents and browsed for a long time, and finally found the solution. The “contextmenu” handler in main.js crashed from undefined “closeVolumePopup()” and “closeBatteryPopup()” calls; adding both to “taskbar.js” with the usual “.visible”‑toggle pattern fixed the crash and the related desktop‑click bug that blocked “showContextMenu()” and overlay dismissal. In the next update, I will try to implement the Weather App, the animated wallpapers, also building a browser App. In the next update, I will try to implement the Weather App, the animated wallpapers, also building a browser App."}, {"post_id": 12352, "ts": "2026-06-20T04:46:45Z", "hours": 1.2583, "text": "Finally! After a long time of testing, I found where the bug is. I forgot that there is a layer on top of everything, so I added “pointer-events: none;” in #wlayer and “pointer-events: auto;” in .win. Also, I added a right click context menu."}, {"post_id": 12189, "ts": "2026-06-19T22:04:50Z", "hours": 3.6264, "text": "Dev Log # 2 Another update! After hours spent fixing tiny bugs, the OS has received a lot of new features and apps, as well as a massive update to the GUI and the overall system! The OS is more complete and practical now. New Apps Clock app: An app where you can check the current time, use a stopwatch, or set an alarm clock Calendar app: Built a new Calendar app from scratch, a month grid with event dots, a day-detail panel for adding and deleting color-tagged events, and an Agenda tab listing everything chronologically Widget app: You can add widgets to the desktop right now. Widgets, such as a small clock or calendar, can be added to the desktop New Features Settings became more functional: transparency, dark mode, animations, accent color, and brightness are now available. Added a pinned app dock to the taskbar for quick launching. The volume tray icon now opens a real pop-up with a slider. Files app can now be used. It’s still incomplete, but some basic functions like opening folders and going back are implemented Taskbar opacity: You can change the taskbar’s opacity from 0% to 100%, which makes the OS look better Windows have been rebuilt. Now they are not only transparent, but also include a gradient color as background and a change in border line. The flowing particles effect has been added to the OS in the background. Bugs The desktop icons are still not working, as they are not responding to clicks. Two likely causes are that ES module scoping hides “openApp()” from inline onclick handlers, or a full-screen overlay (like the widget layer) is missing “pointer-events: none” and silently blocking clicks before they reach the icons. My next plan is to fix the bugs, add animated wallpapers, add a weather and AI app, and possibly add some online features (e.g., cloud sync)."}, {"post_id": 10987, "ts": "2026-06-18T00:33:54Z", "hours": 0.9919, "text": "Dev Log # 1 This is my first webOS. The reason I wanted to start something like this is that I have dreamed of creating an operating system of my own. I once created an OS based on Windows, but sadly failed. That’s why I found webOS is somewhere else for me to go. Even though I’m not good at frontend, with the help of YouTube and AI, I still managed to get a start. Currently, the OS features: Calculator APP: where you can do some simple calculations. Notes APP: where you can write some simple notes Settings APP: Basic settings (still in progress) One of the biggest challenges should be window management. It’s pretty hard to make sure the windows work independently… In the future, I will focus on aesthetics and add more effects and more apps to make the webOS both useful and visually appealing."}]...
|
Title: LumiOS by @AfterWorld | Stardance
Devlogs: Title: LumiOS by @AfterWorld | Stardance
Devlogs:
Dev Log # 1 This is my first webOS. The reason I wanted to start something like this is that I have dreamed of creating an operating system of my own. I once created an OS based on Windows, but sadly failed. That’s why I found webOS is somewhere else for me to go. Even though I’m not good at frontend, with the help of YouTube and AI, I still managed to get a start. Currently, the OS features: Calculator APP: where you can do some simple calculations. Notes APP: where you can write some simple notes Settings APP: Basic settings (still in progress) One of the biggest challenges should be window management. It’s pretty hard to make sure the windows work independently… In the future, I will focus on aesthetics and add more effects and more apps to make the webOS both useful and visually appealing.
Dev Log # 2 Another update! After hours spent fixing tiny bugs, the OS has received a lot of new features and apps, as well as a massive update to the GUI and the overall system! The OS is more complete and practical now. New Apps Clock app: An app where you can check the current time, use a stopwatch, or set an alarm clock Calendar app: Built a new Calendar app from scratch, a month grid with event dots, a day-detail panel for adding and deleting color-tagged events, and an Agenda tab listing everything chronologically Widget app: You can add widgets to the desktop right now. Widgets, such as a small clock or calendar, can be added to the desktop New Features Settings became more functional: transparency, dark mode, animations, accent color, and brightness are now available. Added a pinned app dock to the taskbar for quick launching. The volume tray icon now opens a real pop-up with a slider. Files app can now be used. It’s still incomplete, but some basic functions like opening folders and going back are implemented Taskbar opacity: You can change the taskbar’s opacity from 0% to 100%, which makes the OS look better Windows have been rebuilt. Now they are not only transparent, but also include a gradient color as background and a change in border line. The flowing particles effect has been added to the OS in the background. Bugs The desktop icons are still not working, as they are not responding to clicks. Two likely causes are that ES module scoping hides “openApp()” from inline onclick handlers, or a full-screen overlay (like the widget layer) is missing “pointer-events: none” and silently blocking clicks before they reach the icons. My next plan is to fix the bugs, add animated wallpapers, add a weather and AI app, and possibly add some online features (e.g., cloud sync).
