|
2398
|
Dots by @Ivan | Stardance
|
Ivan
|
1
|
30.46
|
127
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T18:24:51Z", "hours": 28.0, "multiplier": 4.62, "payout": 127, "blessing": "neutral", "text": "I coded Dots, a paper-and-pen game that I loved playing as a kid! The game features several game modes including PvP and PvE. The game engine uses algorithms such as Minimax and Alpha-beta pruning that I learned from Sebastian Lague’s series on Chess programming.", "repo": "https://github.com/IvanMishin1/dots-pygame", "demo": "https://ivannn06.itch.io/dots"}]...
|
[{"post_id": 28326, "ts": "202 [{"post_id": 28326, "ts": "2026-07-14T14:40:14Z", "hours": 2.4639, "text": "I’ve been wanting to learn how to use Blender for quite a while which is why I decided to make an icon for Dots using this software. I found it quite complicated a first but quickly learnt the basics of how it works. Choosing the right shades of red and blue took quite a lot of time."}, {"post_id": 23001, "ts": "2026-07-05T18:16:59Z", "hours": 2.6153, "text": "Worked on the readme file and polished the game for its first ship!"}, {"post_id": 22819, "ts": "2026-07-05T12:35:52Z", "hours": 1.9203, "text": "Added a few menus to make launching the game more straightforward. Also included a short guide."}, {"post_id": 22736, "ts": "2026-07-05T09:57:45Z", "hours": 8.3325, "text": "I got inspired by Sebastian Lague’s series on Chess engines so I decided to create my own engine but for Dots. I implemented the Minimax algorithm with Alpha-beta pruning which is often used in Chess bots. It is worth mentioning that despite it’s simple nature, the computational complexity of a dots engine is WAY higher than that of a chess engine: there are about 10^40 possible positions in chess compared to 10^120 in Dots. Furthermore, there is very little documentation on Dots engines, except for one article from 2002. The image attached is a game between a depth 2 and a depth 4 engine."}, {"post_id": 5811, "ts": "2026-06-09T18:58:47Z", "hours": 2.1308, "text": "Implemented the ability to have more than 2 players! This is not part of the classical game rules but I found this variation to be very fun to play. Currently it supports up to 6 players. Implementing this functionality required me to change the way players are handled which made the code clearer."}, {"post_id": 3581, "ts": "2026-06-06T16:10:26Z", "hours": 2.8408, "text": "Fully separated the game logic from the Pygame graphical interface. I am now considering making a web version of the game using Django"}, {"post_id": 2333, "ts": "2026-06-04T19:27:44Z", "hours": 1.0664, "text": "Lost against my little sister TWICE"}, {"post_id": 2185, "ts": "2026-06-04T15:26:58Z", "hours": 1.8442, "text": "Significantly increased the precision of the dot-capturing algorithm and added a scoreboard."}, {"post_id": 1478, "ts": "2026-06-03T15:00:56Z", "hours": 5.3764, "text": "Implemented the dot-capturing algorithm. A dot is captured when it is completely surrounded by opponents’ dots. This turned out to be much more complicated than expected."}, {"post_id": 367, "ts": "2026-06-01T18:20:46Z", "hours": 1.4261, "text": "I decided to start off Stardance by coding a pen-and-paper strategy game that I loved playing as a child: Dots (aka Kropki or Tochki). First, I created a grid layout and implemented the ability to place dots."}]...
|
Title: Dots by @Ivan | Stardance
Devlogs:
I decid Title: Dots by @Ivan | Stardance
Devlogs:
I decided to start off Stardance by coding a pen-and-paper strategy game that I loved playing as a child: Dots (aka Kropki or Tochki). First, I created a grid layout and implemented the ability to place dots.
Implemented the dot-capturing algorithm. A dot is captured when it is completely surrounded by opponents’ dots. This turned out to be much more complicated than expected.
Significantly increased the precision of the dot-capturing algorithm and added a scoreboard.
Lost against my little sister TWICE
Fully separated the game logic from the Pygame graphical interface. I am now considering making a web version of the game using Django
Implemented the ability to have more than 2 players! This is not part of the classical game rules but I found this variation to be very fun to play. Currently it supports up to 6 players. Implementing this functionality required me to change the way players are handled which made the code clearer.
I got inspired by Sebastian Lague’s series on Chess engines so I decided to create my own engine but for Dots. I implemented the Minimax algorithm with Alpha-beta pruning which is often used in Chess bots. It is worth mentioning that despite it’s simple nature, the computational complexity of a dots engine is WAY higher than that of a chess engine: there are about 10^40 possible positions in chess compared to 10^120 in Dots. Furthermore, there is very little documentation on Dots engines, except for one article from 2002. The image attached is a game between a depth 2 and a depth 4 engine.
Added a few menus to make launching the game more straightforward. Also included a short guide.
Worked on the readme file and polished the game for its first ship!
I’ve been wanting to learn how to use Blender for quite a while which is why I decided to make an icon for Dots using this software. I found it quite complicated a first but quickly learnt the basics of how it works. Choosing the right shades of red and blue took quite a lot of time.
Ships:
I coded Dots, a paper-and-pen game that I loved playing as a kid! The game features several game modes including PvP and PvE. The game engine uses algorithms such as Minimax and Alpha-beta pruning that I learned from Sebastian Lague’s series on Chess programming....
|
1793109317.0699468
|
1793195717.0699468
|
|
17663
|
Pipe Organ Simulation by @Cy | Stardance
|
Cy
|
1
|
13.0
|
127
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-18T06:06:35Z", "hours": 13.0, "multiplier": 10.0, "payout": 127, "blessing": "neutral", "text": "I have made a Pipe Organ Synth Simulation to create organ sounds for my music. The reason why I have made this Is because I searched online for a certain sounding organ that I have heard in a song and found nothing. The most challenging part of this whole program would be trying to make the sound and trying to figure out what button is off out of the 100 buttons when there is a problem with one. It was also very tedious copy and pasting and slightly modifying the same code for all of those buttons. I am really proud of how the sound turned out because I was a little scared that it would just sound like sine waves just clashing together (you can make that sound still), but with the slight bit of noise makes it sound like pumping air. What people should know when testing my program for the first time is to load the light.json preset and modify it little by little by using whole numbers for the wave width buttons.", "repo": "https://github.com/Cybrock9000/Organ-Simulation", "demo": "https://cyberwolfgames.itch.io/cys-pipe-organ-simulation"}]...
|
[{"post_id": 30531, "ts": "202 [{"post_id": 30531, "ts": "2026-07-18T05:45:20Z", "hours": 1.4642, "text": "I have polished up the ui and added a couple more features like a button to have the sound wave to auto scroll and more fade options. all code is open source and is (mostly) easy to read and i am going to ship this project now :)"}, {"post_id": 29988, "ts": "2026-07-17T06:37:16Z", "hours": 1.5622, "text": "DEMO RELEASED!!!!!!!!!!!!!!!! I have done some minor things to finish up this project like: saving and loading sounds, setting the duration of the output and adding a button to clear the grid to start new. The demo is a exe that works on pcs that dont have python too. More info on how to use in the Read Me ."}, {"post_id": 28741, "ts": "2026-07-15T05:46:26Z", "hours": 5.1436, "text": "Like I said in my devlog with my engine, I have found Terraria and it is amazing. so that is why i have been off for a while. But I have done so much today with both the engine and this simulation like: double the amount of waves you can mess with (96 buttons total in that grid), there is attack fade and noise toggles, you can now test and hear your sound in the program without trying to find it in the files. and now my code is one super long (1490 lines) repeating ‘mess’. BUT, it works and runs fast. Expect a demo soon :) ."}, {"post_id": 14223, "ts": "2026-06-23T07:21:18Z", "hours": 4.5286, "text": "So, I have done quite a bit with this project compared to the engine this past week. It is pretty much just a wave maker that creates interesting sounds by changing quite a few variables. I want to make it so its purpose is to recreate organ sounds (like the wave you see in the pic). But once you touch any variable, I will ether sound good or blow you brains out. So this will be a project that I will dabble in every so often to figure out how to fix it. (maybe use preset waves and modify those)"}]...
|
Title: Pipe Organ Simulation by @Cy | Stardance
D Title: Pipe Organ Simulation by @Cy | Stardance
Devlogs:
So, I have done quite a bit with this project compared to the engine this past week. It is pretty much just a wave maker that creates interesting sounds by changing quite a few variables. I want to make it so its purpose is to recreate organ sounds (like the wave you see in the pic). But once you touch any variable, I will ether sound good or blow you brains out. So this will be a project that I will dabble in every so often to figure out how to fix it. (maybe use preset waves and modify those)
Like I said in my devlog with my engine, I have found Terraria and it is amazing. so that is why i have been off for a while. But I have done so much today with both the engine and this simulation like: double the amount of waves you can mess with (96 buttons total in that grid), there is attack fade and noise toggles, you can now test and hear your sound in the program without trying to find it in the files. and now my code is one super long (1490 lines) repeating ‘mess’. BUT, it works and runs fast. Expect a demo soon :) .
DEMO RELEASED!!!!!!!!!!!!!!!! I have done some minor things to finish up this project like: saving and loading sounds, setting the duration of the output and adding a button to clear the grid to start new. The demo is a exe that works on pcs that dont have python too. More info on how to use in the Read Me .
I have polished up the ui and added a couple more features like a button to have the sound wave to auto scroll and more fade options. all code is open source and is (mostly) easy to read and i am going to ship this project now :)
Ships:
I have made a Pipe Organ Synth Simulation to create organ sounds for my music. The reason why I have made this Is because I searched online for a certain sounding organ that I have heard in a song and found nothing. The most challenging part of this whole program would be trying to make the sound and trying to figure out what button is off out of the 100 buttons when there is a problem with one. It was also very tedious copy and pasting and slightly modifying the same code for all of those buttons. I am really proud of how the sound turned out because I was a little scared that it would just sound like sine waves just clashing together (you can make that sound still), but with the slight bit of noise makes it sound like pumping air. What people should know when testing my program for the first time is to load the light.json preset and modify it little by little by using whole numbers for the wave width buttons....
|
1793112455.548516
|
1793198855.548516
|
|
20353
|
Offline Youtube-esque player by @Fury | Stardance
|
Fury
|
1
|
23.27
|
127
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T04:10:27Z", "hours": 23.0, "multiplier": 5.56, "payout": 127, "blessing": "neutral", "text": "I made an Offline Media player", "repo": "https://github.com/Furyx407/Offline-YT-Player", "demo": "https://github.com/Furyx407/Offline-YT-Player/releases/tag/V1.0.0"}]...
|
[{"post_id": 19836, "ts": "202 [{"post_id": 19836, "ts": "2026-07-01T07:15:55Z", "hours": 0.2714, "text": "Added a Windows executable, was annoying because there is not an easy way to convert python to windows executable on Linux ( PyInstaller converts it to a Linux executable)"}, {"post_id": 18121, "ts": "2026-06-29T04:03:55Z", "hours": 2.5006, "text": "Implemented ability to resize thumbnails"}, {"post_id": 15346, "ts": "2026-06-24T23:03:21Z", "hours": 1.1494, "text": "Added ability to change the playback speed, it was somehow easier than having the icons change colours ( I am still procrastinating it)"}, {"post_id": 14722, "ts": "2026-06-23T22:39:33Z", "hours": 0.7844, "text": "Made settings persistent and added a toggle to set duration label to time left, making settings persistent was easier than expected as it was just a couple lines of code but getting syntax correctly was annoying."}, {"post_id": 14194, "ts": "2026-06-23T05:56:02Z", "hours": 0.6967, "text": "Implemented (Working) Dark and light mode, not currently persistent but was annoying because I had to make a custom toggle switch."}, {"post_id": 14122, "ts": "2026-06-23T03:06:05Z", "hours": 5.3253, "text": "Implemented settings with toggle options, haven’t populated it yet but implementing a toggle switch was hard as there isn’t one natively in PyQt6"}, {"post_id": 12509, "ts": "2026-06-20T13:05:28Z", "hours": 3.3236, "text": "Implemented basic video playback"}, {"post_id": 11931, "ts": "2026-06-19T13:52:04Z", "hours": 7.0711, "text": "Implemented Thumbnails and title (with wrapping), thumbnails layout changes with resizing"}, {"post_id": 10938, "ts": "2026-06-17T22:35:09Z", "hours": 2.1292, "text": "Implement PyQt6 & added exit button and search box"}]...
|
Title: Offline Youtube-esque player by @Fury | Sta Title: Offline Youtube-esque player by @Fury | Stardance
Devlogs:
Implement PyQt6 & added exit button and search box
Implemented Thumbnails and title (with wrapping), thumbnails layout changes with resizing
Implemented basic video playback
Implemented settings with toggle options, haven’t populated it yet but implementing a toggle switch was hard as there isn’t one natively in PyQt6
Implemented (Working) Dark and light mode, not currently persistent but was annoying because I had to make a custom toggle switch.
Made settings persistent and added a toggle to set duration label to time left, making settings persistent was easier than expected as it was just a couple lines of code but getting syntax correctly was annoying.
Added ability to change the playback speed, it was somehow easier than having the icons change colours ( I am still procrastinating it)
Implemented ability to resize thumbnails
Added a Windows executable, was annoying because there is not an easy way to convert python to windows executable on Linux ( PyInstaller converts it to a Linux executable)
Ships:
I made an Offline Media player...
|
1792997658.68875
|
1793084058.68875
|
|
30432
|
My own site! by @blackbird | Stardance
|
|
2
|
29.0
|
127
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T18:22:43Z", "hours": 14.0, "multiplier": 9.04, "payout": 127, "blessing": "neutral", "text": "The second version of the site is up. This one has added a new UI (as I had a lot of fun with the last one) that moves as the user scrolls. This UI is based on engineering blueprints, as that is the career I’m hoping to go into in the future. There were a few interesting bugs with page links that I’ve never encountered before, but that was sorted out pretty quickly.", "repo": "https://github.com/flyingchickensaucer/personal-website", "demo": "https://personal-website-kohl-theta.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-05T07:13:46Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished putting the site up. The whole thing’s made to look like an old star chart, mostly because I think they look cool. The constellation on the front is Corvus. There’s also a little clock that runs solar, sidereal, and dynamical time at once, which nobody actually needs except astrophysicists, but it’s cool.", "repo": "https://github.com/flyingchickensaucer/personal-website", "demo": "https://personal-website-kohl-theta.vercel.app/"}]...
|
[{"post_id": 26710, "ts": "202 [{"post_id": 26710, "ts": "2026-07-11T17:40:20Z", "hours": 4.5483, "text": "The last of the edits are up! Most of the changes are just optimization and making sure that everything on the blueprint version of the site matches the star chart version without being the same. A few bugs popped up due to url linking issues, but those were fixed by swapping out the dev server, which was stripping trailing slashes so the blueprint pages kept using the star chart’s stylesheet. A secret 404 error page was also added, which will probably never pop up due to the site being so simple and unclicked-on."}, {"post_id": 25999, "ts": "2026-07-10T15:35:41Z", "hours": 6.4333, "text": "In this iteration, I added a lot of moving parts to the background, and all are up and spinning. There are still issues with the website not looking good on mobile and objects spinning the wrong way. There isn’t much to say, as it’s mostly just UI changes to make the background more intricate and add an image of a plane. To Do: make sure all the background elements spin the right way change the formatting for the rest of the pages switch out the plane image (it’s kind of ugly, I take suggestions)"}, {"post_id": 25779, "ts": "2026-07-10T07:26:45Z", "hours": 3.0639, "text": "I am starting a new UI in addition to my previous one, as I had a lot of fun with it. Here is currently a preview of it. The rest will take a very long time, but it likely won’t seem like much as it’s mostly just adding movement to the background. Some of the issues I have had include drawing out all the gears in the background and just figuring out a unique UI that both matches with the star chart one and reflects my interest in engineering. To Do: make the background gears turn as I scroll the page add more ui elements to the background give the ui a bit more warmth (the blue seems too cold)"}, {"post_id": 22637, "ts": "2026-07-05T05:57:48Z", "hours": 7.2603, "text": "There are minimal changes to the site, but also rather time-consuming ones. The main difference is the background, which required much trial and error. The clock section was also changed and the constellation fixed."}, {"post_id": 22215, "ts": "2026-07-04T16:05:24Z", "hours": 2.3575, "text": "The changes made in this iteration were mostly unnoticable small bugs. For one, the bar at the top was not leaving the page when I scrolled. This was of my own fault for adding a setting that I didn’t want. I changed the constellation to better fit, but it still needs tweaking. The three clocks for important astrophysics times were added. To Do: change clock position to a better place (I take suggestions!) add more to the background improve the star positioning for the constellation"}, {"post_id": 22019, "ts": "2026-07-04T08:10:07Z", "hours": 5.0661, "text": "This is a long overdue devlog. I spent about five hours with this project without even noticing time going by because I was so excited to make this cool new UI. Built out my personal site around a star-atlas-chart theme, with four pages: home, about, resume, and a “random stuff” page for small games and experiments. Got it deployed to GitHub and Vercel (Vercel was previously done already as this is a long term project). Still to do: Fix the constellation (Corvus is wrong and I need to recalculate the star positions) Figure out how to add sidereal time + UTC to the page Fix the top nav bar cause the links are hard to click right now Add more lines to the background so it seems written on"}]...
|
Title: My own site! by @blackbird | Stardance
Dev Title: My own site! by @blackbird | Stardance
Devlogs:
This is a long overdue devlog. I spent about five hours with this project without even noticing time going by because I was so excited to make this cool new UI. Built out my personal site around a star-atlas-chart theme, with four pages: home, about, resume, and a “random stuff” page for small games and experiments. Got it deployed to GitHub and Vercel (Vercel was previously done already as this is a long term project). Still to do: Fix the constellation (Corvus is wrong and I need to recalculate the star positions) Figure out how to add sidereal time + UTC to the page Fix the top nav bar cause the links are hard to click right now Add more lines to the background so it seems written on
The changes made in this iteration were mostly unnoticable small bugs. For one, the bar at the top was not leaving the page when I scrolled. This was of my own fault for adding a setting that I didn’t want. I changed the constellation to better fit, but it still needs tweaking. The three clocks for important astrophysics times were added. To Do: change clock position to a better place (I take suggestions!) add more to the background improve the star positioning for the constellation
There are minimal changes to the site, but also rather time-consuming ones. The main difference is the background, which required much trial and error. The clock section was also changed and the constellation fixed.
I am starting a new UI in addition to my previous one, as I had a lot of fun with it. Here is currently a preview of it. The rest will take a very long time, but it likely won’t seem like much as it’s mostly just adding movement to the background. Some of the issues I have had include drawing out all the gears in the background and just figuring out a unique UI that both matches with the star chart one and reflects my interest in engineering. To Do: make the background gears turn as I scroll the page add more ui elements to the background give the ui a bit more warmth (the blue seems too cold)
In this iteration, I added a lot of moving parts to the background, and all are up and spinning. There are still issues with the website not looking good on mobile and objects spinning the wrong way. There isn’t much to say, as it’s mostly just UI changes to make the background more intricate and add an image of a plane. To Do: make sure all the background elements spin the right way change the formatting for the rest of the pages switch out the plane image (it’s kind of ugly, I take suggestions)
The last of the edits are up! Most of the changes are just optimization and making sure that everything on the blueprint version of the site matches the star chart version without being the same. A few bugs popped up due to url linking issues, but those were fixed by swapping out the dev server, which was stripping trailing slashes so the blueprint pages kept using the star chart’s stylesheet. A secret 404 error page was also added, which will probably never pop up due to the site being so simple and unclicked-on.
Ships:
Finished putting the site up. The whole thing’s made to look like an old star chart, mostly because I think they look cool. The constellation on the front is Corvus. There’s also a little clock that runs solar, sidereal, and dynamical time at once, which nobody actually needs except astrophysicists, but it’s cool.