Finally! After a long time of testing, I found where the bug is. I forgot that there is a layer on top of everything, so I added “pointer-events: none;” in #wlayer and “pointer-events: auto;” in .win. Also, I added a right click context menu.
Dev Log # 3 A brand new Dev Log! Over the past few days, I added a bunch of exciting new features, mainly focusing on user experience. I also fixed some tiny bugs that struggled me a lot. New Apps Paint: A drawing canvas that allows the user to freely decorate things they want using tools, different colors, and shapes. Updates on Existing Apps Notes: Notes now support markdown format and can be downloaded Calculator: Calculator now has an advanced mode that allows users to use a scientific calculator. Terminal: Terminal now supports more commands (even though they are still not fully functional) Clock: Clock now has a timer section that can be used to set a countdown timer. New Features Draggable desktop icons Taskbar now has an entire tray allowing the user to change volume, brightness, Wi-Fi, and many other settings all in one place. Taskbar now shows battery status. New wallpapers are added to the settings. Change the UI of some apps. Challenges The right-click context menu somehow didn’t show up again. I tried different solutions, but none of them worked. Solutions I asked some AI agents and browsed for a long time, and finally found the solution. The “contextmenu” handler in main.js crashed from undefined “closeVolumePopup()” and “closeBatteryPopup()” calls; adding both to “taskbar.js” with the usual “.visible”‑toggle pattern fixed the crash and the related desktop‑click bug that blocked “showContextMenu()” and overlay dismissal. In the next update, I will try to implement the Weather App, the animated wallpapers, also building a browser App. In the next update, I will try to implement the Weather App, the animated wallpapers, also building a browser App.
Small update on Notes App I improved some basic functions and also added some new features to the Notes app. Download as .txt: Replaced the old Save-to-filesystem button with a direct browser download that saves notes as plain .txt files. Status bar: Added a status bar at the bottom of the app that indicates current cursor position (Ln/Col) and live word count. GUI cleanup: Removed placeholder text, increased the default window size, and cleaned up the toolbar.
Lock Screen Update I just realized that my OS doesn’t have a lock screen yet, so I decided to make a simple one. But then, I had some problems. The blur effect on the background somehow doesn’t work at all. I had to test each part of my code to find an answer. Thankfully, I found the solution at the end. Anyways, I spent some time on the start screen; I hope you enjoy it!
Dev Log # 4 After approximately 6 hours, I finished another session of improving the OS. This session focused on refining LumiOS’s look and feel. I also added two new apps - Browser and Weather. Overall, this update took me lots of time to fix small details. New Apps: Browser: A searching tool that allows you to search on the web (incomplete) Weather app: Real-time weather tracker using OpenWeather API, showing current and future temperature, visibility, wind, and so on. (Currently only showing New York Weather) Updates on Existing Apps: Widget: Added a weather widget; link the widget to the Weather app. New Features: Visual & Design: Unified color system with accent glow effects. New glass morphism layers. Standardized spacing scale and border radius system. Defined consistent typography sizes, weights, and letter spacing. Added maximizing and minimizing animations. Components: Desktop icons now have a different lift and glow on hover. Buttons and menus use smooth transform feedback. Context menus show accent bars and slide‑in animations. Window controls have larger hit areas and ring hover effects. Start menu and quick settings redesigned with better padding and hover states. Lock Screen: New layout with large time display and username. Added unlock animation. Complete CSS and JS restructure for smoother motion. Taskbar: Added a search bar that lets you quickly find and open specific apps. Taskbar buttons have scale and glow animations. Challenges solved: When I tried adding new ideas to enhance the overall visual appeal, I encountered a serious issue: the overlay system and window management stopped working again. The wallpaper no longer aligned with the desktop, and the window dragging function broke as well. I started looking for the problem but couldn’t find the cause, so I decided to restore everything and proceed more carefully. Bugs: The browser app is not working. It loaded external websites directly inside an iframe. Many sites block being embedded through CSP or X-Frame-Options, so the page often stayed blank, or the navigation controls stopped working. I tried loading external sites directly in an iframe, which does not work. I also tried routing page loads through the local proxy, but the app still depends on websites that often block embedding. Future Plan: Fixing the browser app will be the first thing I do in the future. I will also try to add micro-interactions such as window snapping.
Ships:
I created a web‑based operating system that focuses on being light-weight, functional, and visually appealing. One of the biggest challenges I faced was building the window management system. I had to spend some time watching YouTube tutorials, reading different websites, and studying other webOS projects before finally getting it to work. I am proud of the UI I made, which includes transparent and gradient windows, widgets, and taskbars. I did use some AI for this part since I ran out of ideas and didn’t know what to do. Overall, my goal is to create an OS that people genuinely enjoy using, and I’ll try my best to keep this project up!