The second version of the site is up. This one has added a new UI (as I had a lot of fun with the last one) that moves as the user scrolls. This UI is based on engineering blueprints, as that is the career I’m hoping to go into in the future. There were a few interesting bugs with page links that I’ve never encountered before, but that was sorted out pretty quickly....
|
1793098035.4769666
|
1793184435.4769666
|
|
35951
|
Slopmark by @hariharann | Stardance
|
hariharann
|
1
|
23.0
|
127
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-18T05:38:15Z", "hours": 23.0, "multiplier": 12.72, "payout": 127, "blessing": "neutral", "text": "-> slopmark is an open ai eval platform where models get the same harness and a rule-based verifier scores them (no llm-as-judge). live at —»> https://slopmark.vercel.app «<–– -> check the three sessions: niche sprint, drawing contest (models draw raw svg very sick btw 🎨), and game night (party-game instruction traps, including the printer haiku 👾). also poke around /bench (byok), /shame, /leaderboard, and /goal if you want. source: https://github.com/nothariharan/benchmark", "repo": "https://github.com/nothariharan/slopmark", "demo": "https://slopmark.vercel.app/"}]...
|
[{"post_id": 30519, "ts": "202 [{"post_id": 30519, "ts": "2026-07-18T04:59:03Z", "hours": 22.8531, "text": "first: why this is one giant devlog instead of a bunch of small ones 🤔 ok so quick context before the actual product dump ive been shipping this under hack club macondo this whole time. i had multiple journals (devlogs) posted there everything was fine until i tried to ship it which then hit me with the ‘u r ‘old’ unc’ so i had to shift programs and here i am that means im not gonna re-post every old macondo update one by one. this single post is the catch-up. everything we built so far in one place. after this normal session-by-session posts continue on stardance live: https://slopmark.vercel.app repo: https://github.com/nothariharan/benchmark what slopmark even is slopmark = the honest slop detector public ai benches are cooked. contamination. saturation. goodhart. vibes scoring. llm-as-judge lying to itself so we built an open eval platform where every model eats the same harness and a rule-based verifier decides pass/fail. never another llm judging another llm spine is dumb on purpose: novel task → fixed harness → behavioral verifier → score + receipt if a model sounds smart but misses the contract it fails. that is the whole product architecture real quick next.js on vercel · eval in lib/harness + lib/eval · providers: openrouter / aiml / fireworks / byok · ~364 seed tasks · rule verifiers only deploy trick: vercel has no sqlite so curated results are committed as results.json and the site just reads them. challenges = curated forever sprints. sessions = ad-hoc byok runs that dont pollute the scoreboards ok architecture done. sessions are the real work the sessions revisitable sprints. fixed tasks. fixed models. fixed harness. run the grid. commit the receipt. anyone can reopen later and see who failed what 1. niche sprint v1 https://slopmark.vercel.app/challenge/niche-sprint-v1 6 aiml models x 10 mixed niche tasks = 60 runs. zero_context. procedural + extract + html + 8-word constraint + json + regex gemini 2.5 flash 90% · deepseek v3 70% · gpt-4o mini + llama 3.1 8b 60% · ministral + qwen 50% every model ate dirt on the 8-word constraint. that one task justified the whole sprint 2. drawing contest v1 https://slopmark.vercel.app/challenge/drawing-contest-v1 text models only. raw svg. no image models. html_contract verifier + live gallery 10 draws (house cat snowman bicycle rocket etc). 5 fireworks models gpt-oss 120b + glm 5.1 = 100%. rest at 90%. common miss: rocket flame color. looking fine is not passing 3. game night v1 https://slopmark.vercel.app/challenge/game-night-v1 same fireworks lineup. party-game instruction contracts: no-e pizza lipogram, pirate wifi, questions-only db explain, taboo cat, 12-word black holes, printer haiku with jam, ALL CAPS chef, haunted house review, internet in one word gpt-oss 90% · deepseek 60% · kimi 30% · glm 5.2 20% · glm 5.1 10% drawing said everyone can draw kinda. game night said almost nobody can shut up and follow a party rule under zero context everything else around it bench + byok · build your own sprint (/challenges/new) · sessions wall · realshot duels · goal games · hall of shame · leaderboard started as arena, pivoted to verifier-first slopmark, stripped auth so vercel just works where we at rn shipped: verifier engine, 3 public sessions with committed receipts, byok + ad-hoc sprints, realshot/goal/shame/leaderboard, vercel json deploy this post is the macondo → stardance handoff. product is slopmark. program is now stardance. building continues from here"}]...
|
Title: Slopmark by @hariharann | Stardance
Devlog Title: Slopmark by @hariharann | Stardance
Devlogs:
first: why this is one giant devlog instead of a bunch of small ones 🤔 ok so quick context before the actual product dump ive been shipping this under hack club macondo this whole time. i had multiple journals (devlogs) posted there everything was fine until i tried to ship it which then hit me with the ‘u r ‘old’ unc’ so i had to shift programs and here i am that means im not gonna re-post every old macondo update one by one. this single post is the catch-up. everything we built so far in one place. after this normal session-by-session posts continue on stardance live: https://slopmark.vercel.app repo: https://github.com/nothariharan/benchmark what slopmark even is slopmark = the honest slop detector public ai benches are cooked. contamination. saturation. goodhart. vibes scoring. llm-as-judge lying to itself so we built an open eval platform where every model eats the same harness and a rule-based verifier decides pass/fail. never another llm judging another llm spine is dumb on purpose: novel task → fixed harness → behavioral verifier → score + receipt if a model sounds smart but misses the contract it fails. that is the whole product architecture real quick next.js on vercel · eval in lib/harness + lib/eval · providers: openrouter / aiml / fireworks / byok · ~364 seed tasks · rule verifiers only deploy trick: vercel has no sqlite so curated results are committed as results.json and the site just reads them. challenges = curated forever sprints. sessions = ad-hoc byok runs that dont pollute the scoreboards ok architecture done. sessions are the real work the sessions revisitable sprints. fixed tasks. fixed models. fixed harness. run the grid. commit the receipt. anyone can reopen later and see who failed what 1. niche sprint v1 https://slopmark.vercel.app/challenge/niche-sprint-v1 6 aiml models x 10 mixed niche tasks = 60 runs. zero_context. procedural + extract + html + 8-word constraint + json + regex gemini 2.5 flash 90% · deepseek v3 70% · gpt-4o mini + llama 3.1 8b 60% · ministral + qwen 50% every model ate dirt on the 8-word constraint. that one task justified the whole sprint 2. drawing contest v1 https://slopmark.vercel.app/challenge/drawing-contest-v1 text models only. raw svg. no image models. html_contract verifier + live gallery 10 draws (house cat snowman bicycle rocket etc). 5 fireworks models gpt-oss 120b + glm 5.1 = 100%. rest at 90%. common miss: rocket flame color. looking fine is not passing 3. game night v1 https://slopmark.vercel.app/challenge/game-night-v1 same fireworks lineup. party-game instruction contracts: no-e pizza lipogram, pirate wifi, questions-only db explain, taboo cat, 12-word black holes, printer haiku with jam, ALL CAPS chef, haunted house review, internet in one word gpt-oss 90% · deepseek 60% · kimi 30% · glm 5.2 20% · glm 5.1 10% drawing said everyone can draw kinda. game night said almost nobody can shut up and follow a party rule under zero context everything else around it bench + byok · build your own sprint (/challenges/new) · sessions wall · realshot duels · goal games · hall of shame · leaderboard started as arena, pivoted to verifier-first slopmark, stripped auth so vercel just works where we at rn shipped: verifier engine, 3 public sessions with committed receipts, byok + ad-hoc sprints, realshot/goal/shame/leaderboard, vercel json deploy this post is the macondo → stardance handoff. product is slopmark. program is now stardance. building continues from here
Ships:
-> slopmark is an open ai eval platform where models get the same harness and a rule-based verifier scores them (no llm-as-judge). live at —»> https://slopmark.vercel.app «<–– -> check the three sessions: niche sprint, drawing contest (models draw raw svg very sick btw 🎨), and game night (party-game instruction traps, including the printer haiku 👾). also poke around /bench (byok), /shame, /leaderboard, and /goal if you want. source: https://github.com/nothariharan/benchmark...
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1793083641.880534
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1793170041.880534
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804
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Essence Reborn Minecraft Plugin by @Grk | Stardanc Essence Reborn Minecraft Plugin by @Grk | Stardance...
|
Grk
|
1
|
10.0
|
126
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T17:01:51Z", "hours": 10.0, "multiplier": 12.05, "payout": 126, "blessing": "neutral", "text": "Essence Reborn is a Minecraft plugin that allows players to be imbued with the power of the mobs that they have slain! How The Plugin Works Kill mobs to have a chance at gaining their essence Select an Essence using /selectessence Use /crystal to get an Essence Crystal Right Click / Sneak + Right Click whilst holding your Essence Crystal to activate your Weak and Strong Powers! Each Essence also has a passive power! Use an Essence Switcher to switch to a different Essence later on! There are currently 8 Essence types: Chicken, Cow, Skeleton, Breeze, Piglin, Enderman, Wither, and Warden! Each Essence provides powerful advantages in PvP. Essence Reborn is mainly intended for PvP focused SMP servers, though it can still be enjoyed on other servers as well! I put a ton of work into this plugin, and I am really proud of how it turned out! I worked a lot on this project before Stardance began, but during Stardance, I added a whole new Essence type: Skeleton, lots of QOL features like better admin commands, and fixed a ton of bugs! The project is available on Modrinth, you can download it and put it in the Plugins folder of any Paper server running 1.21.11 (untested on other version but may work).", "repo": "https://github.com/TheDevGrk/Essence-Reborn", "demo": "https://modrinth.com/plugin/essence-reborn"}]...
|
[{"post_id": 4336, "ts": "2026 [{"post_id": 4336, "ts": "2026-06-07T16:51:20Z", "hours": 1.0928, "text": "A lot of bugs came up with trying to remove old cooldown bars when switching Essences and rejoining. Most of the errors were coming from trying to hide the cooldown bars while they were being modified by the task that decreases their progress as times goes on. I ended up being able to fix it, so it should work now! I also created this awesome Cover Art for the project!"}, {"post_id": 2358, "ts": "2026-06-04T20:17:52Z", "hours": 2.2742, "text": "New Skeleton Essence Type! This was the first new Essence type I’ve added. All of the work I did at the beginning of the project to make it easy to add new Essences later on really paid off, because it was quite friction-less to register this new Essence type and make it work with the plugin! This new Essence Type is dropped by Skeletons and has 3 new powers: Skeletal Grasp: The next opponent you shoot with an arrow will be frozen in place by a Skeletal Grasp for 15 seconds! Enchanted Quiver: While this ability is active, all arrows that you shoot contain a random negative potion effect! Sniper: SNIPE! Skeletons are master snipers. If you indeed inherit their good aim, your arrows will increase in damage for each 10 blocks they travel before hitting their target!"}, {"post_id": 1711, "ts": "2026-06-03T21:26:39Z", "hours": 2.9681, "text": "I accidentally deleted the project and some progress, so that was fun! (Thank god for GitHub) In this update, I added some essentials that I’d forgotten such as a crafting recipe for the Essence Switcher (shown below), new Name/Lore for Essence Crystal, and a ton of QOL patches! I also just cleaned up some code internally which was much needed!"}, {"post_id": 299, "ts": "2026-06-01T15:28:44Z", "hours": 0.8544, "text": "Fixed Necromancer Lord Power + Forced Resource Pack to be Downloaded Upon Joining"}, {"post_id": 171, "ts": "2026-06-01T04:40:38Z", "hours": 3.2992, "text": "Improving Admin Commands"}]...
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Title: Essence Reborn Minecraft Plugin by @Grk | S Title: Essence Reborn Minecraft Plugin by @Grk | Stardance
Devlogs:
Improving Admin Commands
Fixed Necromancer Lord Power + Forced Resource Pack to be Downloaded Upon Joining
I accidentally deleted the project and some progress, so that was fun! (Thank god for GitHub) In this update, I added some essentials that I’d forgotten such as a crafting recipe for the Essence Switcher (shown below), new Name/Lore for Essence Crystal, and a ton of QOL patches! I also just cleaned up some code internally which was much needed!
New Skeleton Essence Type! This was the first new Essence type I’ve added. All of the work I did at the beginning of the project to make it easy to add new Essences later on really paid off, because it was quite friction-less to register this new Essence type and make it work with the plugin! This new Essence Type is dropped by Skeletons and has 3 new powers: Skeletal Grasp: The next opponent you shoot with an arrow will be frozen in place by a Skeletal Grasp for 15 seconds! Enchanted Quiver: While this ability is active, all arrows that you shoot contain a random negative potion effect! Sniper: SNIPE! Skeletons are master snipers. If you indeed inherit their good aim, your arrows will increase in damage for each 10 blocks they travel before hitting their target!
A lot of bugs came up with trying to remove old cooldown bars when switching Essences and rejoining. Most of the errors were coming from trying to hide the cooldown bars while they were being modified by the task that decreases their progress as times goes on. I ended up being able to fix it, so it should work now! I also created this awesome Cover Art for the project!
Ships:
Essence Reborn is a Minecraft plugin that allows players to be imbued with the power of the mobs that they have slain! How The Plugin Works Kill mobs to have a chance at gaining their essence Select an Essence using /selectessence Use /crystal to get an Essence Crystal Right Click / Sneak + Right Click whilst holding your Essence Crystal to activate your Weak and Strong Powers! Each Essence also has a passive power! Use an Essence Switcher to switch to a different Essence later on! There are currently 8 Essence types: Chicken, Cow, Skeleton, Breeze, Piglin, Enderman, Wither, and Warden! Each Essence provides powerful advantages in PvP. Essence Reborn is mainly intended for PvP focused SMP servers, though it can still be enjoyed on other servers as well! I put a ton of work into this plugin, and I am really proud of how it turned out! I worked a lot on this project before Stardance began, but during Stardance, I added a whole new Essence type: Skeleton, lots of QOL features like better admin commands, and fixed a ton of bugs! The project is available on Modrinth, you can download it and put it in the Plugins folder of any Paper server running 1.21.11 (untested on other version but may work)....
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1793120027.247844
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1793206427.247844
|
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6029
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Lucrose-C by @learningppcb | Stardance
|
learningppcb
|
1
|
14.0
|
126
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T06:25:14Z", "hours": 14.0, "multiplier": 8.89, "payout": 126, "blessing": "neutral", "text": "I create a domain specific language, in this the hard part was not to create the lexer or parser but was on deciding what to create, I guess I can say that it was a pretty fun experience… I learned a lot from this. I finally understood what lexer and parser was. To tell the truth I did not actually want to do this, i wanted to make a general purpose language, and the first version was something like that… But after some trial and error i could not make it proper. So we are here. Now the language itself, is a pretty small language, with small usability, this is aimed to be like a database system. Why was this created? It was created to make lists better. To tell the truth i felt the prices were constantly changing on flavortown shop, and it made me annoyed. So I wanted to make a language in which u can easily save the prices, and then make lists, make programs around it… but then i thought while trying to build it, Why? who would even use it? so i planned on creating a general domain specific language. also i forgot to mention that in the GitHub i might have added the wrong test.lcr i think the one attached is the one with error… so ya change it. The syntax is easy and self explained so ya i hope u understand it", "repo": "https://github.com/CrowCrow611/Lucrose-C", "demo": "https://github.com/CrowCrow611/Lucrose-C/releases"}]...
|
[{"post_id": 8150, "ts": "2026 [{"post_id": 8150, "ts": "2026-06-13T16:23:30Z", "hours": 2.1833, "text": "added errors… In this mega update, i finally added errors, and warnings, for stuff like leaving colons(error), repeating numbers in {} and for price and count being 0"}, {"post_id": 4790, "ts": "2026-06-08T08:54:51Z", "hours": 3.4528, "text": "after some incredible works, after working my bines out… And screaming at myself, trying to debug using AI… We present you this… Yes i haven’t fixed a problem, instead added a fancier windoww!!!!!!!!!"}, {"post_id": 2095, "ts": "2026-06-04T12:53:10Z", "hours": 1.46, "text": "Debugged, and added automatic size!!1 in code type let width x (the x is a number, if none specified automatic) it looks amazing right? RIGHT!!!"}, {"post_id": 2043, "ts": "2026-06-04T10:21:55Z", "hours": 0.5056, "text": "after some insane debugging"}, {"post_id": 2017, "ts": "2026-06-04T09:19:38Z", "hours": 1.7186, "text": "um created the format, the display… it works, but still has a small problem"}, {"post_id": 1666, "ts": "2026-06-03T20:06:19Z", "hours": 2.4431, "text": "Is this tears of happniess? The parser has some mistakes, which needs to be corrected, but still it works, and is not crasing!!"}, {"post_id": 1451, "ts": "2026-06-03T14:27:34Z", "hours": 2.4042, "text": "Umm this is a small project, hence it took a little less time then other projects… I have done the Lexer… This reads the .lcr files and breaks them down"}]...
|
Title: Lucrose-C by @learningppcb | Stardance
Dev Title: Lucrose-C by @learningppcb | Stardance
Devlogs:
Umm this is a small project, hence it took a little less time then other projects… I have done the Lexer… This reads the .lcr files and breaks them down
Is this tears of happniess? The parser has some mistakes, which needs to be corrected, but still it works, and is not crasing!!
um created the format, the display… it works, but still has a small problem
after some insane debugging
Debugged, and added automatic size!!1 in code type let width x (the x is a number, if none specified automatic) it looks amazing right? RIGHT!!!
after some incredible works, after working my bines out… And screaming at myself, trying to debug using AI… We present you this… Yes i haven’t fixed a problem, instead added a fancier windoww!!!!!!!!!
added errors… In this mega update, i finally added errors, and warnings, for stuff like leaving colons(error), repeating numbers in {} and for price and count being 0
Ships:
I create a domain specific language, in this the hard part was not to create the lexer or parser but was on deciding what to create, I guess I can say that it was a pretty fun experience… I learned a lot from this. I finally understood what lexer and parser was. To tell the truth I did not actually want to do this, i wanted to make a general purpose language, and the first version was something like that… But after some trial and error i could not make it proper. So we are here. Now the language itself, is a pretty small language, with small usability, this is aimed to be like a database system. Why was this created? It was created to make lists better. To tell the truth i felt the prices were constantly changing on flavortown shop, and it made me annoyed. So I wanted to make a language in which u can easily save the prices, and then make lists, make programs around it… but then i thought while trying to build it, Why? who would even use it? so i planned on creating a general domain specific language. also i forgot to mention that in the GitHub i might have added the wrong test.lcr i think the one attached is the one with error… so ya change it. The syntax is easy and self explained so ya i hope u understand it...
|
1793066125.5896702
|
1793152525.5896702
|
|
17687
|
Extinction by @v81d | Stardance
|
v81d
|
2
|
16.0
|
126
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T18:42:16Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Extinction is now much more customizable with the newly added “Parameters” tab! The entire classification system has been reworked to be more memory-efficient and accurate in general, so Extinction should be able to block AI-generated articles much more effectively now. It was quite brain-damaging (to be honest) trying to figure out what changes I could possibly make to improve such a simple algorithm, but I ended up gaining a lot more knowledge about logistic functions (and sigmoids in general) and how useful math can be when making something like this. It was worth it. I also fixed several issues along the way while updating the options page. As I mentioned in my last devlog, there was a signal calibration logic error along with a potential division-by-zero error in calculating the fluency score of a text. Now with those pesky bugs out of the way, I can actually focus on improving the things that really matter for this project, such as keeping it fast and lightweight . Yes, the size of the package is really only around 100 KB (which is pretty lightweight), but some features still feel a little over-complicated. I enjoy looking at my code and feeling proud about all the new things I’ve learned, but, at the end of the day, the whole point of this extension is to tackle the problems most other AI detectors couldn’t: being easy on memory and all that. I do not plan on making Extinction ML-based. That defeats the whole purpose and will most certainly kill this experiment (or rather a proof-of-concept). That said, the main goal of the next ship will most likely be making some optimizations for both the UI and the detection system. As for this ship, most of the changes are related to the new options tab. To be fully transparent, the default values for these fields were NOT selected by a machine/algorithm, since that would probably hit the gray area of “machine learning.” All of the defaults were chosen by me, a real person! Since they are all based on observation rather than extreme experimentation (which I cannot carry out anyway), accuracy may vary depending on what you’re reading. If anyone happens to discover a better combination, feel free to let me know or make a pull request! Anyway, that wraps it up for my second ship. If you’d like to try out Extinction, you can install it officially from the Mozilla Add-ons store (if you’re on Firefox or a Firefox-based browser) OR build it from source using the GitHub repo. Unfortunately, Extinction will not be available on the Chrome Web Store because of the $5 registration fee (that I can’t pay right now). Things aren’t very appealing for Safari users either, since Apple places a $99/year registration fee (which is arguably a total rip-off that I’m not willing to give into at all). For now, Chrome and Safari users can stick to building and installing from source. Good news for Chrome users though: custom extensions don’t seem to be ephemeral or suddenly disappear the moment you exit the app, so once you’ve built it, you’ll be good until the next release. Thank you for checking out Extinction. I hope it’s as useful to you as it is to me! :)", "repo": "https://github.com/v81d/extinction", "demo": "https://addons.mozilla.org/en-US/firefox/addon/extinction"}, {"ship_num": 2, "ts": "2026-06-27T19:54:16Z", "hours": 10.0, "multiplier": 15.86, "payout": 126, "blessing": "neutral", "text": "Extinction is an ultra-lightweight AI content blocker browser extension powered by regex-based pattern matching and linguistic analysis. But why block AI? Well, the answer is quite simple. The World Wide Web is becoming increasingly plagued with low-quality AI-generated content. The content AI produces is often misleading or blatantly incorrect. While some may not particularly see this is an issue, many people wish to escape from or completely hide such content. What makes Extinction any different? Traditional AI content detectors rely on machine learning and heavy analysis to product a result. Besides the irony of using such a mechanism, these AI detectors are often less trustworthy when it comes to respecting user privacy. Since the content is fed into an external API, users cannot reliably confirm that the data they send is kept confidential. Extinction, on the other hand, does not send any data to an external endpoint; all analyses are done locally, meaning there is no compromise in user privacy. It does not use machine-learning to classify text, but rather simple pattern matching with regular expressions (regexes) paired with sentence variation analyses. Keep in mind that Extinction is not (and will never be) 100% foolproof, as with all AI detectors in general. There will always be false positives and false negatives, but we will try our best to improve Extinction over time and make it as accurate as possible without sacrificing user privacy or Extinction’s quality of being lightweight. The extension comes with an exclusion list to prevent trusted sites from being flagged.", "repo": "https://github.com/v81d/extinction", "demo": "https://addons.mozilla.org/en-US/firefox/addon/extinction"}]...
|
[{"post_id": 21531, "ts": "202 [{"post_id": 21531, "ts": "2026-07-03T15:31:14Z", "hours": 0.6372, "text": "Expanded the options page even further! You can now basically customize every single parameter that Extinction’s underlying system uses. Funny thing, I actually caught two bugs when adding the signal calibrator and lexical diversity / burstiness weight fields. The first bug: the signal calibration math actually didn’t allow for decimal calibrators because it was doing plain exponentiation (meaning negative signals would fail in that step). To fix this, I added a very basic change that would simply preserve the sign of the signal during calibration. That way, negative signals stay negative and positive signals stay positive. The second bug: if both the lexical diversity weight AND the burstiness weight are 0, there would be a division-by-zero error when calculating fluency score (which is the value that represents how natural-sounding the text is). Pretty simple fix. I just added a check using a ternary operation."}, {"post_id": 21139, "ts": "2026-07-02T22:57:42Z", "hours": 2.2169, "text": "Added even more fields to the parameter options! You can now edit the suspicion threshold along with some more sensitive options like the adjustment offset (basically the horizontal shift of the logistic function that is used to normalize the score). Also, while adding this, I realized I forgot to actually enforce the default value for all fields outside of just the options page. (Essentially, if you were to install the extension and never open the parameters tab, all the variables in there would default to null when it actually analyzes web pages.) Made sure to include a fix for that in these changes! I also learned a little more about sigmoid functions in general while trying to come up with a good enough caption for the new field, so that’s a nice bonus. Also had to add a little note at the top of the page because the defaults for these fields were not really chosen based on tested accuracy (they are simply based on my own observations of what seems to produce the most satisfactory results). By the way, I’d like to take some time to acknowledge the amazing feedback I got after my first ship! For Chrome users wanting justice after seeing that this extension is only published on AMO, I should mention that publishing to the Chrome Web Store requires a $5 fee, which I (unfortunately) cannot pay at this time. For now, Chrome/Safari users can stick to following the official build instructions listed in the README. In the future, I’ll also try to optimize Extinction’s detection system since I’m starting to feel like its status of being “lightweight” is slowly slipping away as I add new features. Anyway, thank you all for your wonderful comments, and I hope to fulfill as many of your suggestions as I can! :)"}, {"post_id": 19329, "ts": "2026-06-30T16:37:16Z", "hours": 0.9333, "text": "Added a “Suspicion threshold” option so anyone who uses Extinction can customize the detector’s aggressiveness. I also plan on making many of the other weights configurable as well in the near future!"}, {"post_id": 17802, "ts": "2026-06-28T18:47:17Z", "hours": 2.5872, "text": "Made a decent amount of changes today with Extinction’s classification algorithm and a few UI elements. Detections should be more accurate now with these new changes. (For those who want more detail: I added Type-Token Ratio calculations for determining lexical diversity along with better-tuned weights/constants. Also now using a sigmoid function for score normalization. A decent amount of math involved with this, but I’d say it works a lot better now.)"}, {"post_id": 17115, "ts": "2026-06-27T19:45:30Z", "hours": 10.2406, "text": "Finally reached a working version of Extinction, a lightweight AI content blocker extension that uses regex pattern matching and basic sentence analysis for detection (not LLM-based like almost every other AI detector, so it’s fully local). It’s definitely not foolproof, but it does a sufficiently decent job at detecting AI-generated articles despite its significant limitations. It also comes with a configurable exception list to exclude domains and pages from detections! (This is a project I’ve been working on for several months, but I’ve been making a lot more progress ever since Stardance began!)"}]...
|
Title: Extinction by @v81d | Stardance
Devlogs:
F Title: Extinction by @v81d | Stardance
Devlogs:
Finally reached a working version of Extinction, a lightweight AI content blocker extension that uses regex pattern matching and basic sentence analysis for detection (not LLM-based like almost every other AI detector, so it’s fully local). It’s definitely not foolproof, but it does a sufficiently decent job at detecting AI-generated articles despite its significant limitations. It also comes with a configurable exception list to exclude domains and pages from detections! (This is a project I’ve been working on for several months, but I’ve been making a lot more progress ever since Stardance began!)
Made a decent amount of changes today with Extinction’s classification algorithm and a few UI elements. Detections should be more accurate now with these new changes. (For those who want more detail: I added Type-Token Ratio calculations for determining lexical diversity along with better-tuned weights/constants. Also now using a sigmoid function for score normalization. A decent amount of math involved with this, but I’d say it works a lot better now.)
Added a “Suspicion threshold” option so anyone who uses Extinction can customize the detector’s aggressiveness. I also plan on making many of the other weights configurable as well in the near future!
Added even more fields to the parameter options! You can now edit the suspicion threshold along with some more sensitive options like the adjustment offset (basically the horizontal shift of the logistic function that is used to normalize the score). Also, while adding this, I realized I forgot to actually enforce the default value for all fields outside of just the options page. (Essentially, if you were to install the extension and never open the parameters tab, all the variables in there would default to null when it actually analyzes web pages.) Made sure to include a fix for that in these changes! I also learned a little more about sigmoid functions in general while trying to come up with a good enough caption for the new field, so that’s a nice bonus. Also had to add a little note at the top of the page because the defaults for these fields were not really chosen based on tested accuracy (they are simply based on my own observations of what seems to produce the most satisfactory results). By the way, I’d like to take some time to acknowledge the amazing feedback I got after my first ship! For Chrome users wanting justice after seeing that this extension is only published on AMO, I should mention that publishing to the Chrome Web Store requires a $5 fee, which I (unfortunately) cannot pay at this time. For now, Chrome/Safari users can stick to following the official build instructions listed in the README. In the future, I’ll also try to optimize Extinction’s detection system since I’m starting to feel like its status of being “lightweight” is slowly slipping away as I add new features. Anyway, thank you all for your wonderful comments, and I hope to fulfill as many of your suggestions as I can! :)
Expanded the options page even further! You can now basically customize every single parameter that Extinction’s underlying system uses. Funny thing, I actually caught two bugs when adding the signal calibrator and lexical diversity / burstiness weight fields. The first bug: the signal calibration math actually didn’t allow for decimal calibrators because it was doing plain exponentiation (meaning negative signals would fail in that step). To fix this, I added a very basic change that would simply preserve the sign of the signal during calibration. That way, negative signals stay negative and positive signals stay positive. The second bug: if both the lexical diversity weight AND the burstiness weight are 0, there would be a division-by-zero error when calculating fluency score (which is the value that represents how natural-sounding the text is). Pretty simple fix. I just added a check using a ternary operation.
Ships:
Extinction is an ultra-lightweight AI content blocker browser extension powered by regex-based pattern matching and linguistic analysis. But why block AI? Well, the answer is quite simple. The World Wide Web is becoming increasingly plagued with low-quality AI-generated content. The content AI produces is often misleading or blatantly incorrect. While some may not particularly see this is an issue, many people wish to escape from or completely hide such content. What makes Extinction any different? Traditional AI content detectors rely on machine learning and heavy analysis to product a result. Besides the irony of using such a mechanism, these AI detectors are often less trustworthy when it comes to respecting user privacy. Since the content is fed into an external API, users cannot reliably confirm that the data they send is kept confidential. Extinction, on the other hand, does not send any data to an external endpoint; all analyses are done locally, meaning there is no compromise in user privacy. It does not use machine-learning to classify text, but rather simple pattern matching with regular expressions (regexes) paired with sentence variation analyses. Keep in mind that Extinction is not (and will never be) 100% foolproof, as with all AI detectors in general. There will always be false positives and false negatives, but we will try our best to improve Extinction over time and make it as accurate as possible without sacrificing user privacy or Extinction’s quality of being lightweight. The extension comes with an exclusion list to prevent trusted sites from being flagged.
Extinction is now much more customizable with the newly added “Parameters” tab! The entire classification system has been reworked to be more memory-efficient and accurate in general, so Extinction should be able to block AI-generated articles much more effectively now. It was quite brain-damaging (to be honest) trying to figure out what changes I could possibly make to improve such a simple algorithm, but I ended up gaining a lot more knowledge about logistic functions (and sigmoids in general) and how useful math can be when making something like this. It was worth it. I also fixed several issues along the way while updating the options page. As I mentioned in my last devlog, there was a signal calibration logic error along with a potential division-by-zero error in calculating the fluency score of a text. Now with those pesky bugs out of the way, I can actually focus on improving the things that really matter for this project, such as keeping it fast and lightweight . Yes, the size of the package is really only around 100 KB (which is pretty lightweight), but some features still feel a little over-complicated. I enjoy looking at my code and feeling proud about all the new things I’ve learned, but, at the end of the day, the whole point of this extension is to tackle the problems most other AI detectors couldn’t: being easy on memory and all that. I do not plan on making Extinction ML-based. That defeats the whole purpose and will most certainly kill this experiment (or rather a proof-of-concept). That said, the main goal of the next ship will most likely be making some optimizations for both the UI and the detection system. As for this ship, most of the changes are related to the new options tab. To be fully transparent, the default values for these fields were NOT selected by a machine/algorithm, since that would probably hit the gray area of “machine learning.” All of the defaults were chosen by me, a real person! Since they are all based on observation rather than extreme experimentation (which I cannot carry out anyway), accuracy may vary depending on what you’re reading. If anyone happens to discover a better combination, feel free to let me know or make a pull request! Anyway, that wraps it up for my second ship. If you’d like to try out Extinction, you can install it officially from the Mozilla Add-ons store (if you’re on Firefox or a Firefox-based browser) OR build it from source using the GitHub repo. Unfortunately, Extinction will not be available on the Chrome Web Store because of the $5 registration fee (that I can’t pay right now). Things aren’t very appealing for Safari users either, since Apple places a $99/year registration fee (which is arguably a total rip-off that I’m not willing to give into at all). For now, Chrome and Safari users can stick to building and installing from source. Good news for Chrome users though: custom extensions don’t seem to be ephemeral or suddenly disappear the moment you exit the app, so once you’ve built it, you’ll be good until the next release. Thank you for checking out Extinction. I hope it’s as useful to you as it is to me! :)...
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1793083774.6966307
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1793170174.6966307
|
|
25754
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Creator Launchpad by @NexBlade-Studios | Stardance
|
NexBlade-Studios
|
1
|
10.0
|
126
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T22:42:25Z", "hours": 10.0, "multiplier": 10.96, "payout": 126, "blessing": "neutral", "text": "This is Creator Launchpad, the platform that streamlines content creation, from video ideas to content creation. I created this app because content creation has grown so much in the past few years, and it can sometimes feel like it is too competitive. I though it would be cool to create a way to speed up parts of the process that aren’t necessarily the most fun, for example thumbnail creation. By picking a category, either generating an idea or writing your own, Creator Launchpad utilises Gemini API to create a customized thumbnail, save it to your personal gallery and then share it. I have already found myself just using the app to see how different thumbnail prompts would turn out, and it is quite cool to see ideas being turned into usable concepts.", "repo": "https://github.com/NexBlade-Studios/Creator-Launchpad", "demo": "https://github.com/NexBlade-Studios/Creator-Launchpad/releases/tag/v1.0.0"}]...
|
[{"post_id": 70261, "ts": "202 [{"post_id": 70261, "ts": "2026-09-18T20:29:56Z", "hours": 1.305, "text": "This is now the final stretch of the project before I ship!!! I have finished the gallery section of the app, and it enables users to save their generated thumbnails, manage and delete them. This means that if there’s a thumbnail that you want to keep, you can save it to your gallery instead of needing to share or export it. Also, the prompt used to generate the thumbnail is listed at the bottom so that you could use the prompt to generate the thumbnail again."}, {"post_id": 68290, "ts": "2026-09-14T21:15:35Z", "hours": 0.7803, "text": "I wanted to put a quick number of updates before shipping the project because it isn’t in a state that I am satisfied with yet. I have added dark mode support because I know that without it the app is very bright (it is practically a flashlight). I am now working on implementing a gallery system where thumbnails you have generated can be saved to the thumbnail gallery with the prompt attached. Currently you would have to share the thumbnail and then save it to your phone, so this makes it more convenient. I also added some more categories, hopefully this covers all the key areas of content creation now."}, {"post_id": 27583, "ts": "2026-07-13T09:17:01Z", "hours": 4.2972, "text": "#TESTERS NEEDED The project is now complete! Creators can now use Creator Launchpad for their content creation, being able to generate video ideas and thumbnails, all straight from the app. I want to put the project on Google Play, so I require at least 12 game testers before publishing. If you want to help with my project, please email me at [email protected]"}, {"post_id": 15844, "ts": "2026-06-25T19:18:43Z", "hours": 1.5361, "text": "I have now implemented Gemini using Supabase to my project, enabling a user to generate video ideas. I was originally using Firebase but turns out the Spark tier didn’t let me run functions direct from the command line. Anyway, now I aim to use Stable Diffusion or some other image generator to generate the thumbnails."}, {"post_id": 15615, "ts": "2026-06-25T12:17:04Z", "hours": 1.6783, "text": "I have decided to make an app for content creators, where you can input your next video idea (or even ask AI) and then get a fully generated thumbnail ready to use. Currently I have worked on the simple UI screens, with text input and category selection. There isn’t really anything interesting to show for the app so far. The next step is to integrate the AI. This project should be fully complete by the end of the day, and I will be releasing it on Google Play."}]...
|
Title: Creator Launchpad by @NexBlade-Studios | St Title: Creator Launchpad by @NexBlade-Studios | Stardance
Devlogs:
I have decided to make an app for content creators, where you can input your next video idea (or even ask AI) and then get a fully generated thumbnail ready to use. Currently I have worked on the simple UI screens, with text input and category selection. There isn’t really anything interesting to show for the app so far. The next step is to integrate the AI. This project should be fully complete by the end of the day, and I will be releasing it on Google Play.
I have now implemented Gemini using Supabase to my project, enabling a user to generate video ideas. I was originally using Firebase but turns out the Spark tier didn’t let me run functions direct from the command line. Anyway, now I aim to use Stable Diffusion or some other image generator to generate the thumbnails.
#TESTERS NEEDED The project is now complete! Creators can now use Creator Launchpad for their content creation, being able to generate video ideas and thumbnails, all straight from the app. I want to put the project on Google Play, so I require at least 12 game testers before publishing. If you want to help with my project, please email me at [email protected]
I wanted to put a quick number of updates before shipping the project because it isn’t in a state that I am satisfied with yet. I have added dark mode support because I know that without it the app is very bright (it is practically a flashlight). I am now working on implementing a gallery system where thumbnails you have generated can be saved to the thumbnail gallery with the prompt attached. Currently you would have to share the thumbnail and then save it to your phone, so this makes it more convenient. I also added some more categories, hopefully this covers all the key areas of content creation now.
This is now the final stretch of the project before I ship!!! I have finished the gallery section of the app, and it enables users to save their generated thumbnails, manage and delete them. This means that if there’s a thumbnail that you want to keep, you can save it to your gallery instead of needing to share or export it. Also, the prompt used to generate the thumbnail is listed at the bottom so that you could use the prompt to generate the thumbnail again.
Ships:
This is Creator Launchpad, the platform that streamlines content creation, from video ideas to content creation. I created this app because content creation has grown so much in the past few years, and it can sometimes feel like it is too competitive. I though it would be cool to create a way to speed up parts of the process that aren’t necessarily the most fun, for example thumbnail creation. By picking a category, either generating an idea or writing your own, Creator Launchpad utilises Gemini API to create a customized thumbnail, save it to your personal gallery and then share it. I have already found myself just using the app to see how different thumbnail prompts would turn out, and it is quite cool to see ideas being turned into usable concepts....
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1793004941.6199129
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1793091341.6199129
|
|
45179
|
aurek by @Erox | Stardance
|
Erox
|
1
|
7.0
|
126
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T13:01:25Z", "hours": 7.0, "multiplier": 17.6, "payout": 126, "blessing": "neutral", "text": "aurek is a rust security wrapper for yay that adds a security check before installing aur packages. aur packages are community maintained and their pkgbuild files can execute arbitrary commands, so aurek fetches and scans the pkgbuild before allowing yay to continue. it uses heuristic and regex based detection for things like remote script execution, suspicious sudo usage, dangerous commands, obfuscation, downloads, permission changes and systemd or cron modifications. starting from v2.0.0, aurek can also use a local gemma model through llama.cpp for context-aware analysis, while keeping the whole process on the users machine with no external api required ,gemma (2b) is easy to run why waste money. v2.1.2 focused on making the workflow easier to use with scan-by-default, /etc/aurek.conf , better llm output, colored terminal output and on v2.1.4 more yay commands including package removal with -R. the project went through several iterations and a few very stupid bugs along the way, including multiple crates.io naming issues(it was really stupid) and a version reporting bug, but those were fixed and v2.1.4 is now published. aurek is not meant to guarantee that a package is safe, but to give users another layer of protection before trusting an aur pkgbuild. the project is open source and still has a roadmap for more detection methods, dependency scanning, additional llm models and support for other package managers. Also i wd like to add github support also , i am genuinely asking myself if i shld i add paru too , but i believe in yay supremacy , so no.", "repo": "https://github.com/Erox-02/aurek", "demo": "https://crates.io/crates/aurek"}]...
|
[{"post_id": 45130, "ts": "202 [{"post_id": 45130, "ts": "2026-08-11T12:53:44Z", "hours": 0.3506, "text": "after the version hell , i added -R feature just like yay , now it looks better and to be honest the llm is unpredictable i genuinely advise to use the fallback model its fine for most cases ."}, {"post_id": 45105, "ts": "2026-08-11T11:45:07Z", "hours": 3.1, "text": "I have successfully built aurek 2.1.3 , after treating some hillarious bugs , its finally here. try it now on “ https://crates.io/crates/aurek ” i found i literally did the same mistake(as v1) ,naming on crates(cargo) requires README.md and on stardance readme.md , i have decided to keep both from now also there were some other bug fix and qol , after the major v2 , for last 3 hrs i have added llm response , a config file on /etc/aurek.conf (yeah here i accidentally added my /home/erox/.config) so main change , added some more bugs to fix later , sank you"}, {"post_id": 43998, "ts": "2026-08-09T14:15:16Z", "hours": 3.6928, "text": "Aurek v2.0.0 is probably the biggest change the project has had so far. aurek started as a small security wrapper for yay that checks aur packages before installation, mainly using heuristics to look for things like remote script execution, suspicious sudo usage, dangerous commands, chmod 777, base64, eval and other patterns that could be risky inside a pkgbuild. The problem with heuristics is that they only really see patterns, they don’t understand much context, so v2.0.0 adds optional local LLM analysis using Gemma through llama.cpp. Everything runs locally, no external API or internet connection is needed, and aurek handles starting llama-server, waiting for it, running the analysis and shutting it down afterwards. The LLM is meant to be another layer on top of the heuristics, not a replacement for them. v2.0.0 also added Git fallback when the aur API isn’t available and improved some of the package handling. Colored terminal output isn’t actually part of v2.0.0, that’s being worked on for v2.1.0 along with some other improvements. After publishing v2.0.0, a small packaging issue was noticed where the README was named readme.md instead of README.md, which meant crates.io didn’t display it properly. Because of that v2.0.0 was yanked and v2.0.1 was released with the filename fixed, with no actual code or functionality changes. The project itself has been moving along for a while before Stardance too. The v1 devlog couldn’t be published because I wasn’t registered on Stardance(my aadhar was on queue ) at the time, but development kept going and Hackatime picked up on the continued work. So instead of leaving that part undocumented, all three stages are being put together here — v1, v2.0.0 and the small v2.0.1 fix. The next plans are more LLM models, better heuristics, recursive dependency scanning and eventually support for package managers beyond the aur. aurek is still meant to be a security layer, not a guarantee that every package is safe, but the goal is to make checking aur packages a bit less of a just trust this pkgbuild and pray situation."}]...
|
Title: aurek by @Erox | Stardance
Devlogs:
Aurek Title: aurek by @Erox | Stardance
Devlogs:
Aurek v2.0.0 is probably the biggest change the project has had so far. aurek started as a small security wrapper for yay that checks aur packages before installation, mainly using heuristics to look for things like remote script execution, suspicious sudo usage, dangerous commands, chmod 777, base64, eval and other patterns that could be risky inside a pkgbuild. The problem with heuristics is that they only really see patterns, they don’t understand much context, so v2.0.0 adds optional local LLM analysis using Gemma through llama.cpp. Everything runs locally, no external API or internet connection is needed, and aurek handles starting llama-server, waiting for it, running the analysis and shutting it down afterwards. The LLM is meant to be another layer on top of the heuristics, not a replacement for them. v2.0.0 also added Git fallback when the aur API isn’t available and improved some of the package handling. Colored terminal output isn’t actually part of v2.0.0, that’s being worked on for v2.1.0 along with some other improvements. After publishing v2.0.0, a small packaging issue was noticed where the README was named readme.md instead of README.md, which meant crates.io didn’t display it properly. Because of that v2.0.0 was yanked and v2.0.1 was released with the filename fixed, with no actual code or functionality changes. The project itself has been moving along for a while before Stardance too. The v1 devlog couldn’t be published because I wasn’t registered on Stardance(my aadhar was on queue ) at the time, but development kept going and Hackatime picked up on the continued work. So instead of leaving that part undocumented, all three stages are being put together here — v1, v2.0.0 and the small v2.0.1 fix. The next plans are more LLM models, better heuristics, recursive dependency scanning and eventually support for package managers beyond the aur. aurek is still meant to be a security layer, not a guarantee that every package is safe, but the goal is to make checking aur packages a bit less of a just trust this pkgbuild and pray situation.
I have successfully built aurek 2.1.3 , after treating some hillarious bugs , its finally here. try it now on “ https://crates.io/crates/aurek ” i found i literally did the same mistake(as v1) ,naming on crates(cargo) requires README.md and on stardance readme.md , i have decided to keep both from now also there were some other bug fix and qol , after the major v2 , for last 3 hrs i have added llm response , a config file on /etc/aurek.conf (yeah here i accidentally added my /home/erox/.config) so main change , added some more bugs to fix later , sank you
after the version hell , i added -R feature just like yay , now it looks better and to be honest the llm is unpredictable i genuinely advise to use the fallback model its fine for most cases .