Through the last few days, I kept on working on my project — a webOS. I focused on creating a cool, joyful, and especially user‑friendly experience. I improved old apps such as Clock, Terminal, Files, and so on by adding real OS functions to increase their practicality. Moreover, I added a new app — “Paint,” which allows the user to draw freely on a canvas with various tools. In addition, I added a system tray on the taskbar that lets the user change more settings. One of the challenges is the theme. It’s hard to combine multiple settings (dark/light mode, accent color, etc.) using CSS custom properties without conflicts. I’m not good at CSS, so I failed here many times, especially with z‑index. Also, ensuring the accent color propagates to all UI components is difficult as well. I needed to use some AI here to make sure I didn’t forget anything. Another challenging part is cross‑app communication. Opening .txt files with the Notes app requires some tough work, as well as opening other apps from the Widgets app. To test it, visit: https://lxtimer.github.io/LumiOS/ , or clone the repo to run locally....
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1792997774.9983108
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1793084174.9983108
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38267
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Raku by @Max_ | Stardance
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Max_
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1
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27.0
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141
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T11:30:42Z", "hours": 27.0, "multiplier": 5.67, "payout": 141, "blessing": "neutral", "text": "Raku, A game, where you need to program robots and make through 2D mazes. You will need to make algorithms and sort out, how to make it out. This is the first project, where I used a database. It was implemented for publishing community maps and saving statistics(How many scripts ran, maps made). Tried regEx(quite hard, but useful tool) for splitting users code into brackets. Learned about the algorithm behind Conway’s Game of Life(Plan to make my own biological/evolution simulation machine. Appreciate your reviews😎", "repo": "https://github.com/OgArkad/Raku", "demo": "https://raku-two.vercel.app/"}]...
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[{"post_id": 47435, "ts": "202 [{"post_id": 47435, "ts": "2026-08-15T11:22:16Z", "hours": 0.3606, "text": "Made README and this thumbnail"}, {"post_id": 47140, "ts": "2026-08-14T20:19:52Z", "hours": 2.2833, "text": "NGL, it was a quite entertaining and interesting experience to make this project :D . Plan to work on it later"}, {"post_id": 45773, "ts": "2026-08-12T14:08:12Z", "hours": 3.1283, "text": "If you want to participate in the online BETA version of Raku, Join down this link :) Raku"}, {"post_id": 44581, "ts": "2026-08-10T13:16:38Z", "hours": 12.0986, "text": "Devlog 2: UI maxxing+brutal+mog(sigma phonk🥀), added Game of life and lots more😎 UI looks LOTS better than the previous one. It has a logical layout and animations Made out how to make vars inside root and else about css. Game of life In one point I broke down, while I was coding. I wanted to quit the project, but I thought, I made a literal mini engine for 2D games and simulations, so I made Game of life It was entertaining to code it and see the results of it(Conway is a genius) few improvements speed is adjustable added commands list JS code more packed and not so nested as it was before"}, {"post_id": 38894, "ts": "2026-08-01T14:00:06Z", "hours": 8.0578, "text": "Devlog 1: I made the basics of the program Coding section So the user can write basic commands(forward,left,right). Raku can move forward, turn left and right. I almost made able to make variables(it’s technically works, but it’s kinda buggy). I’m going to work on if, for, while, functions and some sensors(for example, how far is the wall from Raku forward) Map generation/editing User can use random generation map function, or make an own. You can delete/add walls from the map, or even delete everything with erase everything function. You can export your map with export button and send it as a link!!! etc I made random mode, so if you are tired of coding, you can just make Raku move by himself =) (I will edit it, so it will use Markov chain, for better and logical movement) I will appreciate, if you recommend to edit something! :3 (link https://raku-two.vercel.app/?map=eyJ4IjoyMSwieSI6NSwibWFwVGFsZXMiOltbLTEsLTEsMCwwLDAsLTEsMCwwLC0xLDAsLTEsMCwtMSwwLC0xLDAsMCwwLC0xLDAsMF0sWy0xLDAsLTEsMCwtMSwwLC0xLDAsLTEsMCwtMSwwLC0xLDAsLTEsMCwtMSwwLDAsLTEsMF0sWy0xLC0xLC0xLDAsLTEsLTEsLTEsMCwtMSwtMSwwLDAsLTEsMCwtMSwwLDAsMCwwLC0xLDBdLFstMSwwLC0xLDAsLTEsMCwtMSwwLC0xLDAsLTEsMCwtMSwwLC0xLDAsLTEsMCwwLC0xLDBdLFstMSwwLC0xLDAsLTEsMCwtMSwwLC0xLDAsLTEsMCwtMSwtMSwtMSwwLDAsMCwtMSwwLDBdXX0= )"}, {"post_id": 32982, "ts": "2026-07-22T14:33:25Z", "hours": 1.0339, "text": "Raku - a game where you need to program. User can program little robots named “Raku”. They will need to go through mazes or make additional tasks. I plan to make this game using vanilla JS."}]...
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Title: Raku by @Max_ | Stardance
Devlogs:
Raku - Title: Raku by @Max_ | Stardance
Devlogs:
Raku - a game where you need to program. User can program little robots named “Raku”. They will need to go through mazes or make additional tasks. I plan to make this game using vanilla JS.