Ships:
aurek is a rust security wrapper for yay that adds a security check before installing aur packages. aur packages are community maintained and their pkgbuild files can execute arbitrary commands, so aurek fetches and scans the pkgbuild before allowing yay to continue. it uses heuristic and regex based detection for things like remote script execution, suspicious sudo usage, dangerous commands, obfuscation, downloads, permission changes and systemd or cron modifications. starting from v2.0.0, aurek can also use a local gemma model through llama.cpp for context-aware analysis, while keeping the whole process on the users machine with no external api required ,gemma (2b) is easy to run why waste money. v2.1.2 focused on making the workflow easier to use with scan-by-default, /etc/aurek.conf , better llm output, colored terminal output and on v2.1.4 more yay commands including package removal with -R. the project went through several iterations and a few very stupid bugs along the way, including multiple crates.io naming issues(it was really stupid) and a version reporting bug, but those were fixed and v2.1.4 is now published. aurek is not meant to guarantee that a package is safe, but to give users another layer of protection before trusting an aur pkgbuild. the project is open source and still has a roadmap for more detection methods, dependency scanning, additional llm models and support for other package managers. Also i wd like to add github support also , i am genuinely asking myself if i shld i add paru too , but i believe in yay supremacy , so no....
|
1793119646.180265
|
1793206046.180265
|
|
54111
|
Caffeine Crisis by @stutu_batu | Stardance
|
stutu_batu
|
3
|
17.33
|
126
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T09:05:35Z", "hours": 2.0, "multiplier": 8.84, "payout": 9, "blessing": "neutral", "text": "Hello I am shipping again, I just bug fix and added a real tutorial for you, If you have any ideas or notice anything wrong, please write in the feedback section.", "repo": "https://github.com/stutu-batu/Caffeine-Crisis", "demo": "https://stutu-batu.itch.io/caffeine-crisis"}, {"ship_num": 2, "ts": "2026-09-07T15:18:53Z", "hours": 9.0, "multiplier": 12.78, "payout": 114, "blessing": "neutral", "text": "I made a barista sim. You can make drinks and serve. And with the money you earned you can buy new stations or upgrade them. You can play it, game saves your progression. If you have any ideas or notice anything wrong, please write in the feedback section.", "repo": "https://github.com/stutu-batu/Caffeine-Crisis", "demo": "https://stutu-batu.itch.io/caffeine-crisis"}, {"ship_num": 3, "ts": "2026-08-26T12:01:40Z", "hours": 1.0, "multiplier": 2.96, "payout": 3, "blessing": "neutral", "text": "YOU CAN PLAY THE DEMO OF CAFFEİNE CRİSSİS", "repo": "https://github.com/stutu-batu/Caffeine-Crisis", "demo": "https://stutu-batu.itch.io/caffeine-crisis"}]...
|
[{"post_id": 69697, "ts": "202 [{"post_id": 69697, "ts": "2026-09-17T16:28:30Z", "hours": 1.1003, "text": "I tried some thing but It didnt work sory"}, {"post_id": 69183, "ts": "2026-09-16T15:25:38Z", "hours": 0.4503, "text": "I just polished the game and some balancing with bug fix"}, {"post_id": 68689, "ts": "2026-09-15T15:26:25Z", "hours": 0.3728, "text": "I added 5 more customer,"}, {"post_id": 68094, "ts": "2026-09-14T14:34:42Z", "hours": 0.4786, "text": "I just cant find customer image. Can you make a recommendation? Just leave the link to the photo."}, {"post_id": 67208, "ts": "2026-09-13T08:14:51Z", "hours": 0.6497, "text": "I made 2 things First I can add multiple customers Image. Second I made customers Personalitys. Customers have 5 different mods: -Impatient -Generous -Sleepy -Gourmet -Friendly I have a lot of different text."}, {"post_id": 65865, "ts": "2026-09-11T09:26:24Z", "hours": 1.25, "text": "I added all sound fx and that photo You can play it Now https://stutu-batu.itch.io/caffeine-crisis"}, {"post_id": 65277, "ts": "2026-09-10T08:55:32Z", "hours": 1.0328, "text": "Just bug fix and pollsh"}, {"post_id": 64683, "ts": "2026-09-09T08:47:23Z", "hours": 0.5328, "text": "If you want to know, play my game. (Just some bug fix). btw should I redesign my customer like this frog man ??? pls write your opinion"}, {"post_id": 64076, "ts": "2026-09-08T07:14:03Z", "hours": 1.4336, "text": "I made a tutorial for youuu You can play it now https://stutu-batu.itch.io/caffeine-crisis"}, {"post_id": 63447, "ts": "2026-09-07T09:28:20Z", "hours": 0.5, "text": "Improving Shop UI and price balancing"}, {"post_id": 62793, "ts": "2026-09-06T09:45:55Z", "hours": 0.5475, "text": "Yoo whats up I just test my game and do some bug fix"}, {"post_id": 62196, "ts": "2026-09-05T13:45:34Z", "hours": 1.2158, "text": "I added the SHOP system !!!! It took an hour but it was worth it :D I am gone add more UI but not right now. I’m bored of drawing."}, {"post_id": 61391, "ts": "2026-09-04T08:47:11Z", "hours": 1.0494, "text": "I added day ending screen dynamic price bug fix & UI reset button for test I will add more thing and fix the customer"}, {"post_id": 60750, "ts": "2026-09-03T10:05:16Z", "hours": 0.7497, "text": "I FINISH THE BACKGROUND (finaly)"}, {"post_id": 60152, "ts": "2026-09-02T10:41:02Z", "hours": 0.4669, "text": "I drew colored more"}, {"post_id": 59557, "ts": "2026-09-01T13:22:51Z", "hours": 0.3667, "text": "I colored the background"}, {"post_id": 58955, "ts": "2026-08-31T14:54:44Z", "hours": 0.6983, "text": "I drew back ground more🥱"}, {"post_id": 58261, "ts": "2026-08-30T17:05:33Z", "hours": 1.3975, "text": "Have a great day I added new recipes, new stations, and recipe book panel, I am gone draw a book panel (right now its just brown panel). I will add more things later, I am gone fix the customer"}, {"post_id": 57270, "ts": "2026-08-29T11:39:35Z", "hours": 0.6492, "text": "Wuhuu how you doing I added a MainMenu and day system (also clock) , a day ending screen, I will add more recipes and makes the UI better . later I add sound effect"}, {"post_id": 56577, "ts": "2026-08-28T12:00:55Z", "hours": 0.7161, "text": "Yooo whats up Today I add costumers body and coin model, new serve mod and delay to stations . (My friend created the character.)"}, {"post_id": 55638, "ts": "2026-08-27T16:27:11Z", "hours": 0.5664, "text": "how are you doing friends Adding customer mechanic, I will add visual customers wait for now"}, {"post_id": 54948, "ts": "2026-08-26T11:26:53Z", "hours": 0.3669, "text": "Hey everyone! Here is everything added to the project today: -Custom Hand-Drawn 2D UI and background Next Step Add more Recipe Add Costumers Add Ice and water type"}, {"post_id": 54329, "ts": "2026-08-25T09:02:58Z", "hours": 0.7164, "text": "–Devlog 1: Caffeine Crisis– Building the Core Gameplay Mechanics Today I started my new project : Caffeine Crisis. A barista sim. My goal for today was to build the core loop from scratch and make sure all liquid and order logic works seamlessly. Layered Liquid Stacking: Designed a vertical layout system so liquids (coffee, milk, water) stack from the bottom up as ingredients are added. Liquid Mixing Logic: Implemented a mixing routine that blends individual stacked layers into a single blended coffee color upon serving. (Improving it until it gets better.) Random order and recipe Next Step I’ll be focusing on adding visual assets, sound effects, a polished UI. It looks terrible right now, but I’ll make improvements another time and add more recipes. Have a nice day, have a working projects"}]...
|
Title: Caffeine Crisis by @stutu_batu | Stardance
Title: Caffeine Crisis by @stutu_batu | Stardance
Devlogs:
–Devlog 1: Caffeine Crisis– Building the Core Gameplay Mechanics Today I started my new project : Caffeine Crisis. A barista sim. My goal for today was to build the core loop from scratch and make sure all liquid and order logic works seamlessly. Layered Liquid Stacking: Designed a vertical layout system so liquids (coffee, milk, water) stack from the bottom up as ingredients are added. Liquid Mixing Logic: Implemented a mixing routine that blends individual stacked layers into a single blended coffee color upon serving. (Improving it until it gets better.) Random order and recipe Next Step I’ll be focusing on adding visual assets, sound effects, a polished UI. It looks terrible right now, but I’ll make improvements another time and add more recipes. Have a nice day, have a working projects
Hey everyone! Here is everything added to the project today: -Custom Hand-Drawn 2D UI and background Next Step Add more Recipe Add Costumers Add Ice and water type
how are you doing friends Adding customer mechanic, I will add visual customers wait for now
Yooo whats up Today I add costumers body and coin model, new serve mod and delay to stations . (My friend created the character.)
Wuhuu how you doing I added a MainMenu and day system (also clock) , a day ending screen, I will add more recipes and makes the UI better . later I add sound effect
Have a great day I added new recipes, new stations, and recipe book panel, I am gone draw a book panel (right now its just brown panel). I will add more things later, I am gone fix the customer
I drew back ground more🥱
I colored the background
I drew colored more
I FINISH THE BACKGROUND (finaly)
I added day ending screen dynamic price bug fix & UI reset button for test I will add more thing and fix the customer
I added the SHOP system !!!! It took an hour but it was worth it :D I am gone add more UI but not right now. I’m bored of drawing.
Yoo whats up I just test my game and do some bug fix
Improving Shop UI and price balancing
I made a tutorial for youuu You can play it now https://stutu-batu.itch.io/caffeine-crisis
If you want to know, play my game. (Just some bug fix). btw should I redesign my customer like this frog man ??? pls write your opinion
Just bug fix and pollsh
I added all sound fx and that photo You can play it Now https://stutu-batu.itch.io/caffeine-crisis
I made 2 things First I can add multiple customers Image. Second I made customers Personalitys. Customers have 5 different mods: -Impatient -Generous -Sleepy -Gourmet -Friendly I have a lot of different text.
I just cant find customer image. Can you make a recommendation? Just leave the link to the photo.
I added 5 more customer,
I just polished the game and some balancing with bug fix
I tried some thing but It didnt work sory
Ships:
YOU CAN PLAY THE DEMO OF CAFFEİNE CRİSSİS
I made a barista sim. You can make drinks and serve. And with the money you earned you can buy new stations or upgrade them. You can play it, game saves your progression. If you have any ideas or notice anything wrong, please write in the feedback section.
Hello I am shipping again, I just bug fix and added a real tutorial for you, If you have any ideas or notice anything wrong, please write in the feedback section....
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1793112616.8904903
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1793199016.8904903
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29634
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DumbFish by @jujharseehra | Stardance
|
jujharseehra
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2
|
14.0
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125
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T22:57:19Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Added a few more features to DumbFish, to ensure that it is ready! They are now also part of the newest release, feel free to try them out. Still only Mac exclusive though, but this is a goal for next years stardance challenge. Even Magnus gotta be worried by my progress.", "repo": "https://github.com/JujharSeehra/DumbFish", "demo": "https://github.com/JujharSeehra/DumbFish/releases/tag/v1.0.4"}, {"ship_num": 2, "ts": "2026-08-25T00:38:02Z", "hours": 13.0, "multiplier": 9.71, "payout": 125, "blessing": "neutral", "text": "Shipped DumbFish! While I may improve the bot further on in the future, I feel quite content where it currently is, and I wish to move onto other projects. Let me know if you have any feedback for me!", "repo": "https://github.com/JujharSeehra/DumbFish", "demo": "https://github.com/JujharSeehra/DumbFish/releases/tag/v1.0.4"}]...
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[{"post_id": 59293, "ts": "202 [{"post_id": 59293, "ts": "2026-09-01T00:30:41Z", "hours": 1.0722, "text": "Made changes to DumbFish to make it easier for testing, as well as fixing a bug related to how the release worked. This will hopefully be my final work on DumbFish for now."}, {"post_id": 54031, "ts": "2026-08-24T19:41:20Z", "hours": 1.2878, "text": "I’ve finished my Chess Engine for now! I have made the code more efficient, and the engine was able to beat a Chess.com 1600 bot comfortably, probably putting it on a higher skill level than myself. In the future, I may revisit this project, but for now, I will be working on another project. I also named it DumbFish, as a parody of the famous Chess Engine Stockfish"}, {"post_id": 53918, "ts": "2026-08-24T16:58:52Z", "hours": 1.7072, "text": "Improved the performance of my Chess Project, but now the movement speed of the engine has significantly gotten worse. I will now need to start working on improved efficiency for the engine. However, it does look to be playing at a level similar to mine, if not slightly better. We will see in a bit if it has continued to improve."}, {"post_id": 47715, "ts": "2026-08-15T20:12:28Z", "hours": 2.6536, "text": "Finally built the first iteration of my Chess Engine. While still not being quite good at the game (Likely around 700-1000 elo) it is able to play chess reasonably and in fact, was able to checkmate my younger brother (9 years old). Now, I will be continuously improving this Chess Engine until it can beat me comfortably (1600 elo) and then we will see from there. The image below is the final position, with my brother as white, and the engine as black."}, {"post_id": 47182, "ts": "2026-08-14T21:55:24Z", "hours": 1.1506, "text": "Finished the evaluation function for my Chess Engine project! While this is still barely comparable to Chess evaluation on websites like Chess.com, it is actually working reasonably well now! My next step will be to actually make the engine, though this will definitely be the hardest part of the project."}, {"post_id": 46983, "ts": "2026-08-14T15:54:09Z", "hours": 1.7422, "text": "Hi Everyone! I finally finished the whole chess game, adding features such as Castling and En Passant. Next, I have started building a evaluation function, similar to those on chess websites, but wayyy worse. I hope to make it half decent before I move onto the final part of my project, the Search algorithm."}, {"post_id": 46596, "ts": "2026-08-13T22:53:47Z", "hours": 3.0064, "text": "Been working on my Chess Engine Project. Today, I finished the basic chessboard! It has everything from Promotion to checkmate and even Stalemate. However, my next step (Before I start building the chess engine) will be to add advanced movements, such as Castling and En Passant, and to optimize my code (So that my future chess engine moves at a reasonable speed)."}, {"post_id": 41003, "ts": "2026-08-04T21:47:03Z", "hours": 1.3444, "text": "Started working on My Chess Engine! I am still learning how to effectively use Pygame for the board, but I have completed my research on how to build chess engines. I shall soon obtain all of the required skills for building the chessboard, but until then, I can’t wait to learn how to use PyGame! Wanted to learn it for a long time, but never had a reason to."}]...
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Title: DumbFish by @jujharseehra | Stardance
Devl Title: DumbFish by @jujharseehra | Stardance
Devlogs:
Started working on My Chess Engine! I am still learning how to effectively use Pygame for the board, but I have completed my research on how to build chess engines. I shall soon obtain all of the required skills for building the chessboard, but until then, I can’t wait to learn how to use PyGame! Wanted to learn it for a long time, but never had a reason to.
Been working on my Chess Engine Project. Today, I finished the basic chessboard! It has everything from Promotion to checkmate and even Stalemate. However, my next step (Before I start building the chess engine) will be to add advanced movements, such as Castling and En Passant, and to optimize my code (So that my future chess engine moves at a reasonable speed).
Hi Everyone! I finally finished the whole chess game, adding features such as Castling and En Passant. Next, I have started building a evaluation function, similar to those on chess websites, but wayyy worse. I hope to make it half decent before I move onto the final part of my project, the Search algorithm.
Finished the evaluation function for my Chess Engine project! While this is still barely comparable to Chess evaluation on websites like Chess.com, it is actually working reasonably well now! My next step will be to actually make the engine, though this will definitely be the hardest part of the project.
Finally built the first iteration of my Chess Engine. While still not being quite good at the game (Likely around 700-1000 elo) it is able to play chess reasonably and in fact, was able to checkmate my younger brother (9 years old). Now, I will be continuously improving this Chess Engine until it can beat me comfortably (1600 elo) and then we will see from there. The image below is the final position, with my brother as white, and the engine as black.
Improved the performance of my Chess Project, but now the movement speed of the engine has significantly gotten worse. I will now need to start working on improved efficiency for the engine. However, it does look to be playing at a level similar to mine, if not slightly better. We will see in a bit if it has continued to improve.
I’ve finished my Chess Engine for now! I have made the code more efficient, and the engine was able to beat a Chess.com 1600 bot comfortably, probably putting it on a higher skill level than myself. In the future, I may revisit this project, but for now, I will be working on another project. I also named it DumbFish, as a parody of the famous Chess Engine Stockfish
Made changes to DumbFish to make it easier for testing, as well as fixing a bug related to how the release worked. This will hopefully be my final work on DumbFish for now.
Ships:
Shipped DumbFish! While I may improve the bot further on in the future, I feel quite content where it currently is, and I wish to move onto other projects. Let me know if you have any feedback for me!
Added a few more features to DumbFish, to ensure that it is ready! They are now also part of the newest release, feel free to try them out. Still only Mac exclusive though, but this is a goal for next years stardance challenge. Even Magnus gotta be worried by my progress....
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1793076471.5180929
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1793162871.5180929
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45876
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Password Keeper by @zac_i | Stardance
|
zac_i
|
2
|
22.0
|
125
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T07:29:13Z", "hours": 2.0, "multiplier": 10.92, "payout": 17, "blessing": "neutral", "text": "SHIP #2! PasswordKeeper 1.1.5 is out! Fixed a few security issues to give you the best secure experience possible! One of my ship reviews mentioned a security issue with improper salting of accounts. I have fixed this and a couple of other small bugs for security. Also, they mentioned that I hashed the credentials badly, where there could be overlaps with separate accounts, which is now fixed as well. If you are unsure how to use PasswordKeeper, have a look at SHIP #1 below and find out! Thank you so much to the person who left that review, it has helped my development heaps! P.S. Just because my README looks nice (with emojis) doesn’t mean that it’s AI. (Take a look at screenshot 2)", "repo": "https://github.com/zacianculovici/PasswordKeeper", "demo": "https://github.com/zacianculovici/PasswordKeeper/releases/latest"}, {"ship_num": 2, "ts": "2026-09-07T01:35:32Z", "hours": 20.0, "multiplier": 5.28, "payout": 108, "blessing": "neutral", "text": "I made a cool password manager application with python, to store, manage and edit your passwords and pins securely. There were many challenging parts of it, with the most notable one being how I tried to make my dialog windows appear in the centre of the screen, but ran into some problems due to dpi scaling. I am very proud of what I have achieved as I believe it shows off some of my best skills in a practical and useful app. Note: to get the latest version of PasswordKeeper, you can either download the installer/binary manually from the releases section of the GitHub repo, or you can click the download link in the readme. Then, run the installer/binary, follow the installation prompts (or extract the tarball for Linux) and you’re good to go! To try my project, it would be good to know how it actually works (obviously). When you first run it, you will see a login window like screenshot 1. Because it stores all of your data locally, you don’t have an account yet, so create one! Select the big blue “Create One” button and it will open a new window that looks like screenshot 2. Enter a username and password, and hit “Sign Up”. (The “Remember Username” checkbox is just for ease of access, so you don’t need to type out your username next time you open PasswordKeeper). IT WORKS! Now it’s time to use it: Get started by creating a category (or more) on the left, and then create some passwords for category! If you like, click the account icon in the top right corner and fiddle around with your settings (try out some nice colour themes).", "repo": "https://github.com/zacianculovici/PasswordKeeper", "demo": "https://github.com/zacianculovici/PasswordKeeper/releases/latest"}]...
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[{"post_id": 76965, "ts": "202 [{"post_id": 76965, "ts": "2026-10-05T07:11:18Z", "hours": 1.53, "text": "Fixed security issue with PasswordKeeper! One of my ship reviews mentioned that I didn’t use proper salting in PasswordKeeper, making it slightly easier for hackers to hack it. I have fixed this as well as a couple of other tiny issues, and made v1.1.5 as secure as possible!"}, {"post_id": 63284, "ts": "2026-09-07T01:03:23Z", "hours": 0.9653, "text": "OOOOOH SO CLOSE!!!! I just found a bug in my code where it was flashing the UI every time I pressed any button or clicked the mouse! Fixed now and about to ship!"}, {"post_id": 62736, "ts": "2026-09-06T07:46:22Z", "hours": 0.7056, "text": "Devlog #9 Just finishing up! Will ship just after I have tested on Linux and MacOS!"}, {"post_id": 62048, "ts": "2026-09-05T08:45:26Z", "hours": 4.8361, "text": "Devlog #8 About to ship! Finally my project is nearly ready to ship! Just doing some tests and making sure it is complete. Release available My release is available on GitHub releases with installers ( Untested on MacOS and Linux so far ) Code updates Added: Password and Category Search Warning dialogs Refined logic and updated issues"}, {"post_id": 60146, "ts": "2026-09-02T10:17:21Z", "hours": 2.3194, "text": "Devlog # 7! Nearly shippable! (With orphans on top) ⚓ Nearly there! Hooray! My project is nearly in a shippable state where I can send it to you guys! Only a few small things to go. 🤞 👤 Account additions I still need to add account deletion/editing to my logic and UI, to make the application complete. 🗑️ Recursive deletion I fixed the issue with the orphaned passwords when you delete a category, and now it asks whether you wish to delete the all of a categories passwords before taking away those poor passwords home (How sad). I know, don’t tell me: my UI looks kinda lame. I’m going to fix the weird background colour and make it look a bit better, don’t worry."}, {"post_id": 59425, "ts": "2026-09-01T08:21:18Z", "hours": 3.2583, "text": "⚠️ NOTICE: SHIPWRIGHTS - HAVE A LOOK AT OOPS DOWN THE BOTTOM ⚠️ Devlog # 6: “Yay”, “OOPS” and “More OOPS (Not as bad)” 🎉 Yay! Got the encryption working almost perfectly! Might need someone to do hacking tests ( Not like anyone in Hack Club knows how to Hack, but anyway ) to check my security later if anyone has time (And reason). 😥 OOPS I just realised that I was supposed to be coding in a public GitHub repository the whole time, as up until now I had been coding locally and had planned to upload my code to a repository just before shipping. I have now uploaded all my code in logical development stages, and am working correctly now. (Also, I had Hackatime tracking correctly the whole time, it was just no GitHub repo that was the issue). Hope this isn’t a problem. 😕 More OOPS (Not as bad) I also realised that I missed out a pretty important part of the main category logic: How the deletion handles password dependencies. I was so focused on making the recursive rename work, that I forgot about what it should do when you delete one! I will get this fixed soon. (P.S. If anyone has noticed my (complete) overuse of brackets (parentheses), well done. Always a programmer at heart 😂😊 </>.)"}, {"post_id": 55472, "ts": "2026-08-27T10:38:15Z", "hours": 2.4072, "text": "Devlog # 5 ✏️ Renaming working! Recursive rename is working great! Dependencies automatically fix their category! 🌐 Open in browser button Added a button to open the current password’s website in the browser! 🔐 Security Just starting to add encryption and hashing! Using fernet and python hashlib . 🗃️ Unsaved changes check Added an unsaved changes check so that it doesn’t lose your unsaved changes."}, {"post_id": 52953, "ts": "2026-08-23T10:23:11Z", "hours": 0.5353, "text": "Devlog # 4 ✏️ Renaming success! Got the renaming to work perfectly for categories and passwords! Had to add loads of debugging statements to get it to work. 😵💫 Still need to add dependency checking to eliminate issues. 📋 Adding copy password button Adding a button to copy the password you are looking at quickly! Nearly working. ✔️"}, {"post_id": 51507, "ts": "2026-08-21T08:31:11Z", "hours": 1.4433, "text": "Devlog # 3 Deletion working great! Got the category/password deletion to work smoothly! No kinks so far. 🤞 Renaming Issues Hmmm… For some reason the renaming doesn’t work properly for categories or passwords. I will also have to add a dependency check so passwords don’t end up with a false category. Cloud storage update Even though I haven’t started on the cloud storage, I have done some research. Probably going to use superbase as it is secure, free and has inbuilt python API and authentication."}, {"post_id": 50177, "ts": "2026-08-19T09:17:20Z", "hours": 1.4139, "text": "Devlog #2 Save/Load/Delete/Edit Working on getting save and load working, but delete isn’t working. 🤔 Will get it fixed soon hopefully. Security (Encryption/Hashing) Currently using no encryption or hashing, but just plain json for save and load. Will convert to cryptography once basic logic is working. Cloud storage Putting a hold on cloud storage until the rest of the logic and functionality is working. Please tell me if you know of good, free, secure cloud storage options for a Python API 🙂"}, {"post_id": 45659, "ts": "2026-08-12T09:16:57Z", "hours": 2.5044, "text": "Kicked off a new python project! Redoing an old and ugly password manager in python to a fancy CustomTkinter version with multiple users and a very nice GUI. I’m mostly finished the UI, and I’m working on saving and loading locally before adding more complex cloud storage."}]...
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Title: Password Keeper by @zac_i | Stardance
Devl Title: Password Keeper by @zac_i | Stardance
Devlogs:
Kicked off a new python project! Redoing an old and ugly password manager in python to a fancy CustomTkinter version with multiple users and a very nice GUI. I’m mostly finished the UI, and I’m working on saving and loading locally before adding more complex cloud storage.
Devlog #2 Save/Load/Delete/Edit Working on getting save and load working, but delete isn’t working. 🤔 Will get it fixed soon hopefully. Security (Encryption/Hashing) Currently using no encryption or hashing, but just plain json for save and load. Will convert to cryptography once basic logic is working. Cloud storage Putting a hold on cloud storage until the rest of the logic and functionality is working. Please tell me if you know of good, free, secure cloud storage options for a Python API 🙂
Devlog # 3 Deletion working great! Got the category/password deletion to work smoothly! No kinks so far. 🤞 Renaming Issues Hmmm… For some reason the renaming doesn’t work properly for categories or passwords. I will also have to add a dependency check so passwords don’t end up with a false category. Cloud storage update Even though I haven’t started on the cloud storage, I have done some research. Probably going to use superbase as it is secure, free and has inbuilt python API and authentication.
Devlog # 4 ✏️ Renaming success! Got the renaming to work perfectly for categories and passwords! Had to add loads of debugging statements to get it to work. 😵💫 Still need to add dependency checking to eliminate issues. 📋 Adding copy password button Adding a button to copy the password you are looking at quickly! Nearly working. ✔️
Devlog # 5 ✏️ Renaming working! Recursive rename is working great! Dependencies automatically fix their category! 🌐 Open in browser button Added a button to open the current password’s website in the browser! 🔐 Security Just starting to add encryption and hashing! Using fernet and python hashlib . 🗃️ Unsaved changes check Added an unsaved changes check so that it doesn’t lose your unsaved changes.
⚠️ NOTICE: SHIPWRIGHTS - HAVE A LOOK AT OOPS DOWN THE BOTTOM ⚠️ Devlog # 6: “Yay”, “OOPS” and “More OOPS (Not as bad)” 🎉 Yay! Got the encryption working almost perfectly! Might need someone to do hacking tests ( Not like anyone in Hack Club knows how to Hack, but anyway ) to check my security later if anyone has time (And reason). 😥 OOPS I just realised that I was supposed to be coding in a public GitHub repository the whole time, as up until now I had been coding locally and had planned to upload my code to a repository just before shipping. I have now uploaded all my code in logical development stages, and am working correctly now. (Also, I had Hackatime tracking correctly the whole time, it was just no GitHub repo that was the issue). Hope this isn’t a problem. 😕 More OOPS (Not as bad) I also realised that I missed out a pretty important part of the main category logic: How the deletion handles password dependencies. I was so focused on making the recursive rename work, that I forgot about what it should do when you delete one! I will get this fixed soon. (P.S. If anyone has noticed my (complete) overuse of brackets (parentheses), well done. Always a programmer at heart 😂😊 </>.)
Devlog # 7! Nearly shippable! (With orphans on top) ⚓ Nearly there! Hooray! My project is nearly in a shippable state where I can send it to you guys! Only a few small things to go. 🤞 👤 Account additions I still need to add account deletion/editing to my logic and UI, to make the application complete. 🗑️ Recursive deletion I fixed the issue with the orphaned passwords when you delete a category, and now it asks whether you wish to delete the all of a categories passwords before taking away those poor passwords home (How sad). I know, don’t tell me: my UI looks kinda lame. I’m going to fix the weird background colour and make it look a bit better, don’t worry.
Devlog #8 About to ship! Finally my project is nearly ready to ship! Just doing some tests and making sure it is complete. Release available My release is available on GitHub releases with installers ( Untested on MacOS and Linux so far ) Code updates Added: Password and Category Search Warning dialogs Refined logic and updated issues
Devlog #9 Just finishing up! Will ship just after I have tested on Linux and MacOS!
OOOOOH SO CLOSE!!!! I just found a bug in my code where it was flashing the UI every time I pressed any button or clicked the mouse! Fixed now and about to ship!
Fixed security issue with PasswordKeeper! One of my ship reviews mentioned that I didn’t use proper salting in PasswordKeeper, making it slightly easier for hackers to hack it. I have fixed this as well as a couple of other tiny issues, and made v1.1.5 as secure as possible!
Ships:
I made a cool password manager application with python, to store, manage and edit your passwords and pins securely. There were many challenging parts of it, with the most notable one being how I tried to make my dialog windows appear in the centre of the screen, but ran into some problems due to dpi scaling. I am very proud of what I have achieved as I believe it shows off some of my best skills in a practical and useful app. Note: to get the latest version of PasswordKeeper, you can either download the installer/binary manually from the releases section of the GitHub repo, or you can click the download link in the readme. Then, run the installer/binary, follow the installation prompts (or extract the tarball for Linux) and you’re good to go! To try my project, it would be good to know how it actually works (obviously). When you first run it, you will see a login window like screenshot 1. Because it stores all of your data locally, you don’t have an account yet, so create one! Select the big blue “Create One” button and it will open a new window that looks like screenshot 2. Enter a username and password, and hit “Sign Up”. (The “Remember Username” checkbox is just for ease of access, so you don’t need to type out your username next time you open PasswordKeeper). IT WORKS! Now it’s time to use it: Get started by creating a category (or more) on the left, and then create some passwords for category! If you like, click the account icon in the top right corner and fiddle around with your settings (try out some nice colour themes).
SHIP #2! PasswordKeeper 1.1.5 is out! Fixed a few security issues to give you the best secure experience possible! One of my ship reviews mentioned a security issue with improper salting of accounts. I have fixed this and a couple of other small bugs for security. Also, they mentioned that I hashed the credentials badly, where there could be overlaps with separate accounts, which is now fixed as well. If you are unsure how to use PasswordKeeper, have a look at SHIP #1 below and find out! Thank you so much to the person who left that review, it has helped my development heaps! P.S. Just because my README looks nice (with emojis) doesn’t mean that it’s AI. (Take a look at screenshot 2)...
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1793101767.508954
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1793188167.508954
|
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56879
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Anims-meme by @Freaked | Stardance
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Freaked
|
2
|
11.5
|
125
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T18:33:53Z", "hours": 5.0, "multiplier": 12.81, "payout": 66, "blessing": "neutral", "text": "i made this cool and cute animal meme making page and i made this because i wanted to make meme making more easy and also i have added a lot feature which was really hard to pull off and i am really proud of that i making this page juts to make the task of making new meme easier instead of using any hard over complicated tool", "repo": "https://github.com/15freaker/Anims-meme", "demo": "https://15freaker.github.io/Anims-meme/"}, {"ship_num": 2, "ts": "2026-09-01T16:56:26Z", "hours": 5.0, "multiplier": 11.64, "payout": 59, "blessing": "neutral", "text": "it was really challanges when it comes to API and all i loved how it went and it was real fun making this website i hope this will make other people happy too", "repo": "https://github.com/15freaker/Anims-meme", "demo": "https://15freaker.github.io/Anims-meme/"}]...
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[{"post_id": 63432, "ts": "202 [{"post_id": 63432, "ts": "2026-09-07T08:46:54Z", "hours": 1.505, "text": "Devlog 11 : i have fixed all the bugs and all the changes it needed to become a better meme making page it is surely happy but its done and things i fixed in it was that cat image is not loading fast then fuctionality isnt working or isnt responsive i understood and fixed all the mistake and now it works better will see more in future and will fix it more (●’◡’●)(●’◡’●)"}, {"post_id": 61668, "ts": "2026-09-04T18:16:16Z", "hours": 2.1722, "text": "Devlog 10 : i have finally added more features and fixed all the bugs ohhh what a relief it is i am really glad and also let me tell you about features now you can have fox, dog, cat images and you can add custom images from your computer and a white bar so text wont get blended up in image (which is your choice if you want you can and if you dont just uncheck it)and i have added few more fonts and aspects ratio and some normal settings like brightness and contrast (it was really tough) and some emoji thats it for now will see what i can do it in future ✨✨"}, {"post_id": 61553, "ts": "2026-09-04T14:59:32Z", "hours": 1.1711, "text": "Devlog 9 : i have added fuctionality in it so every button works and do its work it was a pain in neck though but its finally completed and also i have added emoji fuction where people can also use emoji in their made memes if they want it was pretty tough though but its over and i am thinking of adding other features but for now its pretty awesome 🔥🔥✨✨"}, {"post_id": 61467, "ts": "2026-09-04T12:22:12Z", "hours": 0.7775, "text": "Devlog 8 : i was thinking of adding more fun features but i thought i should first add more customizable feature so it will make quality memes instead of quantity memes and i am thinking of adding more but nothing is coming in my mind rn if you have something please tell me in comment section i will be waiting ✨✨✨✨"}, {"post_id": 61324, "ts": "2026-09-04T05:39:33Z", "hours": 1.0106, "text": "Devlog 7 : i have fixed all the bugs and also added a loading screen so that it wont look like the website is freezed and i am going to add more features to it so that it will not be only cat centered but for other things too"}, {"post_id": 59695, "ts": "2026-09-01T16:50:15Z", "hours": 0.2775, "text": "Devlog 6 : completed README.md file and finally this project was real fun at last i finished it yeahhhhh ✨✨🔥🔥"}, {"post_id": 59621, "ts": "2026-09-01T15:18:40Z", "hours": 1.1211, "text": "Devlog 5: Fixed the bug and added all API needed for project and also made it look awesome filled with new feature 🤌✨"}, {"post_id": 59488, "ts": "2026-09-01T11:08:37Z", "hours": 1.02, "text": "Devlog 4: added some new features with some cool gifs and will going to fix API in place of gifs so that it can get new GIFs and new Images everytime we click and it need more polishing and fixing of bugs i am really tired of bugs 😒😒"}, {"post_id": 59454, "ts": "2026-09-01T09:59:25Z", "hours": 1.2586, "text": "Devlog 3 : i made its UI and its button works i need to add javascript now the most hard part is now starting and it was really hard to build till now but its almost done yeahhhhhh!!!!!!🔥🔥"}, {"post_id": 59192, "ts": "2026-08-31T20:51:55Z", "hours": 0.8411, "text": "#Devlog 2: completed its CSS file seems okay for now lets see how many bugs now we have to fix 🥀🥀"}, {"post_id": 59154, "ts": "2026-08-31T19:44:32Z", "hours": 0.5292, "text": "Devlog 1 : I am working so cool meme website you are gonna love it ✨i am very excited to make it and also this will gonna have a lot of features i hope everyone will love it (●’◡’●)"}]...
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Title: Anims-meme by @Freaked | Stardance
Devlogs Title: Anims-meme by @Freaked | Stardance
Devlogs:
Devlog 1 : I am working so cool meme website you are gonna love it ✨i am very excited to make it and also this will gonna have a lot of features i hope everyone will love it (●’◡’●)
#Devlog 2: completed its CSS file seems okay for now lets see how many bugs now we have to fix 🥀🥀
Devlog 3 : i made its UI and its button works i need to add javascript now the most hard part is now starting and it was really hard to build till now but its almost done yeahhhhhh!!!!!!🔥🔥
Devlog 4: added some new features with some cool gifs and will going to fix API in place of gifs so that it can get new GIFs and new Images everytime we click and it need more polishing and fixing of bugs i am really tired of bugs 😒😒
Devlog 5: Fixed the bug and added all API needed for project and also made it look awesome filled with new feature 🤌✨
Devlog 6 : completed README.md file and finally this project was real fun at last i finished it yeahhhhh ✨✨🔥🔥
Devlog 7 : i have fixed all the bugs and also added a loading screen so that it wont look like the website is freezed and i am going to add more features to it so that it will not be only cat centered but for other things too
Devlog 8 : i was thinking of adding more fun features but i thought i should first add more customizable feature so it will make quality memes instead of quantity memes and i am thinking of adding more but nothing is coming in my mind rn if you have something please tell me in comment section i will be waiting ✨✨✨✨
Devlog 9 : i have added fuctionality in it so every button works and do its work it was a pain in neck though but its finally completed and also i have added emoji fuction where people can also use emoji in their made memes if they want it was pretty tough though but its over and i am thinking of adding other features but for now its pretty awesome 🔥🔥✨✨
Devlog 10 : i have finally added more features and fixed all the bugs ohhh what a relief it is i am really glad and also let me tell you about features now you can have fox, dog, cat images and you can add custom images from your computer and a white bar so text wont get blended up in image (which is your choice if you want you can and if you dont just uncheck it)and i have added few more fonts and aspects ratio and some normal settings like brightness and contrast (it was really tough) and some emoji thats it for now will see what i can do it in future ✨✨
Devlog 11 : i have fixed all the bugs and all the changes it needed to become a better meme making page it is surely happy but its done and things i fixed in it was that cat image is not loading fast then fuctionality isnt working or isnt responsive i understood and fixed all the mistake and now it works better will see more in future and will fix it more (●’◡’●)(●’◡’●)
Ships:
it was really challanges when it comes to API and all i loved how it went and it was real fun making this website i hope this will make other people happy too
i made this cool and cute animal meme making page and i made this because i wanted to make meme making more easy and also i have added a lot feature which was really hard to pull off and i am really proud of that i making this page juts to make the task of making new meme easier instead of using any hard over complicated tool...
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1792875201.905485
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1793739201.905485
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6065
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N Gram Model by @Muhammad_Ahmad | Stardance
|
Muhammad_Ahmad
|
1
|
12.78
|
124
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T11:25:39Z", "hours": 12.0, "multiplier": 10.44, "payout": 124, "blessing": "neutral", "text": "I made a N Gram Model in C++, which is a fundamental and early NLP model used for text generation and text suggestion in search engines. The hardest part was understanding the theoretical concepts and applying them in code. The project files are released on github and also published as a release for easy download. The readme states clear simple instruction to run the model (it’s very easy, trust, just one command). You can interact with it on the CLI (for now i guess).", "repo": "https://github.com/ahmad777x86/N-Gram-Model", "demo": "https://github.com/ahmad777x86/N-Gram-Model/releases/tag/Stable"}]...
|
[{"post_id": 20644, "ts": "202 [{"post_id": 20644, "ts": "2026-07-02T09:13:55Z", "hours": 0.7842, "text": "Changes Made the I/O interface more colourful Pushed the binary to repo, and attached it with the release Some bug fixes"}, {"post_id": 19124, "ts": "2026-06-30T11:21:12Z", "hours": 1.6831, "text": "Final touches Added a bigger corpus i.e. wikitext2 by salesforce AI Research. Credited corpus and linked associated license. Wrote a python script to read the parquet format corpus and turn it into .txt format. Some minor changes in code."}, {"post_id": 17559, "ts": "2026-06-28T12:00:52Z", "hours": 1.6025, "text": "Progress Better CLI interface Wrote Readme for shipping. Bug fixes (unigram model input vectors processing without checks, etc)."}, {"post_id": 15485, "ts": "2026-06-25T05:29:13Z", "hours": 1.3133, "text": "Implemented Model Evaluation with Perplexity Perplexity (a metric borrowed from information theory) acts a summarized evaluation metric for your model, that intuitively evaluates how much your model branches off in generating texts. Mathematically, it’s a geometric mean of the inverse probabilities as calculated by the model, normalized by sequence length. For seen texts, my model achieved a perplexity around 20-30, and for unseen texts it varied alot due to random picking of tokens in that case."}, {"post_id": 14294, "ts": "2026-06-23T11:06:22Z", "hours": 1.0531, "text": "Implemented Laplace Smoothing in the model Smoothing refers to generalization of n gram model to texts they haven’t seen before. Laplace smoothing (also known as add-one smoothing) is the simplest type of smoothing that avoids the probability estimates to reach zero when handling unseen token or sequences. It is quite easy to implement this in code, just add one in the numerator of probability formula and add vocabulary size in the denominator."}, {"post_id": 12948, "ts": "2026-06-21T05:55:39Z", "hours": 1.0297, "text": "Implemented probability estimates of each word using the formula: Counts of gram sequence in corpus/ Counts of context window sequence in corpus Improved the I/O logic a bit aswell, the debug statements are there but commented."}, {"post_id": 9846, "ts": "2026-06-16T09:34:58Z", "hours": 1.8994, "text": "Made module for estimating probabilities of words given a context window using MLE (Maximum Likelihood Estimation). Fixed the mapping of tokens back to strings, by using temporary dynamically allocated array and copying it into vector."}, {"post_id": 9107, "ts": "2026-06-15T07:15:53Z", "hours": 2.0847, "text": "Made NGram class that can count occurences of the specified n grams in the corpus. Also, the tokenizer now has another module to map unique tokens to ints for memory efficiency. Now, I shall move onto estimating probabilities of each token given a context window."}, {"post_id": 2178, "ts": "2026-06-04T15:10:54Z", "hours": 1.2806, "text": "Overview: N Gram Model is a fundamental model in Natural Language Processing used to predict next word in a given sequence. It relies on markov’s assumption that the probability estimate of a word relies on it’s immediate preceding words rather than the whole text/sentence. What I have made uptill now: I have made the first module required for this project which is a Tokenizer, a tokenizer takes a text corpus and separately stores each word or token in a lookup table. Future Direction: The core mechanism of N gram models, which is probability estimates for each n word sequence using frequency found in the corpus. Further, I would want to add smoothing to these probability estimates and add model evaluating metrics like perplexity."}]...
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Title: N Gram Model by @Muhammad_Ahmad | Stardance Title: N Gram Model by @Muhammad_Ahmad | Stardance
Devlogs:
Overview: N Gram Model is a fundamental model in Natural Language Processing used to predict next word in a given sequence. It relies on markov’s assumption that the probability estimate of a word relies on it’s immediate preceding words rather than the whole text/sentence. What I have made uptill now: I have made the first module required for this project which is a Tokenizer, a tokenizer takes a text corpus and separately stores each word or token in a lookup table. Future Direction: The core mechanism of N gram models, which is probability estimates for each n word sequence using frequency found in the corpus. Further, I would want to add smoothing to these probability estimates and add model evaluating metrics like perplexity.