Devlog 1: I made the basics of the program Coding section So the user can write basic commands(forward,left,right). Raku can move forward, turn left and right. I almost made able to make variables(it’s technically works, but it’s kinda buggy). I’m going to work on if, for, while, functions and some sensors(for example, how far is the wall from Raku forward) Map generation/editing User can use random generation map function, or make an own. You can delete/add walls from the map, or even delete everything with erase everything function. You can export your map with export button and send it as a link!!! etc I made random mode, so if you are tired of coding, you can just make Raku move by himself =) (I will edit it, so it will use Markov chain, for better and logical movement) I will appreciate, if you recommend to edit something! :3 (link https://raku-two.vercel.app/?map=eyJ4IjoyMSwieSI6NSwibWFwVGFsZXMiOltbLTEsLTEsMCwwLDAsLTEsMCwwLC0xLDAsLTEsMCwtMSwwLC0xLDAsMCwwLC0xLDAsMF0sWy0xLDAsLTEsMCwtMSwwLC0xLDAsLTEsMCwtMSwwLC0xLDAsLTEsMCwtMSwwLDAsLTEsMF0sWy0xLC0xLC0xLDAsLTEsLTEsLTEsMCwtMSwtMSwwLDAsLTEsMCwtMSwwLDAsMCwwLC0xLDBdLFstMSwwLC0xLDAsLTEsMCwtMSwwLC0xLDAsLTEsMCwtMSwwLC0xLDAsLTEsMCwwLC0xLDBdLFstMSwwLC0xLDAsLTEsMCwtMSwwLC0xLDAsLTEsMCwtMSwtMSwtMSwwLDAsMCwtMSwwLDBdXX0= )
Devlog 2: UI maxxing+brutal+mog(sigma phonk🥀), added Game of life and lots more😎 UI looks LOTS better than the previous one. It has a logical layout and animations Made out how to make vars inside root and else about css. Game of life In one point I broke down, while I was coding. I wanted to quit the project, but I thought, I made a literal mini engine for 2D games and simulations, so I made Game of life It was entertaining to code it and see the results of it(Conway is a genius) few improvements speed is adjustable added commands list JS code more packed and not so nested as it was before
If you want to participate in the online BETA version of Raku, Join down this link :) Raku
NGL, it was a quite entertaining and interesting experience to make this project :D . Plan to work on it later
Made README and this thumbnail
Ships:
Raku, A game, where you need to program robots and make through 2D mazes. You will need to make algorithms and sort out, how to make it out. This is the first project, where I used a database. It was implemented for publishing community maps and saving statistics(How many scripts ran, maps made). Tried regEx(quite hard, but useful tool) for splitting users code into brackets. Learned about the algorithm behind Conway’s Game of Life(Plan to make my own biological/evolution simulation machine. Appreciate your reviews😎...
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1792997612.0255492
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1793084012.0255492
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48055
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Mumurpetrichor by @xon172694 | Stardance
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xon172694
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1
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77.0
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141
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T07:51:41Z", "hours": 77.0, "multiplier": 14.1, "payout": 141, "blessing": "neutral", "text": "i just made it cause i wanted something that actually feels off like a vhs style game with kind of an psycological horror not jumpscare spam shi. the butterfly is the daughter guiding you through stuff its not accurate bcz she aswell is messed up bcz ofcccc she is sick what do you evenm expect a sick little girl to do for you", "repo": "https://github.com/xon172604-bit/Murmurpetrichor", "demo": "https://the-kind-light-37e7ed.gitlab.io/"}]...
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[{"post_id": 47353, "ts": "202 [{"post_id": 47353, "ts": "2026-08-15T07:35:26Z", "hours": 77.1544, "text": "1—this i my most favourite part of the game and i burnt myself for thisbut i love the end result»» sooo where do we beginnn… alr so this is the end of the whole story you get the moonstone and run for your daughters life the lighting took the most of it i wanted to give it tht pinteresty glow which wasony possible with this guy https://github.com/Zylann/godot_voxel i mean it such an fab tool thanks man and yeahh that gave it to me the stairs part might annoy you bcz it annoyed me aswell but hey its a game and it is supposed to challenging whatever just check it out 2— ok so the entry level, so the thing that took most of the time was the desighn ofthe whole level aswell as the the mechanics desighn: i was really confused about how i should start it and how do i make everything good and nice and a pretty good horror game that someone even likes and thats whr i hit the creators / devs block whatver y call it but them i thought that fu*k it lets just see what already worked and put my own tongue in it so backrooms is what came to my mind and i tried recreating that with my own artistic choices the fuses the keys the all kinda crowbar and stuff mechanics and yeahh i might irritate you with the fact of fining these things i mean they are infront of you but also kinda not so ahppy figuring out ma man the keys an th crowbar and the fuse part: again the thing was that im not A VERY GOOD COER AND SO NEW TO GAME DEV AND THE KEY MECHANICS THE FUSE MECHANICS THE BULKHEAD ALL GOT ME AGAIN BUT WHEN THERE IS A WILL THERE IS A WAY I JUST LAYED OUT THE DESIGHN MESSED WITH MY HEAD, ASKED HELP FROM THESE YT GODOT GODS AND we were so backkkkk the visual context below ik y like visuals mor than these lame azz textsss also there is almond milk in the game incase you get tired Spoiler warning…. if you are finding the last key its over here {hint} so that y give me a lott of gold and make my cpu better so that i make more amazing projects like these babyeee enough context for now 3— ALRR MY VISUALLY MOST FAVOURITE SCENE THIS IS THE SECONG VISUALLY FAV THE FIRST IS YET TO COME…. So the vault scene Moths & mices: these are the two thigs which i learned to animate move aroud and give a little to the environment again meshing them notating them burned me out and heatd me and my hardware both up but eventually it turned out pretty good i used the help of git reps brackeys tuts and also there is this guy named omni gox something he makes really good yt tuts and bcz of these all awsome dudes a little mind of mine and a hecktick amount of trial and error and we diddditttttttttttttt…… 4— Alrrr so now we talk about the house scene and the things that i wporked on…. Fake taxi (fake exit and the real exit*): so the thing was thatafter the player does all the tasks in thisscene then he get two oors and he has to choose between them one is thefake exit which gets him killed and the other one lets him pass through the level wohooo and that stupid thing messed me over bcz im shit at technicalities but again wehave yt the saviour and yeahh we figured it out the problem was that i was not ale to understan how do i link two doors in th same scene to two different places…. i also aaddded cool tables the always biting plant as an metaphor and almod milk for energy just check the game out itlll all make sense for ya…."}]...
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Title: Mumurpetrichor by @xon172694 | Stardance
D Title: Mumurpetrichor by @xon172694 | Stardance
Devlogs:
1—this i my most favourite part of the game and i burnt myself for thisbut i love the end result»» sooo where do we beginnn… alr so this is the end of the whole story you get the moonstone and run for your daughters life the lighting took the most of it i wanted to give it tht pinteresty glow which wasony possible with this guy https://github.com/Zylann/godot_voxel i mean it such an fab tool thanks man and yeahh that gave it to me the stairs part might annoy you bcz it annoyed me aswell but hey its a game and it is supposed to challenging whatever just check it out 2— ok so the entry level, so the thing that took most of the time was the desighn ofthe whole level aswell as the the mechanics desighn: i was really confused about how i should start it and how do i make everything good and nice and a pretty good horror game that someone even likes and thats whr i hit the creators / devs block whatver y call it but them i thought that fu*k it lets just see what already worked and put my own tongue in it so backrooms is what came to my mind and i tried recreating that with my own artistic choices the fuses the keys the all kinda crowbar and stuff mechanics and yeahh i might irritate you with the fact of fining these things i mean they are infront of you but also kinda not so ahppy figuring out ma man the keys an th crowbar and the fuse part: again the thing was that im not A VERY GOOD COER AND SO NEW TO GAME DEV AND THE KEY MECHANICS THE FUSE MECHANICS THE BULKHEAD ALL GOT ME AGAIN BUT WHEN THERE IS A WILL THERE IS A WAY I JUST LAYED OUT THE DESIGHN MESSED WITH MY HEAD, ASKED HELP FROM THESE YT GODOT GODS AND we were so backkkkk the visual context below ik y like visuals mor than these lame azz textsss also there is almond milk in the game incase you get tired Spoiler warning…. if you are finding the last key its over here {hint} so that y give me a lott of gold and make my cpu better so that i make more amazing projects like these babyeee enough context for now 3— ALRR MY VISUALLY MOST FAVOURITE SCENE THIS IS THE SECONG VISUALLY FAV THE FIRST IS YET TO COME…. So the vault scene Moths & mices: these are the two thigs which i learned to animate move aroud and give a little to the environment again meshing them notating them burned me out and heatd me and my hardware both up but eventually it turned out pretty good i used the help of git reps brackeys tuts and also there is this guy named omni gox something he makes really good yt tuts and bcz of these all awsome dudes a little mind of mine and a hecktick amount of trial and error and we diddditttttttttttttt…… 4— Alrrr so now we talk about the house scene and the things that i wporked on…. Fake taxi (fake exit and the real exit*): so the thing was thatafter the player does all the tasks in thisscene then he get two oors and he has to choose between them one is thefake exit which gets him killed and the other one lets him pass through the level wohooo and that stupid thing messed me over bcz im shit at technicalities but again wehave yt the saviour and yeahh we figured it out the problem was that i was not ale to understan how do i link two doors in th same scene to two different places…. i also aaddded cool tables the always biting plant as an metaphor and almod milk for energy just check the game out itlll all make sense for ya….
Ships:
i just made it cause i wanted something that actually feels off like a vhs style game with kind of an psycological horror not jumpscare spam shi. the butterfly is the daughter guiding you through stuff its not accurate bcz she aswell is messed up bcz ofcccc she is sick what do you evenm expect a sick little girl to do for you...