Made NGram class that can count occurences of the specified n grams in the corpus. Also, the tokenizer now has another module to map unique tokens to ints for memory efficiency. Now, I shall move onto estimating probabilities of each token given a context window.
Made module for estimating probabilities of words given a context window using MLE (Maximum Likelihood Estimation). Fixed the mapping of tokens back to strings, by using temporary dynamically allocated array and copying it into vector.
Implemented probability estimates of each word using the formula: Counts of gram sequence in corpus/ Counts of context window sequence in corpus Improved the I/O logic a bit aswell, the debug statements are there but commented.
Implemented Laplace Smoothing in the model Smoothing refers to generalization of n gram model to texts they haven’t seen before. Laplace smoothing (also known as add-one smoothing) is the simplest type of smoothing that avoids the probability estimates to reach zero when handling unseen token or sequences. It is quite easy to implement this in code, just add one in the numerator of probability formula and add vocabulary size in the denominator.
Implemented Model Evaluation with Perplexity Perplexity (a metric borrowed from information theory) acts a summarized evaluation metric for your model, that intuitively evaluates how much your model branches off in generating texts. Mathematically, it’s a geometric mean of the inverse probabilities as calculated by the model, normalized by sequence length. For seen texts, my model achieved a perplexity around 20-30, and for unseen texts it varied alot due to random picking of tokens in that case.
Progress Better CLI interface Wrote Readme for shipping. Bug fixes (unigram model input vectors processing without checks, etc).
Final touches Added a bigger corpus i.e. wikitext2 by salesforce AI Research. Credited corpus and linked associated license. Wrote a python script to read the parquet format corpus and turn it into .txt format. Some minor changes in code.
Changes Made the I/O interface more colourful Pushed the binary to repo, and attached it with the release Some bug fixes
Ships:
I made a N Gram Model in C++, which is a fundamental and early NLP model used for text generation and text suggestion in search engines. The hardest part was understanding the theoretical concepts and applying them in code. The project files are released on github and also published as a release for easy download. The readme states clear simple instruction to run the model (it’s very easy, trust, just one command). You can interact with it on the CLI (for now i guess)....
|
1793101870.5486171
|
1793188270.5486171
|
|
17416
|
LaunchPad by @Manenti | Stardance
|
Manenti
|
1
|
7.0
|
124
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T01:33:13Z", "hours": 7.0, "multiplier": 17.25, "payout": 124, "blessing": "neutral", "text": "I built LaunchPad, a quality-of-life web app that helps makers organize their projects and generate useful submission materials faster. The app lets users create a local profile, save project information, add links such as GitHub and demo URLs, select the type of project, and choose which resources they want to generate. From one saved project, LaunchPad can generate materials like a README template, a GitHub description, a DevLog, a submission checklist, an AI usage statement, and a project submission text. Users can also copy or download the generated resources directly from the project page. The most challenging part was connecting the whole front-end flow in a clean way. I had to work with React Router protected routes, localStorage persistence, form actions, dynamic project pages, and reusable generator functions. Another challenge was making the app feel simple and useful instead of overloaded, because the main goal was to remove friction from a repetitive workflow. I am most proud of being able to apply the front-end knowledge I have been studying recently and turn it into a complete, working project with a satisfying final result. This project helped me practice React, Vite, TailwindCSS, routing, local data storage, and UI organization in a real use case. I am also proud that the tool solves a problem I personally have when submitting projects: rewriting the same information across README files, devlogs, descriptions, and checklists. To test the project, open the live demo, create a simple local login, and then create a new project. Add a project name, description, type, technologies, GitHub link, demo link, challenges, and what you learned. After saving it, open the project from the dashboard and try generating, copying, and downloading the selected resources. All data is stored locally in the browser using localStorage, so no real account or backend is required.", "repo": "https://github.com/noname697/LaunchPad", "demo": "https://launch-3lpdjz4l2-arthur-manentis-projects.vercel.app"}]...
|
[{"post_id": 8433, "ts": "2026 [{"post_id": 8433, "ts": "2026-06-14T00:58:54Z", "hours": 1.5808, "text": "This update focused on the project detail flow. I created a dedicated page for each project, updated the routes so users can open a project directly from the dashboard, and added an “Open project” action to the project cards. I also polished the styling of the project page to keep the new flow consistent with the rest of the app. I made a few small improvements to the generators utility too, so it can handle project data more reliably when building formatted files like README, DevLog, checklist, and submission text."}, {"post_id": 8324, "ts": "2026-06-13T20:50:28Z", "hours": 1.2792, "text": "Since the last devlog, I focused on the generators layer of the project. I created a utility that turns a project’s data into formatted output files, including README, GitHub description, DevLog, checklist, AI usage statement, and submission text. I also added filename generation for each resource so the exported content is organized and easy to reuse. This gave the app its first real content-generation workflow instead of just storing project information."}, {"post_id": 8266, "ts": "2026-06-13T19:10:15Z", "hours": 2.8603, "text": "Since the last devlog, I moved the project from a basic routed app into a more complete project-management flow. I set up a lightweight MVC structure for projects, added localStorage-backed project persistence, and refactored shared UI into reusable components like Button and InputField. I also started importing a custom font to make the interface feel less generic. On the product side, I built the create-project screen with fields for project metadata, links, technologies, challenges, learnings, and generator selection, plus validation and save/cancel actions. I then expanded the dashboard into a real project overview that reads saved projects, handles the empty state, greets the logged-in user, and links into the new project flow. After that, I polished the styling of both the dashboard and the new project page so the app feels more consistent and usable"}, {"post_id": 7784, "ts": "2026-06-13T00:18:50Z", "hours": 0.66, "text": "Since the last update, I moved the project from a simple login prototype into a small routed app with actual navigation flow. I installed React Router, created public and protected routes, and wired the login so it now sends the user to the dashboard after saving their data locally. I also built a first provisional dashboard with a greeting, logout action, and a placeholder projects section. After that, I refined the dashboard styling and started polishing the overall presentation by importing a font and improving the visual structure."}, {"post_id": 7763, "ts": "2026-06-12T23:39:52Z", "hours": 0.8289, "text": "I started the project with Vite and React and installed Tailwind CSS to speed up the interface. I structured the application to display a login screen as the app’s entry point. I created the basis of the authentication flow with simple name and email validation. I added local persistence with localStorage to save user data in this prototype. I adjusted the form fields and then refined the page’s appearance with a more polished and responsive layout."}]...
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Title: LaunchPad by @Manenti | Stardance
Devlogs: Title: LaunchPad by @Manenti | Stardance
Devlogs:
I started the project with Vite and React and installed Tailwind CSS to speed up the interface. I structured the application to display a login screen as the app’s entry point. I created the basis of the authentication flow with simple name and email validation. I added local persistence with localStorage to save user data in this prototype. I adjusted the form fields and then refined the page’s appearance with a more polished and responsive layout.
Since the last update, I moved the project from a simple login prototype into a small routed app with actual navigation flow. I installed React Router, created public and protected routes, and wired the login so it now sends the user to the dashboard after saving their data locally. I also built a first provisional dashboard with a greeting, logout action, and a placeholder projects section. After that, I refined the dashboard styling and started polishing the overall presentation by importing a font and improving the visual structure.
Since the last devlog, I moved the project from a basic routed app into a more complete project-management flow. I set up a lightweight MVC structure for projects, added localStorage-backed project persistence, and refactored shared UI into reusable components like Button and InputField. I also started importing a custom font to make the interface feel less generic. On the product side, I built the create-project screen with fields for project metadata, links, technologies, challenges, learnings, and generator selection, plus validation and save/cancel actions. I then expanded the dashboard into a real project overview that reads saved projects, handles the empty state, greets the logged-in user, and links into the new project flow. After that, I polished the styling of both the dashboard and the new project page so the app feels more consistent and usable
Since the last devlog, I focused on the generators layer of the project. I created a utility that turns a project’s data into formatted output files, including README, GitHub description, DevLog, checklist, AI usage statement, and submission text. I also added filename generation for each resource so the exported content is organized and easy to reuse. This gave the app its first real content-generation workflow instead of just storing project information.
This update focused on the project detail flow. I created a dedicated page for each project, updated the routes so users can open a project directly from the dashboard, and added an “Open project” action to the project cards. I also polished the styling of the project page to keep the new flow consistent with the rest of the app. I made a few small improvements to the generators utility too, so it can handle project data more reliably when building formatted files like README, DevLog, checklist, and submission text.
Ships:
I built LaunchPad, a quality-of-life web app that helps makers organize their projects and generate useful submission materials faster. The app lets users create a local profile, save project information, add links such as GitHub and demo URLs, select the type of project, and choose which resources they want to generate. From one saved project, LaunchPad can generate materials like a README template, a GitHub description, a DevLog, a submission checklist, an AI usage statement, and a project submission text. Users can also copy or download the generated resources directly from the project page. The most challenging part was connecting the whole front-end flow in a clean way. I had to work with React Router protected routes, localStorage persistence, form actions, dynamic project pages, and reusable generator functions. Another challenge was making the app feel simple and useful instead of overloaded, because the main goal was to remove friction from a repetitive workflow. I am most proud of being able to apply the front-end knowledge I have been studying recently and turn it into a complete, working project with a satisfying final result. This project helped me practice React, Vite, TailwindCSS, routing, local data storage, and UI organization in a real use case. I am also proud that the tool solves a problem I personally have when submitting projects: rewriting the same information across README files, devlogs, descriptions, and checklists. To test the project, open the live demo, create a simple local login, and then create a new project. Add a project name, description, type, technologies, GitHub link, demo link, challenges, and what you learned. After saving it, open the project from the dashboard and try generating, copying, and downloading the selected resources. All data is stored locally in the browser using localStorage, so no real account or backend is required....
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1793090949.3900428
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1793177349.3900428
|
|
19519
|
fume extractor by @flyingfish | Stardance
|
flyingfish
|
1
|
25.0
|
124
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T04:45:08Z", "hours": 25.0, "multiplier": 5.0, "payout": 124, "blessing": "neutral", "text": "I made a fume extractor for soldering so that you don’t get light headed after soldering for long periods of time", "repo": "https://github.com/dinotiger01/fume-extractor", "demo": ""}]...
|
[{"post_id": 12349, "ts": "202 [{"post_id": 12349, "ts": "2026-06-20T04:36:28Z", "hours": 2.5306, "text": "I just finished the github read me now i am ready to ship"}, {"post_id": 12248, "ts": "2026-06-20T00:26:50Z", "hours": 8.9728, "text": "i just printed the new design and spent a long time assembling and i made some changes after having physically making it. (the picture doesn’t fit in the frame for some reason but it is just the finished fume extractor standing up) legs broken: so after assembling the legs the i found the little flaps on the legs have to big of a gap between the it and the block that is intended to hold it in place. this makes them not do there only purpose. so i redesigned the flaps to have little blocks to hold in place(the new legs are being printed rn so the new ones are not in the picture) the MSC(motor speed controller): so it was like really annoying it kept breaking and it like didn’t do anything and it went against one of my constraints because the potentiometer would stick out of the case so i just kinda removed it and connected the fan directly to the power source so you turn it on and of by just unplugging it."}, {"post_id": 11032, "ts": "2026-06-18T01:54:49Z", "hours": 4.4647, "text": "i printed the old case and it didn’t work at all so i spent all day redesign the case from scratch and i made a lot of changes while i was doing it size: i made everything a bit bigger because things didn’t fit mainly the place where the fan it no screws: i hade screws before because i thought is is just a good way to hold things together how ever i realized while redesigning they don’t work for this project because they are just to big and heavy so i am instead relying on the elasticity of plastic to hold the cover on the little flaps: in the old design i had these tiny flaps that was spoused to increase stability with rails to let it fold up however i made the rails waaay to small so this time i made the rail 5x bigger along with making the flaps longer to increase surface area rails: last time i designed the legs, before i designed the rails that they will go in to this resulted it really bad rails so this time i made the rails first then designed the legs so that it will be stronger because i can actually make strong rails"}, {"post_id": 10360, "ts": "2026-06-17T01:18:44Z", "hours": 4.4553, "text": "i made the circuit for the motor speed controller its really simple. i also got all the git hub repository set up"}, {"post_id": 9635, "ts": "2026-06-16T01:21:52Z", "hours": 4.43, "text": "i am going to make a fume extractor because i solder in my room and that’s not good for you constraints: small(i want it to be under 1ft so it can fit in my desk) expandable(i want a way to move it up and down so it can work when i am soldering something on a stand) flat(i don’t want to have many part stick out so i can put it in my drawer without taking up to much space) stable(i just don’t want it to fall over) small: to make it small i made it out of a small parable fan i repaired expendable: i was thinking about how to do this for a long time and eventually settled on a ladder peg system so you lift it to the high you wand then insert the peg so it holds in place stable: for this i knew i wanted a system where something would extend on the floor to increase surface area how ever i couldn’t find a good way to do this so i settled on two little flaps that go on the bottom of the legs flat: this is why the stability was really hard to figure out but i ended up making a track for the flaps to fold up so they don’t tack up space"}]...
|
Title: fume extractor by @flyingfish | Stardance
Title: fume extractor by @flyingfish | Stardance
Devlogs:
i am going to make a fume extractor because i solder in my room and that’s not good for you constraints: small(i want it to be under 1ft so it can fit in my desk) expandable(i want a way to move it up and down so it can work when i am soldering something on a stand) flat(i don’t want to have many part stick out so i can put it in my drawer without taking up to much space) stable(i just don’t want it to fall over) small: to make it small i made it out of a small parable fan i repaired expendable: i was thinking about how to do this for a long time and eventually settled on a ladder peg system so you lift it to the high you wand then insert the peg so it holds in place stable: for this i knew i wanted a system where something would extend on the floor to increase surface area how ever i couldn’t find a good way to do this so i settled on two little flaps that go on the bottom of the legs flat: this is why the stability was really hard to figure out but i ended up making a track for the flaps to fold up so they don’t tack up space
i made the circuit for the motor speed controller its really simple. i also got all the git hub repository set up
i printed the old case and it didn’t work at all so i spent all day redesign the case from scratch and i made a lot of changes while i was doing it size: i made everything a bit bigger because things didn’t fit mainly the place where the fan it no screws: i hade screws before because i thought is is just a good way to hold things together how ever i realized while redesigning they don’t work for this project because they are just to big and heavy so i am instead relying on the elasticity of plastic to hold the cover on the little flaps: in the old design i had these tiny flaps that was spoused to increase stability with rails to let it fold up however i made the rails waaay to small so this time i made the rail 5x bigger along with making the flaps longer to increase surface area rails: last time i designed the legs, before i designed the rails that they will go in to this resulted it really bad rails so this time i made the rails first then designed the legs so that it will be stronger because i can actually make strong rails
i just printed the new design and spent a long time assembling and i made some changes after having physically making it. (the picture doesn’t fit in the frame for some reason but it is just the finished fume extractor standing up) legs broken: so after assembling the legs the i found the little flaps on the legs have to big of a gap between the it and the block that is intended to hold it in place. this makes them not do there only purpose. so i redesigned the flaps to have little blocks to hold in place(the new legs are being printed rn so the new ones are not in the picture) the MSC(motor speed controller): so it was like really annoying it kept breaking and it like didn’t do anything and it went against one of my constraints because the potentiometer would stick out of the case so i just kinda removed it and connected the fan directly to the power source so you turn it on and of by just unplugging it.
I just finished the github read me now i am ready to ship
Ships:
I made a fume extractor for soldering so that you don’t get light headed after soldering for long periods of time...
|
1793116132.9121253
|
1793202532.9121253
|
|
25782
|
Asa Chan by @yearcakes | Stardance
|
yearcakes
|
4
|
23.0
|
124
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T09:34:54Z", "hours": 14.0, "multiplier": 6.02, "payout": 82, "blessing": "neutral", "text": "DM @Asa Chan and type /asachan-start to get started, or use /asachan-settings anytime to manage your settings through an interactive modal! AI enhancement prompts may be delayed by up to 2 minutes.", "repo": "https://github.com/zhaozhuoran/asa-chan-open", "demo": "https://hackclub.enterprise.slack.com/archives/C0BCZ65V1M1/p1785735586304359"}, {"ship_num": 2, "ts": "2026-07-09T11:55:29Z", "hours": 4.0, "multiplier": 5.49, "payout": 22, "blessing": "neutral", "text": "If you have any questions or run into any issues, feel free to DM me.", "repo": "https://github.com/zhaozhuoran/asa-chan-open", "demo": "https://hackclub.enterprise.slack.com/archives/C0BCZ65V1M1/p1785735586304359"}, {"ship_num": 3, "ts": "2026-07-01T11:22:46Z", "hours": 2.0, "multiplier": 5.64, "payout": 14, "blessing": "neutral", "text": "Known Issues Weather reports may be inaccurate in some regions outside East Asia due to limitations of the current weather data provider. I am actively looking for a better weather provider to improve global coverage and accuracy.", "repo": "https://github.com/zhaozhuoran/asa-chan-open", "demo": "https://hackclub.enterprise.slack.com/archives/C0BCZ65V1M1/p1785735586304359"}, {"ship_num": 4, "ts": "2026-06-27T03:39:29Z", "hours": 3.0, "multiplier": 1.79, "payout": 6, "blessing": "neutral", "text": "DM @Asa Chan and type /asachan-start to get started!", "repo": "https://github.com/zhaozhuoran/asa-chan-open", "demo": "https://hackclub.enterprise.slack.com/archives/C0BCZ65V1M1/p1785735586304359"}]...
|
[{"post_id": 39957, "ts": "202 [{"post_id": 39957, "ts": "2026-08-03T09:13:37Z", "hours": 2.3228, "text": "This update mainly focuses on improving the logging system to make operations and maintenance much easier. Logs are now more structured and include more useful context. Commit"}, {"post_id": 39273, "ts": "2026-08-02T04:21:38Z", "hours": 4.465, "text": "I added /asachan-settings, now you can configure AsaChan through a Slack modal instead of using multiple commands. This update also brings AQI, sunrise/sunset, and weather warning support, plus a new /asachan-admin command for basic debugging and more detailed stats for admins. I also added automatic timezone detection from city geocoding. Commit"}, {"post_id": 38840, "ts": "2026-08-01T12:24:11Z", "hours": 5.0344, "text": "I redesigned the settings using Slack Modals. Before, you had to use several different commands to configure everything. Now, you can just run /asachan-settings to open the settings page and manage everything in one place. It’s much easier to use now. Next, I’m planning to improve AQI display and weather alerts display, and fix a few small issues that don’t affect functionality but still aren’t quite perfect."}, {"post_id": 38082, "ts": "2026-07-31T09:24:34Z", "hours": 1.7953, "text": "I just got an idea. I saw Slack’s Modal feature, and I think using it could make the bot cleaner and more interesting. Here’s the official documentation: https://docs.slack.dev/surfaces/modals/"}, {"post_id": 25248, "ts": "2026-07-09T11:51:15Z", "hours": 1.4569, "text": "Added better logging."}, {"post_id": 24652, "ts": "2026-07-08T11:38:28Z", "hours": 2.5253, "text": "Added automatic fallback model support! If a model goes down or becomes unavailable, the bot seamlessly switches to a backup model to keep things running. I also tested and picked better default models, so the overall experience is now much more stable. Added usage statistics so I can better monitor service health and know when it’s time to scale resources. Based on feedback, I added support for another weather provider. Use /asachan-setsource to switch providers and get more reliable weather data, especially outside East Asia."}, {"post_id": 19924, "ts": "2026-07-01T11:14:29Z", "hours": 0.2672, "text": "I found out that the weather report is not accurate outside East Asia. I think this is due to the weather information provider I’m currently using. I’m looking for a better provider. If you know any good alternatives, please let me know!"}, {"post_id": 17049, "ts": "2026-06-27T17:56:26Z", "hours": 1.6486, "text": "🚀 New Features 🤖 AI Weather Fusion Transforms raw weather data into personalized, cozy responses. Use /asachan-mode to toggle it on or off (check out the Cute Mode preview!). 🐾 🌐 Localization Now fully supports Simplified Chinese ( zh ) and English ( en ). Hack Clubbers around the world are welcome to contribute additional languages! ✨ Final checks will be completed tomorrow, followed by an immediate push to the public repository."}, {"post_id": 16767, "ts": "2026-06-27T07:14:05Z", "hours": 0.5222, "text": "Implemented a full migration from JSON-based persistence to SQLite. Added automated daily SQLite backups to improve reliability, data safety, and long-term maintainability."}, {"post_id": 16677, "ts": "2026-06-27T03:30:53Z", "hours": 3.2714, "text": "Today I finished the first usable version of Asa Chan for Slack. 🎉"}]...
|
Title: Asa Chan by @yearcakes | Stardance
Devlogs Title: Asa Chan by @yearcakes | Stardance
Devlogs:
Today I finished the first usable version of Asa Chan for Slack. 🎉
Implemented a full migration from JSON-based persistence to SQLite. Added automated daily SQLite backups to improve reliability, data safety, and long-term maintainability.
🚀 New Features 🤖 AI Weather Fusion Transforms raw weather data into personalized, cozy responses. Use /asachan-mode to toggle it on or off (check out the Cute Mode preview!). 🐾 🌐 Localization Now fully supports Simplified Chinese ( zh ) and English ( en ). Hack Clubbers around the world are welcome to contribute additional languages! ✨ Final checks will be completed tomorrow, followed by an immediate push to the public repository.