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1792878653.7896104
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1793742653.7896104
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50286
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YOURS by @deepermemer | Stardance
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deepermemer
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2
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34.0
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141
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T18:26:21Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It’s a custom new tab made by me. It’s based on the feeling of something being your own that’s what it’s name suggest… “YOURS” And it’s theme is dark and blue so it won’t hurt your eyes and it should looks good as I am a guy who is into designing and shi so i tried to make it look good It’s features contain a lot of things but all are the one you need so you don’t hv roam here and there it’s your everything… It has clock, it has weather(allow location acces to get it), it has search bar it works with Google… Typing url leads you directly to url… Typing other than url searches it on google, it has to-do to keep your tasks together… U can delete a to-do… You can make a to-do… You can edit a to-do… you can check a to-do, it has music player with good songs… Previous next and play pause shi everything, it has recent tabs … It tracks latest 10 sites you visited and there’s a delete button too to delete them. I had only used ai to understand concept and to check if there’s a error or not Credits, it motive and other stuff are written in README you check from there from review of old ship i got to know people wanted multi search engine so i added it click on google icon in search bar it will let u change search engine rn it has brave duckduckgo and google", "repo": "https://github.com/deepermemer-bit/Yours", "demo": "https://yours-virid.vercel.app"}, {"ship_num": 2, "ts": "2026-09-04T14:05:22Z", "hours": 32.0, "multiplier": 4.4, "payout": 141, "blessing": "neutral", "text": "It’s a custom new tab made by me. It’s based on the feeling of something being your own that’s what it’s name suggest… “YOURS” And it’s theme is dark and blue so it won’t hurt your eyes and it should looks good as I am a guy who is into designing and shi so i tried to make it look good It’s features contain a lot of things but all are the one you need so you don’t hv roam here and there it’s your everything… It has clock , it has weather (allow location acces to get it), it has search bar it works with Google… Typing url leads you directly to url… Typing other than url searches it on google, it has to-do to keep your tasks together… U can delete a to-do… You can make a to-do… You can edit a to-do… you can check a to-do, it has music player with good songs… Previous next and play pause shi everything, it has recent tabs … It tracks latest 10 sites you visited and there’s a delete button too to delete them. I had only used ai to understand concept and to check if there’s a error or not Credits, it motive and other stuff are written in README you check from there", "repo": "https://github.com/deepermemer-bit/Yours", "demo": "https://yours-virid.vercel.app"}]...
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[{"post_id": 65505, "ts": "202 [{"post_id": 65505, "ts": "2026-09-10T18:16:52Z", "hours": 1.8931, "text": "DEVLOG-10 got a laptop suiiii yeah so ts is 1st devlog from laptop and rehsiping this proj with multi search engine option, so added it, yeah"}, {"post_id": 61447, "ts": "2026-09-04T11:32:05Z", "hours": 2.8594, "text": "DEVLOG-9 done adding random stuff and readme too took a long time… Enhancements were easy but readme… Nah there was a lot of things to write… But now it’s done suiiiii…."}, {"post_id": 61034, "ts": "2026-09-03T18:58:16Z", "hours": 4.6231, "text": "DEVLOG-8 finally everything done now jus some random enhancements left suiii…. After that I will write a good readme then ship then sleep"}, {"post_id": 58143, "ts": "2026-08-30T14:30:40Z", "hours": 2.175, "text": "DEVLOG-7 as I said I will be consistent… Had done making To-do now it full and final (may do some changes at last of proj as a cherry on top) It has 4 placeholder todos u add more and also del them and also check them (it was tough man) now I will head to music player then readme then final upgrading then ship then pray to god for good ratings then sleep… Ahem ahem okay enough yapping let me go for music player… Pokemon"}, {"post_id": 57905, "ts": "2026-08-30T07:28:59Z", "hours": 8.0994, "text": "DEVLOG-6 okay hadn’t posted from a while but work is still going on mah man… Yup I had done a lot of things such as upgrading css (I am in love with css) had done js of clock, weather, recent tabs search bar etc. working on todo then will work on music player that’s it suiiiiiiii (I will be more consistent i wear)"}, {"post_id": 53716, "ts": "2026-08-24T11:59:22Z", "hours": 1.2725, "text": "#DEVLOG-5 this Devlog is coming too early I mean I haven’t done a lot of work but its to announce that i finally ended doing css stuf 😭 now stepping towards js suiiii… See you after some js."}, {"post_id": 52976, "ts": "2026-08-23T10:58:18Z", "hours": 4.7611, "text": "#DEVLOG-4 whole css done too only js remaining now will do some minor changes in css later ig but this is the end visual till then I am fed up so going now bye… Soon project will be ready"}, {"post_id": 52216, "ts": "2026-08-22T09:50:11Z", "hours": 3.2431, "text": "#DEVLOG-3 most css done such as search bar, side bar, recent tabs, and other stuff still ig 40% css remaining to do and thats why in image it looks bad and as I am a new person in coding like yeah I am literally coding stuff for like 3rd or 4th time in my whole life so its pretty confusing but fun at the same time + I am more into visual things thats why I am making mostly visual stuff on my own like that bg image and stuff and the js aaaaa thats the main prob for me its too confusing man that’s it now go do something else till i complete my stuff"}, {"post_id": 51490, "ts": "2026-08-21T07:20:11Z", "hours": 2.4472, "text": "#DEVLOG-2 This time i had done making whole html file… 182 additions doen, had also done some css shi and added some image files in project too i have a refrence image made by me… So i am jus trying to achieve that quality…"}, {"post_id": 51135, "ts": "2026-08-20T17:06:12Z", "hours": 2.5503, "text": "YOURS - DEVLOG 1, had finally started doing stuff this is the 1st project mainly focused on the mission give your website a pulse or something i forgot the Mission name tbh… Well what’s the progress? Had done Setuping basic stuff such as readme, vercel, git, GitHub, hackatime and all it took some time (or may be i was the lazy one, wo cares…) + started work on the project too had made html css and js files. I already had started to commit stuff and yeah I had committed a lot… + started work on html too (basic layout is ready). So that’s it it’s my 1st project, will try to complete it as early as i can…"}]...