I found out that the weather report is not accurate outside East Asia. I think this is due to the weather information provider I’m currently using. I’m looking for a better provider. If you know any good alternatives, please let me know!
Added automatic fallback model support! If a model goes down or becomes unavailable, the bot seamlessly switches to a backup model to keep things running. I also tested and picked better default models, so the overall experience is now much more stable. Added usage statistics so I can better monitor service health and know when it’s time to scale resources. Based on feedback, I added support for another weather provider. Use /asachan-setsource to switch providers and get more reliable weather data, especially outside East Asia.
Added better logging.
I just got an idea. I saw Slack’s Modal feature, and I think using it could make the bot cleaner and more interesting. Here’s the official documentation: https://docs.slack.dev/surfaces/modals/
I redesigned the settings using Slack Modals. Before, you had to use several different commands to configure everything. Now, you can just run /asachan-settings to open the settings page and manage everything in one place. It’s much easier to use now. Next, I’m planning to improve AQI display and weather alerts display, and fix a few small issues that don’t affect functionality but still aren’t quite perfect.
I added /asachan-settings, now you can configure AsaChan through a Slack modal instead of using multiple commands. This update also brings AQI, sunrise/sunset, and weather warning support, plus a new /asachan-admin command for basic debugging and more detailed stats for admins. I also added automatic timezone detection from city geocoding. Commit
This update mainly focuses on improving the logging system to make operations and maintenance much easier. Logs are now more structured and include more useful context. Commit
Ships:
DM @Asa Chan and type /asachan-start to get started!
Known Issues Weather reports may be inaccurate in some regions outside East Asia due to limitations of the current weather data provider. I am actively looking for a better weather provider to improve global coverage and accuracy.
If you have any questions or run into any issues, feel free to DM me.
DM @Asa Chan and type /asachan-start to get started, or use /asachan-settings anytime to manage your settings through an interactive modal! AI enhancement prompts may be delayed by up to 2 minutes....
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1793090986.2532732
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1793177386.2532732
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58555
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Beat It by @Altaaf | Stardance
|
Altaaf
|
1
|
16.0
|
124
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T13:00:00Z", "hours": 16.0, "multiplier": 12.42, "payout": 124, "blessing": "neutral", "text": "This is a rythm based Game that takes in MP3 Music files from your PC and turns it into a level through which you speed through on your bike. It stated when i was playing “Dancing line” - a mobile game that also turns a song into levels although they are pre made and that makes it unadaptable to a song that i want to play the game with. In order to fix it I made a full audio analysis and beat detection system with local energy based beat detection. It took a LOT of fine tuning to get the beats to be placed right for most songs but i feel it now does it reliably. This is just V1 of the project next will be a fast fourier transform algorithm that will dissect an audio file to its absolute origins and get the more than enough data to build a good level. Again this is the Demo for the project. Its still under development! I hope you have fun playing it, read the Readme File or the itch.io description to get an idea of the controls! Now go and BEAT IT", "repo": "https://github.com/MohdAltaaf/Beat-it", "demo": "https://ksfdev.itch.io/beat-it"}]...
|
[{"post_id": 62887, "ts": "202 [{"post_id": 62887, "ts": "2026-09-06T12:43:44Z", "hours": 16.3275, "text": "BEAT IT Your music is the level. A synthwave motorcycle runner where the road, the collectibles, and the traffic are all generated from a song you actually own. Drop in any MP3, and the game listens to it — beat by beat — to build a highway that only exists because that specific track does. What it actually does Import any MP3. The game reads it, finds the beats, and figures out roughly where the melody rises and falls. A road gets built to match: collectible beat blocks land exactly on the drum hits, and the path between them curves in the direction the melody moves. Traffic weaves through the level too — some of it sitting directly on your line, forcing an actual choice between chasing a streak and swerving to survive. Get clipped by a car and the screen reddens instead of ending the run outright. Get clipped enough times in a row without recovering, and it does. Survive the whole song, and the camera holds still while the bike rides off toward the horizon on its own. How to play Controls: A/D or Left/Right to weave across the road. Your music: On first launch, hit Play, then “Open Songs Folder” on the song select screen. Drop your MP3s in, back out to the main menu, hit Play again to refresh the list. The story behind it This started as a design doc for something I genuinely didn’t know how to build. I’d never touched audio analysis before — I knew Unity, I knew C#, and I had a pretty clear picture of the feeling I wanted (weaving through a highway that’s actually reacting to the song you picked), but the actual how of “read an MP3 and find the beat” was a total blank. So I built it the only way that made sense: one small, testable piece at a time. Load the file. Confirm you can actually read the raw samples back out — and immediately learn the hard way that array indices and seconds-into-the-song are not the same scale when your audio is stereo and interleaved. Get a single number (energy in a window) that’s louder on a kick drum than on silence. Watch it also light up on vocals and melody, because raw loudness doesn’t know the difference between a kick and a chorus — and go learn what a low-pass filter actually does about that. Watch beats land audibly late, and find out that’s because you’re timestamping the start of a window instead of hunting for the actual peak inside it. Rebuild the whole detector around change in energy instead of raw energy, because a sustained bassline was getting picked up as a wall of false beats a flat threshold could never tell apart from a real hit. The design itself changed shape more than once, too. The original plan kept the bike frozen in place with the whole world scrolling past it, specifically to dodge floating-point drift over a long run. Then a simple particle trail on the bike broke that illusion completely — a trail can’t read as “moving forward” if the thing it’s attached to never actually moves — so the bike started really driving, and the “drift” problem I’d been defending against turned out to not even apply once I did the math on how far a single song could actually carry it. A whole planned system (recycling road tiles forever) got deleted the moment I realized every level is scoped to one finite, fully-known-in-advance song — there’s no “forever” to build for. The traffic system is maybe my favorite piece of this, honestly. Cars aren’t just scattered around — they’re placed by solving backwards: given exactly where and when I want a near-miss to happen, and how fast the car should be going, what starting position makes that car arrive there right on cue? Same trick the beat blocks use for their own placement, just pointed at a different problem. Tech No third-party DSP libraries — the beat and melody detection are hand-rolled: single-pole low-pass/band-pass filtering, spectral-flux-style onset detection, and a lightweight spectral-centroid approximation for melody direction, all built directly on raw AudioClip sample data"}]...
|
Title: Beat It by @Altaaf | Stardance
Devlogs:
BE Title: Beat It by @Altaaf | Stardance
Devlogs:
BEAT IT Your music is the level. A synthwave motorcycle runner where the road, the collectibles, and the traffic are all generated from a song you actually own. Drop in any MP3, and the game listens to it — beat by beat — to build a highway that only exists because that specific track does. What it actually does Import any MP3. The game reads it, finds the beats, and figures out roughly where the melody rises and falls. A road gets built to match: collectible beat blocks land exactly on the drum hits, and the path between them curves in the direction the melody moves. Traffic weaves through the level too — some of it sitting directly on your line, forcing an actual choice between chasing a streak and swerving to survive. Get clipped by a car and the screen reddens instead of ending the run outright. Get clipped enough times in a row without recovering, and it does. Survive the whole song, and the camera holds still while the bike rides off toward the horizon on its own. How to play Controls: A/D or Left/Right to weave across the road. Your music: On first launch, hit Play, then “Open Songs Folder” on the song select screen. Drop your MP3s in, back out to the main menu, hit Play again to refresh the list. The story behind it This started as a design doc for something I genuinely didn’t know how to build. I’d never touched audio analysis before — I knew Unity, I knew C#, and I had a pretty clear picture of the feeling I wanted (weaving through a highway that’s actually reacting to the song you picked), but the actual how of “read an MP3 and find the beat” was a total blank. So I built it the only way that made sense: one small, testable piece at a time. Load the file. Confirm you can actually read the raw samples back out — and immediately learn the hard way that array indices and seconds-into-the-song are not the same scale when your audio is stereo and interleaved. Get a single number (energy in a window) that’s louder on a kick drum than on silence. Watch it also light up on vocals and melody, because raw loudness doesn’t know the difference between a kick and a chorus — and go learn what a low-pass filter actually does about that. Watch beats land audibly late, and find out that’s because you’re timestamping the start of a window instead of hunting for the actual peak inside it. Rebuild the whole detector around change in energy instead of raw energy, because a sustained bassline was getting picked up as a wall of false beats a flat threshold could never tell apart from a real hit. The design itself changed shape more than once, too. The original plan kept the bike frozen in place with the whole world scrolling past it, specifically to dodge floating-point drift over a long run. Then a simple particle trail on the bike broke that illusion completely — a trail can’t read as “moving forward” if the thing it’s attached to never actually moves — so the bike started really driving, and the “drift” problem I’d been defending against turned out to not even apply once I did the math on how far a single song could actually carry it. A whole planned system (recycling road tiles forever) got deleted the moment I realized every level is scoped to one finite, fully-known-in-advance song — there’s no “forever” to build for. The traffic system is maybe my favorite piece of this, honestly. Cars aren’t just scattered around — they’re placed by solving backwards: given exactly where and when I want a near-miss to happen, and how fast the car should be going, what starting position makes that car arrive there right on cue? Same trick the beat blocks use for their own placement, just pointed at a different problem. Tech No third-party DSP libraries — the beat and melody detection are hand-rolled: single-pole low-pass/band-pass filtering, spectral-flux-style onset detection, and a lightweight spectral-centroid approximation for melody direction, all built directly on raw AudioClip sample data
Ships:
This is a rythm based Game that takes in MP3 Music files from your PC and turns it into a level through which you speed through on your bike. It stated when i was playing “Dancing line” - a mobile game that also turns a song into levels although they are pre made and that makes it unadaptable to a song that i want to play the game with. In order to fix it I made a full audio analysis and beat detection system with local energy based beat detection. It took a LOT of fine tuning to get the beats to be placed right for most songs but i feel it now does it reliably. This is just V1 of the project next will be a fast fourier transform algorithm that will dissect an audio file to its absolute origins and get the more than enough data to build a good level. Again this is the Demo for the project. Its still under development! I hope you have fun playing it, read the Readme File or the itch.io description to get an idea of the controls! Now go and BEAT IT...
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1793091149.5789216
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1793177549.5789216
|
|
13294
|
SteganoHide by @iva33 | Stardance
|
iva33
|
1
|
8.0
|
123
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T21:12:50Z", "hours": 8.0, "multiplier": 15.92, "payout": 123, "blessing": "neutral", "text": "I built SteganoHide, a CLI tool that hides secret text messages inside PNG images using LSB steganography. The image looks completely normal to the human eye, but the hidden data is stored in the Red channel of each pixel. The most challenging part was the decoder, it has to follow the exact same pixel path as the encoder, and getting the stop signal logic right took a few tries. I’m proud that it’s fully installable via pip install steganohide and works in under a minute. To test it: install it, grab any PNG image, run the tool, hide a message, then decode it back. Windows users may need to run the full .exe path from the Scripts folder if the command isn’t recognized.", "repo": "https://github.com/ivadebandit/steganography-tool", "demo": "https://pypi.org/project/steganohide/"}]...
|
[{"post_id": 8310, "ts": "2026 [{"post_id": 8310, "ts": "2026-06-13T20:27:48Z", "hours": 1.9347, "text": "Shipping day! Spent the last couple of days on everything around the code, which turned out to be way more work than I expected. Setting up git properly, fixing merge conflicts, getting PyPI to accept the upload, writing a .gitignore, creating a release tag. None of this is hard individually but it’s a lot of steps and each one has its own way of going wrong. Also fixed two real bugs I hadn’t noticed: the tool would crash on non-ASCII characters like emoji, and nothing stopped you from saving the output as a .jpg (which would silently destroy the hidden data since JPEG is lossy). Both are one-liners to fix but they matter. The project is now on PyPI at pip install steganohide, fully open source, with a proper README and release. It actually works and anyone can try it."}, {"post_id": 7477, "ts": "2026-06-12T14:01:46Z", "hours": 2.0308, "text": "Devlog 3 — the decoder! This one took more thinking than I expected. The decoder has to follow the exact same path as the encoder: same starting corner, same row-by-row order, otherwise it reads the wrong pixels and gets messy. The trickiest part was the stop signal logic. The decoder reads Red values one by one and asks “is this a 0?” at every pixel. If yes, stop and convert everything collected so far back to text. If no, keep going. Sounds simple but getting the edge cases right (what if the image has no message at all? what if it hits the end without finding a stop?) took a few tries. When I finally ran encode → decode end to end and saw my message come back perfectly that was a relief."}, {"post_id": 7126, "ts": "2026-06-11T22:08:58Z", "hours": 2.5472, "text": "Devlog 2! Ran into my first real problem today, the SimpleImage library I started with wasn’t giving me direct pixel access the way I needed. Switched to Pillow and it made things a lot easier. getpixel() and putpixel() are what I needed. Writing the encoder felt satisfying. You loop through every pixel, overwrite the Red channel with your character’s ASCII value, move to the next pixel, repeat. It sounds almost too simple but it works and the encoded image looks identical to the original. Added a safety check too: if your message is longer than the image has pixels, it’ll tell you instead of crashing silently."}, {"post_id": 5075, "ts": "2026-06-08T19:16:52Z", "hours": 1.3611, "text": "First devlog! I’ve been wanting to build something that feels like actual secret agent stuff, and steganography caught my eye, hiding messages inside images that look completely normal. Nobody would ever know. Getting started was harder than I expected. I didn’t know how pixel data actually worked at first, I just knew images were made of pixels. Turns out every pixel has three numbers (R, G, B) and ASCII characters are also just numbers, so you can literally swap one for the other. That clicked for me and I got excited. Built the two core helper functions today: message_to_numbers which converts text to ASCII values, and numbers_to_message which does the reverse. The stop signal (0) idea came from wondering “how does the decoder know when to stop?” you need a flag at the end, like a period at the end of a sentence."}]...
|
Title: SteganoHide by @iva33 | Stardance
Devlogs: Title: SteganoHide by @iva33 | Stardance
Devlogs:
First devlog! I’ve been wanting to build something that feels like actual secret agent stuff, and steganography caught my eye, hiding messages inside images that look completely normal. Nobody would ever know. Getting started was harder than I expected. I didn’t know how pixel data actually worked at first, I just knew images were made of pixels. Turns out every pixel has three numbers (R, G, B) and ASCII characters are also just numbers, so you can literally swap one for the other. That clicked for me and I got excited. Built the two core helper functions today: message_to_numbers which converts text to ASCII values, and numbers_to_message which does the reverse. The stop signal (0) idea came from wondering “how does the decoder know when to stop?” you need a flag at the end, like a period at the end of a sentence.
Devlog 2! Ran into my first real problem today, the SimpleImage library I started with wasn’t giving me direct pixel access the way I needed. Switched to Pillow and it made things a lot easier. getpixel() and putpixel() are what I needed. Writing the encoder felt satisfying. You loop through every pixel, overwrite the Red channel with your character’s ASCII value, move to the next pixel, repeat. It sounds almost too simple but it works and the encoded image looks identical to the original. Added a safety check too: if your message is longer than the image has pixels, it’ll tell you instead of crashing silently.
Devlog 3 — the decoder! This one took more thinking than I expected. The decoder has to follow the exact same path as the encoder: same starting corner, same row-by-row order, otherwise it reads the wrong pixels and gets messy. The trickiest part was the stop signal logic. The decoder reads Red values one by one and asks “is this a 0?” at every pixel. If yes, stop and convert everything collected so far back to text. If no, keep going. Sounds simple but getting the edge cases right (what if the image has no message at all? what if it hits the end without finding a stop?) took a few tries. When I finally ran encode → decode end to end and saw my message come back perfectly that was a relief.
Shipping day! Spent the last couple of days on everything around the code, which turned out to be way more work than I expected. Setting up git properly, fixing merge conflicts, getting PyPI to accept the upload, writing a .gitignore, creating a release tag. None of this is hard individually but it’s a lot of steps and each one has its own way of going wrong. Also fixed two real bugs I hadn’t noticed: the tool would crash on non-ASCII characters like emoji, and nothing stopped you from saving the output as a .jpg (which would silently destroy the hidden data since JPEG is lossy). Both are one-liners to fix but they matter. The project is now on PyPI at pip install steganohide, fully open source, with a proper README and release. It actually works and anyone can try it.
Ships:
I built SteganoHide, a CLI tool that hides secret text messages inside PNG images using LSB steganography. The image looks completely normal to the human eye, but the hidden data is stored in the Red channel of each pixel. The most challenging part was the decoder, it has to follow the exact same pixel path as the encoder, and getting the stop signal logic right took a few tries. I’m proud that it’s fully installable via pip install steganohide and works in under a minute. To test it: install it, grab any PNG image, run the tool, hide a message, then decode it back. Windows users may need to run the full .exe path from the Scripts folder if the command isn’t recognized....
|
1793130568.8744326
|
1793216968.8744326
|
|
15301
|
AuriaOS by @AidenHammy | Stardance
|
AidenHammy
|
3
|
33.0
|
123
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T09:26:41Z", "hours": 8.0, "multiplier": 12.28, "payout": 94, "blessing": "neutral", "text": "This ship finishes off every placeholder app and adds two real interface upgrades. Calculator does immediate-execution arithmetic with full keyboard support. Mood Lamp applies a real ambient color wash across the whole desktop and not just its own window (fortunately). Fortune Cookie cracks open into an actual paper slip with a fortune and six lucky numbers. The Browser now has a working address bar with back/forward/reload and typed URLs load inline. Searches open in a new tab since search engines block being framed no matter what you do. Right-click also does something everywhere now including titlebars, taskbar and desktop and also including a new “Always on Top” pin. And the taskbar clock isn’t static anymore! Click it for a small calendar with today marked and leap years are handled correctly without any special-case code. Current apps → Fully functional: Settings, Notepad, Terminal, Calculator, Mood Lamp, Browser, Fortune Cookie Placeholder apps → None remaining!", "repo": "https://github.com/AidenHammy/auria-os", "demo": "https://aidenhammy.github.io/auria-os/"}, {"ship_num": 2, "ts": "2026-07-04T04:21:36Z", "hours": 3.0, "multiplier": 9.22, "payout": 29, "blessing": "neutral", "text": "AuriaOS is a browser-based desktop environment built entirely with vanilla HTML, CSS and JavaScript. It features a complete window manager with dragging, resizing, edge snapping, maximizing and minimizing alongside a Start Menu with live search, pinning, recent apps and full keyboard navigation. It also includes a functional Terminal where commands like theme, pin, darkmode and shutdown interact with the operating system itself. Settings, notes, pinned apps and recent activity are all persisted using localStorage. The biggest challenge wasn’t adding features. It was making them work together reliably. I spent a lot of time debugging Javascript, tracing unexpected behaviour and reworking functions until interactions felt consistent across the entire desktop. I also kept the scope manageable by building the OS incrementally. I treated each subsystem as its own milestone instead of trying to create everything at once. One of the parts I’m happiest with is that AuriaOS behaves like a single, connected system rather than a collection of isolated apps. The Start Menu, Settings and Terminal all share the same state so changes made in one place are reflected everywhere else. The terminal is fully functional too! It isn’t just a visual prop. Current apps -> Fully functional (Mentioned below) Window Manager, Start Menu, Settings, Notepad, Terminal Placeholder apps Browser, Calculator, Mood Lamp, Fortune Cookie", "repo": "https://github.com/AidenHammy/auria-os", "demo": "https://aidenhammy.github.io/auria-os/"}, {"ship_num": 3, "ts": "2026-06-28T18:44:15Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "AuriaOS is a browser-based web OS built entirely with vanilla HTML, CSS and JavaScript. It includes a full window manager (drag, resize, edge snapping, maximize), a Start Menu with live search, pinning, recent apps and keyboard navigation, plus a Terminal where commands like theme, pin, darkmode and shutdown actually control the OS. Settings, notes, pinned apps and recent activity all persist through localStorage. The hardest part wasn’t writing new features. It was debugging them. The JavaScript logic itself was just as challenging. I spent a lot of time debugging, reworking functions and figuring out why seemingly correct code behaved unexpectedly. I got stuck plenty of times but I decided to stick with it until everything finally clicked. Keeping the project’s scope under control was another challenge so I broke large features into smaller phases instead of trying to build an entire desktop at once. I’m proud that AuriaOS feels like one coherent system instead of separate features glued together. The Start Menu, Settings and Terminal all share the same underlying state so changing something in one place updates the rest of the desktop automatically. I’m also proud that the Terminal is genuinely functional rather than decorative. The window manager, Start Menu, Settings, Notepad and Terminal are fully functional. Browser, Calculator, Mood Lamp and Fortune Cookie are still placeholder apps. Things worth trying: Drag a window to a screen edge to snap it Open the Start Menu and use “/” to search or navigate entirely with the keyboard Right-click an app to pin or unpin it Open Terminal and run help then try pin calculator or theme #4ecdc4 Refresh the page to verify that settings, notes and pinned apps persist", "repo": "https://github.com/AidenHammy/auria-os", "demo": "https://aidenhammy.github.io/auria-os/"}]...