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Title: YOURS by @deepermemer | Stardance
Devlogs: Title: YOURS by @deepermemer | Stardance
Devlogs:
YOURS - DEVLOG 1, had finally started doing stuff this is the 1st project mainly focused on the mission give your website a pulse or something i forgot the Mission name tbh… Well what’s the progress? Had done Setuping basic stuff such as readme, vercel, git, GitHub, hackatime and all it took some time (or may be i was the lazy one, wo cares…) + started work on the project too had made html css and js files. I already had started to commit stuff and yeah I had committed a lot… + started work on html too (basic layout is ready). So that’s it it’s my 1st project, will try to complete it as early as i can…
#DEVLOG-2 This time i had done making whole html file… 182 additions doen, had also done some css shi and added some image files in project too i have a refrence image made by me… So i am jus trying to achieve that quality…
#DEVLOG-3 most css done such as search bar, side bar, recent tabs, and other stuff still ig 40% css remaining to do and thats why in image it looks bad and as I am a new person in coding like yeah I am literally coding stuff for like 3rd or 4th time in my whole life so its pretty confusing but fun at the same time + I am more into visual things thats why I am making mostly visual stuff on my own like that bg image and stuff and the js aaaaa thats the main prob for me its too confusing man that’s it now go do something else till i complete my stuff
#DEVLOG-4 whole css done too only js remaining now will do some minor changes in css later ig but this is the end visual till then I am fed up so going now bye… Soon project will be ready
#DEVLOG-5 this Devlog is coming too early I mean I haven’t done a lot of work but its to announce that i finally ended doing css stuf 😭 now stepping towards js suiiii… See you after some js.
DEVLOG-6 okay hadn’t posted from a while but work is still going on mah man… Yup I had done a lot of things such as upgrading css (I am in love with css) had done js of clock, weather, recent tabs search bar etc. working on todo then will work on music player that’s it suiiiiiiii (I will be more consistent i wear)
DEVLOG-7 as I said I will be consistent… Had done making To-do now it full and final (may do some changes at last of proj as a cherry on top) It has 4 placeholder todos u add more and also del them and also check them (it was tough man) now I will head to music player then readme then final upgrading then ship then pray to god for good ratings then sleep… Ahem ahem okay enough yapping let me go for music player… Pokemon
DEVLOG-8 finally everything done now jus some random enhancements left suiii…. After that I will write a good readme then ship then sleep
DEVLOG-9 done adding random stuff and readme too took a long time… Enhancements were easy but readme… Nah there was a lot of things to write… But now it’s done suiiiii….
DEVLOG-10 got a laptop suiiii yeah so ts is 1st devlog from laptop and rehsiping this proj with multi search engine option, so added it, yeah
Ships:
It’s a custom new tab made by me. It’s based on the feeling of something being your own that’s what it’s name suggest… “YOURS” And it’s theme is dark and blue so it won’t hurt your eyes and it should looks good as I am a guy who is into designing and shi so i tried to make it look good It’s features contain a lot of things but all are the one you need so you don’t hv roam here and there it’s your everything… It has clock , it has weather (allow location acces to get it), it has search bar it works with Google… Typing url leads you directly to url… Typing other than url searches it on google, it has to-do to keep your tasks together… U can delete a to-do… You can make a to-do… You can edit a to-do… you can check a to-do, it has music player with good songs… Previous next and play pause shi everything, it has recent tabs … It tracks latest 10 sites you visited and there’s a delete button too to delete them. I had only used ai to understand concept and to check if there’s a error or not Credits, it motive and other stuff are written in README you check from there
It’s a custom new tab made by me. It’s based on the feeling of something being your own that’s what it’s name suggest… “YOURS” And it’s theme is dark and blue so it won’t hurt your eyes and it should looks good as I am a guy who is into designing and shi so i tried to make it look good It’s features contain a lot of things but all are the one you need so you don’t hv roam here and there it’s your everything… It has clock, it has weather(allow location acces to get it), it has search bar it works with Google… Typing url leads you directly to url… Typing other than url searches it on google, it has to-do to keep your tasks together… U can delete a to-do… You can make a to-do… You can edit a to-do… you can check a to-do, it has music player with good songs… Previous next and play pause shi everything, it has recent tabs … It tracks latest 10 sites you visited and there’s a delete button too to delete them. I had only used ai to understand concept and to check if there’s a error or not Credits, it motive and other stuff are written in README you check from there from review of old ship i got to know people wanted multi search engine so i added it click on google icon in search bar it will let u change search engine rn it has brave duckduckgo and google...
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1793065747.2781298
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1793152147.2781298
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19621
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Helixxed by @kaplin86 | Stardance
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kaplin86
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1
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11.0
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140
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T20:41:50Z", "hours": 11.0, "multiplier": 13.07, "payout": 140, "blessing": "neutral", "text": "Helixxed is a brickbreaker where you mutate your ball with genes. Every round, the bricks you face become stronger, requiring more strategy and genes to make it through the round before you run out of shots! Theres some basic genes, like homing, but also some stranger ones like floaty, which causes the ball to move down slower, or misstep, which causes it to go in a random direction every bounce! I had a lot of fun making the modular system behind the genes themselves, and I tried to make it very easy to add new ones in the future!", "repo": "https://github.com/Kaplin86/helixxed", "demo": "https://kaplin86.itch.io/helixxed"}]...
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[{"post_id": 20166, "ts": "202 [{"post_id": 20166, "ts": "2026-07-01T18:25:45Z", "hours": 0.8456, "text": "I forgot to devlog all the tracked time when I tracked it weeks ago, oops! Im coming back around to finally finish off the project after getting sidetracked :) Anyways, I did some bug fixes (like finding a new shader when the old one broke on web), alongside reworking how the paddle interacts with the ball. Lastly, I finished my readme so I can ship fully!"}, {"post_id": 11787, "ts": "2026-06-19T05:45:49Z", "hours": 1.7617, "text": "I redesigned a lot of the stuff and i made a death screen."}, {"post_id": 11739, "ts": "2026-06-19T03:35:37Z", "hours": 3.3833, "text": "I made the main mechanic of my game: Genes! Using genes you can alter how the ball behaves. So far there are 9, 3 of which can only be obtained from the shop’s charity feature! Im speedrunning development because I am going out of town soon, and will miss the deadline for godot wild jam if i dont submit soon!"}, {"post_id": 10423, "ts": "2026-06-17T04:09:01Z", "hours": 2.6414, "text": "I got a simple (un-cool-ified) game loop working!! I also did some slight improvements on my upscaler thingamajiggy. wanted to clarify its not really for ACTUAL upscaling, but more of a stylistic application of more pixels to create smooth triangles that were previously not in said image."}, {"post_id": 9719, "ts": "2026-06-16T04:22:00Z", "hours": 2.0625, "text": "First devlog!! I probably should have done this after 15 minutes like intended, but I suppose my old shiba devlog habits never left me! So far, ive done some work getting ball and paddle movement. At the start the ball is “mounted”, so it sticks to the paddle and can be aimed, and then click to launch. Simple stuff. Most of my time was actually spent trying to do a specific visual effect. I want to try and make this game using pixel art, but a type of pixel art where each pixel has smooth triangle shapes between ’em. I dont know what exactly thats called, but I decided to try that. The idea came from a little game called “mindustry” where i thought they had a shader that does what i described. I dont actually know if they do. I dont actually know if they do anything special, they just keep image sizes good. you cant see any pixel edges unless you zoom in a external program. To replicate the effect i want, im making it so in runtime it generates a new, larger texture with a X size increase. Then, with the new size, it will create triangles to smooth out pixels. Its going decently. Theres some weird bug with my calculations though where its acting like some pixels are something else in the original image than what they actually are. Oh well. I will probably make a fix tommorow :) Same with the fact that it isnt transparent. I wonder if i should try making it a shader again (i gave up on the shader at first since it wasnt working at all)"}]...
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Title: Helixxed by @kaplin86 | Stardance
Devlogs: Title: Helixxed by @kaplin86 | Stardance
Devlogs:
First devlog!! I probably should have done this after 15 minutes like intended, but I suppose my old shiba devlog habits never left me! So far, ive done some work getting ball and paddle movement. At the start the ball is “mounted”, so it sticks to the paddle and can be aimed, and then click to launch. Simple stuff. Most of my time was actually spent trying to do a specific visual effect. I want to try and make this game using pixel art, but a type of pixel art where each pixel has smooth triangle shapes between ’em. I dont know what exactly thats called, but I decided to try that. The idea came from a little game called “mindustry” where i thought they had a shader that does what i described. I dont actually know if they do. I dont actually know if they do anything special, they just keep image sizes good. you cant see any pixel edges unless you zoom in a external program. To replicate the effect i want, im making it so in runtime it generates a new, larger texture with a X size increase. Then, with the new size, it will create triangles to smooth out pixels. Its going decently. Theres some weird bug with my calculations though where its acting like some pixels are something else in the original image than what they actually are. Oh well. I will probably make a fix tommorow :) Same with the fact that it isnt transparent. I wonder if i should try making it a shader again (i gave up on the shader at first since it wasnt working at all)
I got a simple (un-cool-ified) game loop working!! I also did some slight improvements on my upscaler thingamajiggy. wanted to clarify its not really for ACTUAL upscaling, but more of a stylistic application of more pixels to create smooth triangles that were previously not in said image.
I made the main mechanic of my game: Genes! Using genes you can alter how the ball behaves. So far there are 9, 3 of which can only be obtained from the shop’s charity feature! Im speedrunning development because I am going out of town soon, and will miss the deadline for godot wild jam if i dont submit soon!
I redesigned a lot of the stuff and i made a death screen.
I forgot to devlog all the tracked time when I tracked it weeks ago, oops! Im coming back around to finally finish off the project after getting sidetracked :) Anyways, I did some bug fixes (like finding a new shader when the old one broke on web), alongside reworking how the paddle interacts with the ball. Lastly, I finished my readme so I can ship fully!
Ships:
Helixxed is a brickbreaker where you mutate your ball with genes. Every round, the bricks you face become stronger, requiring more strategy and genes to make it through the round before you run out of shots! Theres some basic genes, like homing, but also some stranger ones like floaty, which causes the ball to move down slower, or misstep, which causes it to go in a random direction every bounce! I had a lot of fun making the modular system behind the genes themselves, and I tried to make it very easy to add new ones in the future!...
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1793112634.6937916
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1793199034.6937916
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