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[{"post_id": 76071, "ts": "202 [{"post_id": 76071, "ts": "2026-10-02T07:43:42Z", "hours": 1.5942, "text": "Devlog: building the browser interface Every other app in AuriaOS gave me something real and had bugs that behaved normally. The browser gave me two completely different problems, each one hiding behind the last. Problem one: search engines don’t want to be embedded With the real browser wired up, the address bar, back/forward/reload/home and an actual iframe, it looked done. Typing a URL worked but typing a search term did not. Every search just sat there, blank. I got to know why that was very soon from the console: textFraming 'https://html.duckduckgo.com/' violates the following ContentSecurity Policy directive: \"frame-ancestors 'self'\". The request hasbeen blocked. DuckDuckGo sends a header that basically says “don’t let anyone put me inside another page” but that’s not just a DuckDuckGo thing though, it’s standard for basically every search engine because a framed search results page is a classic clickjacking setup. No amount of JavaScript on my end changes an HTTP header the other server is sending. Well, this can’t be considered a bug, it was like a wall and every search engine has the same one. So the fix wasn’t really a fix, it was about rethinking the whole situation. I had to stop trying to show search results inside the embedded view and just open them in a real new tab instead where framing rules don’t apply. Direct URLs still load inside the app like before since plenty of ordinary sites don’t block framing, it’s the search engines specifically. Problem two: it worked but it didn’t feel like it worked Search now actually functioned since New tab pops open with real results every time. And the very next thing I thought of was “it acts like a separate window opener instead of being part of the browser app” and it was a fair thought. What I really wanted was to show search results inside the iframe which loops straight back to problem one. I didn’t have much choice. I pushed back on that hard. Everything else in AuriaOS does what it claims to do. The terminal runs real commands, the calculator does real math and I didn’t want the browser to be the one app quietly faking it. But I eventually decided to keep the new tab. Added a small toast inside the browser window itself. “Opened search in a new tab” that fades in for about two seconds and back out. Doesn’t change where the search happens it just closes the feedback gap. Something visibly happens inside the app the moment you hit Go instead of the window just sitting there while a tab opens somewhere else on screen"}, {"post_id": 69933, "ts": "2026-09-18T02:56:22Z", "hours": 3.8267, "text": "Devlog: Right-clicks, calendars and… a fortune cookie?! Fresh update to AuriaOS. Two new interface features, one new app and a bug that crashed the entire desktop before it got fixed. Right-clicking finally does something! Before this, right-clicking almost anything in AuriaOS just opened the browser’s own menu (“Reload / Inspect”) which ruined the illusion of a real little operating system. Now right-clicking gives you a proper menu where it should: A window’s title bar -> Minimize, Maximize/Restore, Always on Top, Close An app in the taskbar -> Restore/Minimize, Close Empty taskbar space -> Show Desktop, Close All Windows, Settings Empty desktop space -> Personalize, Open a Terminal, Refresh A desktop icon -> Open The genuinely new trick is “Always on Top”. Pin a window and it stays above every other window, no matter what else you click instead of getting buried like normal windows. The clock finally does something! The taskbar clock used to just show the time. Now you can click it and get a small calendar for the current month just like on a real computer. The calendar handles the fiddly stuff automatically. It knows how many days are in each month, accounts for February 29 in leap years and always lines up with Sunday as the start of the week. The faded days at the beginning and end fill out the grid so it doesn’t have awkward gaps. And if you leave the calendar open when midnight hits, it updates itself and moves the highlight to the new day without needing to be closed and reopened. Actually building the Fortune Cookie App It’s basically what it sounds like. A fortune cookie that you click to crack open. It shrinks and fades as if it’s actually being cracked,then a little paper slip slides into view with a fortune and six “lucky numbers” underneath just like a real fortune cookie. The bug that broke everything This was the messy part. It wasn’t really one bug but two bugs back to back both caused by the same basic mistake. Bug one: the crash. To make the calendar auto-update, the clock code runs every second and checks whether the calendar popup is open. The problem was an ordering mistake. That check ran before the calendar popup had actually been set up. Because the error happened near the top of the file, everything after it never got initialized including the taskbar and Start Menu click handlers. From the outside, the whole desktop looked dead. Frozen clock, dead Start Menu and an unresponsive taskbar. Bug two: After fixing the crash, the calendar still wouldn’t open. Turns out I’d written all the code for the popup but forgotten to actually add the popup to the page. Most of the code quietly ignored the missing element but one part wasn’t so forgiving and could throw an error on every click anywhere in the app. Adding the missing element fixed it and I added safety checks around similar code so missing elements can’t cause the same mess again"}, {"post_id": 64213, "ts": "2026-09-08T13:28:36Z", "hours": 2.2125, "text": "Devlog: giving AuriaOS two real apps (and finding out neither of them worked) Calculator and Mood Lamp had been placeholders since day one. A folder icon and a div that said “🧮 Calculator app” and nothing else. A window opened, technically. Nothing else did. For the second submission I finally built them for real. Building them Calculator got a real display and button grid, doing immediate-execution math on purpose: 6 + 3 × 2 = gives 18 not 12 because that’s how an actual physical calculator behaves and a proper order-of-operations parser felt like solving a problem nobody asked for. Divide by zero gives Error like it should. Keyboard input works too but only while the calculator window is actually focused so it can’t hijack typing elsewhere. Mood Lamp got more ambition! Instead of a “click a button, see a color” toy, it’s a global ambient tint over the whole desktop not just its own window. Four presets pulled from the existing accent palette, plus a real color picker and intensity slider for anyone who wants to go off-menu. Wrote the CSS, wrote the JS, wired both in, called it done. It was not done. The buttons that did nothing. Time for the First bug! Mood Lamp’s buttons didn’t work. No errors, no visual change, just silence..which is a specific kind of bug since broken JS usually throws. Silence like that means the code never actually ran. That’s exactly what happened. wireCalculator() and wireMoodLamp() were both fully written and correct and never called from anywhere. openWindow() still had the old dispatch list from before either app existed so every button in both apps existed in the DOM with zero listeners attached. Not a typo, just two lines I never wrote. The command that lied about itself From the previous reviews, I got to know that typing lightmode on in the terminal printed darkmode turned on . The Dark Mode → Light Mode rename happened everywhere except one spot. The shared toggleBooleanSetting() helper used the internal state key (darkmode, which still has to exist since the actual effect is a literal CSS invert) for the confirmation message too. I split those apart so the message reflects what you actually typed not the plumbing underneath it. The mood lamp that had no mood Once the wiring was fixed, buttons visibly responded but the desktop itself looked exactly the same. Sampling the actual rendered pixel before/after at max intensity confirmed it. The shift was small enough to round to nothing. The overlay used mix-blend-mode: soft-light which was picked for subtlety. Except soft-light scales toward zero as the base color approaches black and AuriaOS’s desktop is about as close to black as a color gets (almost). The mode I chose for subtlety was almost mathematically guaranteed to do nothing on this exact theme. I switched it to screen, which always adds light regardless of how dark the base is. Same 30% intensity setting, suddenly an actual visible wash instead of a rounding error. The actual lesson? None of these three were exotic bugs. A missing function call, a copy mismatch, a blend mode never checked against the theme it’d run on. All three shipped unnoticed because each one failed quietly instead of throwing. Worth remembering “it’s not doing anything” isn’t a shrug, it’s a symptom!"}, {"post_id": 21937, "ts": "2026-07-04T04:10:49Z", "hours": 3.1672, "text": "Devlog: Reworking AuriaOS’s Visual Identity I thought AuriaOS was ready to ship. The window manager was working, apps launched, windows could be dragged, resized, minimized and restored. And the logic was solid. Then the project got flagged as AI-generated, well I wouldn’t say AI-generated but maybe traits similar to that of one. It wasn’t because of the code but because of the UI. Looking back, I understood why. The dark navy background, teal accents, frosted glass, soft glows and identical rounded corners looked a lot like the visual style that’s become common in AI-generated interface concepts. Those chosen elements together, they unintentionally resembled that aesthetic. So I decided to redesign the visual system without touching the underlying functionality! Redesigning the UI The HTML and Javascript mostly stayed the same but most of the CSS was reworked. Replaced the glassy navy and teal theme with a warmer ink and brass palette Split the single border radius into multiple sizes so controls, windows and tiles each have their own geometry Removed glow-heavy styling in favor of flat panels, subtle borders and offset shadows Simplified typography by using JetBrains Mono for the interface with Fraunces reserved for the Start menu greeting Replaced decorative gradients with a subtle SVG grain texture Added small details like a window seal, custom text selection and distinct hover treatments across different UI regions Swapped macOS-style traffic-light controls for simpler outlined window buttons My goal was simple, it wasn’t to make the UI less polished, it was to give it a clearer identity. Bugs I Found Along the Way Rewriting and going through every CSS rule also uncovered a few real bugs Broken resize handles Some resize handle selectors accidentally used descendant selectors instead of grouped selectors so several resize directions silently stopped working Invisible desktop Adding overflow: hidden exposed another issue: #desktop never had an explicit height. Because every child was absolutely positioned, the container collapsed to zero height and clipped everything inside it. Restoring width: 100% and height: 100% fixed it immediately A backwards theme toggle The old “Dark Mode” toggle now made the already-dark interface lighter so i renamed the user-facing option to Light Mode while keeping the internal setting unchanged Looking Back Getting the project flagged was frustrating but it pushed me to reconsider the design instead of just accepting my first version. The redesign gave AuriaOS a stronger visual identity and the careful review of the stylesheet ended up revealing several bugs that had gone unnoticed during the rewrite. In the end, the project became better both visually and technically"}, {"post_id": 17634, "ts": "2026-06-28T14:49:11Z", "hours": 2.1547, "text": "Devlog 5 Picked up right where Devlog 4 left off. It was finally time to touch something nobody had looked at since day one, the Terminal. Before any of that though, I had a genuinely interesting detour into why I can’t just load real websites in an iframe . It turns out most sites send headers specifically designed to stop other pages from embedding them. That’s also the real secret behind those slick “browser inside a browser” demos we sometimes see online. They’re either fully staged or quietly running an actual browser on a server somewhere and just streaming a picture of it back to you, good to know. Also good to know I’m not building a server anytime soon. Future Aiden can deal with that one… if he ever does. The Terminal ended up being the most satisfying thing I’ve built so far. Real command parsing, arrow keys cycling through history and commands that genuinely do things instead of just printing text back at you. The command pin calculator actually pins an app. theme #ff6b6b actually repaints the whole OS live. It’s one of those features that finally makes the desktop feel interactive rather than just clickable And then, almost immediately, the most expected yet unexpected bug. I’d spent all that time getting the commands working, the history system behaving and everything feeling right.. only to forget the single line that actually connects the Terminal to its window when it opens. Fully built but completely silent because of one missing function call I closed it out by fixing a bug that’s been sitting in plain sight since the very first day of this project. Maximizing a window always left a thin strip of empty space hovering just above the taskbar because the math was quietly subtracting the taskbar’s height twice instead of once Hopefully my last devlog before shipping… ..for now sigh…"}, {"post_id": 17074, "ts": "2026-06-27T18:37:22Z", "hours": 8.1842, "text": "Devlog 4 - The Start Menu Ate My Week I js wanted to give the start menu some real attention instead of leaving it as a sad little list forever. I did NOT expect that to become the biggest sprint of the whole project but here we are… Built a proper pin/unpin system. My first version was a bit problematic so I sat with it for a while then rebuilt it the right way with an actual right-click context menu and everything. It felt genuinely satisfying once it finally clicked. Then I somehow convinced myself to add six more features to give the start menu a new life: greeting header, search bar, pinned grid, recent activity, system widgets and a whole user profile footer. Small moments of panic…? Definitely.. then I broke it into phases so I didn’t drown trying to build an entire desktop in one sitting. What nobody tells you about “just redesign the start menu” is how many times you’ll open the same file and stare at the same fifteen lines wondering why they look right and behave wrong. Trial and error ate most of my time which is fair enough. I also gave every icon its own little color badge, wired up a real “/” keyboard shortcut to match the hint I’d put in the search bar then made the whole thing Tab-and-Enter navigable since none of it was there before. Every “small fix” somehow turned into reopening three different files and rechecking things I was already convinced were correct which… more often than not, they weren’t. But that part actually felt rewarding. Little by little, the menu finally started feeling alive. And then, the bugs… I found out my own Start button was secretly broken, well… not heartbroken like me, at least. Clicking it did nothing at all because an old line of code was quietly fighting a newer one inside the same click handler. THAT took way TOO long to spot. The sneakiest ones weren’t even logic bugs.. a single missing dash in a CSS variable. A class name one word off from the real HTML. Completely invisible unless you go hunting line by line, just quietly doing nothing the whole time. The JavaScript is by far the most nerve-wracking, head-splitting experience ever. Absolute horror. I don’t wanna touch that file ever again. My eyes are bloodshot. The amount of time I spent just staring at the code, hunting down errors one by one is honestly concerning.. The menu actually works now, start to finish. Search, pinning, keyboard navigation and all. It cost way more blood than a start menu has any right to. Genuinely proud of this one precisely because of how much it fought back. Terminal’s turn next. And it should be VERY afraid. Note: Snuck localStorage into the project too! Turns out users generally prefer their settings, notes and pinned apps to exist for longer than five seconds. Weird bunch."}, {"post_id": 14623, "ts": "2026-06-23T20:05:40Z", "hours": 2.3447, "text": "Devlog 3 - Window Manager Upgrade Came back to the window manager because it was bugging me. Windows could be dragged anywhere including straight off the edge of the screen with no way to get them back short of refreshing. No resizing at all. No snapping. All the stuff that makes an OS feel like an OS instead of a box you can shove around. So this was the sprint where I tried to fix that and it took way longer than I thought, mostly because of bugs I caused myself. First up was resize handles, eight invisible strips around each window’s edges and corners so you can grab any side and resize from there. First try did nothing. Not an error, just nothing. Turned out my windows have overflow: hidden for the rounded corners and I’d put the handles slightly outside the window’s box so the browser was just clipping them out of existence along with their mouse events. Moved them inside the edge instead and they worked. Then, while retyping some of it by hand, I wrote .querySelectorAll(\".resize-handle\".forEach(...)) instead of .querySelectorAll(\".resize-handle\").forEach(...) . One parenthesis in the wrong spot and I was calling .forEach on a plain string instead of on the actual list of elements. Broke resizing AND window-opening at the same time since the error happened before the window even got added to the page. Bounds clamping was a smaller fix but it’s the one I’m most relieved about. Windows can hang halfway off an edge now but they physically can’t disappear off-screen anymore, there’s always a grabbable strip of titlebar left no matter how far you drag. And then snapping, the one I was most excited for. Drag a window to the left or right edge and a ghost preview shows up where it’ll land, let go and it snaps into half the screen. Drag to the top and it maximizes. I almost skipped the detail where dragging a snapped window away from the edge pops it back to its old size first instead of just dragging the half-screen shape around looking weird but glad I didn’t, that’s the part that actually sells it. Then dragging itself went completely haywire right after snapping started working, windows flying way faster than my mouse was moving, snapping in the wrong spots, clamping not holding. Assumed snapping broke it. It hadn’t. Found a line where I was adding the drag delta twice, once to calculate the clamped position and then again by accident when actually setting it. Double-clicking a titlebar now maximizes/restores too, it felt wrong not having that once snapping existed. Window manager finally feels solid instead of held together with tape. Small wins matter! even the ones that take an embarrassingly long time to find."}, {"post_id": 13865, "ts": "2026-06-22T18:39:18Z", "hours": 3.0808, "text": "Devlog 2 — Things Finally Started Moving Picked this back up today and this was basically the point where I started adding JavaScript and making things actually work. Up until now everything was just static UI. At first, I was building app content directly inside JavaScript strings… which worked but got messy really fast. The big breakthrough was moving all of that into proper HTML <template> tags instead. Sounds small but it made the code way easier to manage. Don’t have to squint at quotation marks trying to understand layout and styles. Got the window manager fully working! open, close, minimize, maximize, drag around. Each window now gets a taskbar button that reflects its state. Clicking a minimized window restores it, clicking an active one minimizes it. The Start menu can launch apps now and desktop icons work too. You can double-click an icon to open an app which is a small thing but makes it feel a lot more real. Also wired up the Settings panel. Toggles switch between ON/OFF, accent colors update the theme live and dark mode works (kind of a hack using CSS filters but it works). The Apps folder opens in its own window and can launch other apps from inside it. It’s all small features but they’re finally connected. Spent way too long debugging why desktop icons weren’t responding. Turned out to be a typo in a template ID (“windows-template” vs “window-template”) combined with the script running before the DOM loaded. Very classic… huh? Wrapped everything in DOMContentLoaded and double-checked all IDs after that. Most of the apps (Browser, Terminal, Calculator, Mood Lamp, Fortune Cookie) are still just placeholders with static content. But the system around them feels solid now. Next step is making at least one of them actually do something interesting.. probably either a fake-command Terminal or a Mood Lamp with real color interaction. Also: the Start button didn’t even have an icon before. Just an empty button sitting there. Fixed that. Small wins matter!"}, {"post_id": 12694, "ts": "2026-06-20T18:48:08Z", "hours": 5.7383, "text": "Devlog 1 — Starting Somewhere Started working on AuriaOS today. Honestly, it’s pretty rough right now. I didn’t really try to build anything complex yet. Mostly just figuring out how to structure everything. Got a basic desktop layout in place with some icons (browser, terminal, notes, etc.), a taskbar and a start menu. None of it actually does much yet. Spent a lot more time than expected just on CSS. Things like spacing, colors, trying to make it not look completely off. I set up a dark theme with variables so I don’t have to keep rewriting stuff later, which feels like it’ll help. Also added a window template system so I can reuse it when I actually start making apps. Right now it’s just sitting there but I think it’ll make things easier later. There’s a settings page UI and an apps folder too but they’re basically just placeholders. Buttons don’t really do anything yet. Overall, it doesn’t look like much for a full day but I guess this is just the setup phase. Still trying to understand how everything should fit together."}]...
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Title: AuriaOS by @AidenHammy | Stardance
Devlogs Title: AuriaOS by @AidenHammy | Stardance
Devlogs:
Devlog 1 — Starting Somewhere Started working on AuriaOS today. Honestly, it’s pretty rough right now. I didn’t really try to build anything complex yet. Mostly just figuring out how to structure everything. Got a basic desktop layout in place with some icons (browser, terminal, notes, etc.), a taskbar and a start menu. None of it actually does much yet. Spent a lot more time than expected just on CSS. Things like spacing, colors, trying to make it not look completely off. I set up a dark theme with variables so I don’t have to keep rewriting stuff later, which feels like it’ll help. Also added a window template system so I can reuse it when I actually start making apps. Right now it’s just sitting there but I think it’ll make things easier later. There’s a settings page UI and an apps folder too but they’re basically just placeholders. Buttons don’t really do anything yet. Overall, it doesn’t look like much for a full day but I guess this is just the setup phase. Still trying to understand how everything should fit together.
Devlog 2 — Things Finally Started Moving Picked this back up today and this was basically the point where I started adding JavaScript and making things actually work. Up until now everything was just static UI. At first, I was building app content directly inside JavaScript strings… which worked but got messy really fast. The big breakthrough was moving all of that into proper HTML <template> tags instead. Sounds small but it made the code way easier to manage. Don’t have to squint at quotation marks trying to understand layout and styles. Got the window manager fully working! open, close, minimize, maximize, drag around. Each window now gets a taskbar button that reflects its state. Clicking a minimized window restores it, clicking an active one minimizes it. The Start menu can launch apps now and desktop icons work too. You can double-click an icon to open an app which is a small thing but makes it feel a lot more real. Also wired up the Settings panel. Toggles switch between ON/OFF, accent colors update the theme live and dark mode works (kind of a hack using CSS filters but it works). The Apps folder opens in its own window and can launch other apps from inside it. It’s all small features but they’re finally connected. Spent way too long debugging why desktop icons weren’t responding. Turned out to be a typo in a template ID (“windows-template” vs “window-template”) combined with the script running before the DOM loaded. Very classic… huh? Wrapped everything in DOMContentLoaded and double-checked all IDs after that. Most of the apps (Browser, Terminal, Calculator, Mood Lamp, Fortune Cookie) are still just placeholders with static content. But the system around them feels solid now. Next step is making at least one of them actually do something interesting.. probably either a fake-command Terminal or a Mood Lamp with real color interaction. Also: the Start button didn’t even have an icon before. Just an empty button sitting there. Fixed that. Small wins matter!
Devlog 3 - Window Manager Upgrade Came back to the window manager because it was bugging me. Windows could be dragged anywhere including straight off the edge of the screen with no way to get them back short of refreshing. No resizing at all. No snapping. All the stuff that makes an OS feel like an OS instead of a box you can shove around. So this was the sprint where I tried to fix that and it took way longer than I thought, mostly because of bugs I caused myself. First up was resize handles, eight invisible strips around each window’s edges and corners so you can grab any side and resize from there. First try did nothing. Not an error, just nothing. Turned out my windows have overflow: hidden for the rounded corners and I’d put the handles slightly outside the window’s box so the browser was just clipping them out of existence along with their mouse events. Moved them inside the edge instead and they worked. Then, while retyping some of it by hand, I wrote .querySelectorAll(".resize-handle".forEach(...)) instead of .querySelectorAll(".resize-handle").forEach(...) . One parenthesis in the wrong spot and I was calling .forEach on a plain string instead of on the actual list of elements. Broke resizing AND window-opening at the same time since the error happened before the window even got added to the page. Bounds clamping was a smaller fix but it’s the one I’m most relieved about. Windows can hang halfway off an edge now but they physically can’t disappear off-screen anymore, there’s always a grabbable strip of titlebar left no matter how far you drag. And then snapping, the one I was most excited for. Drag a window to the left or right edge and a ghost preview shows up where it’ll land, let go and it snaps into half the screen. Drag to the top and it maximizes. I almost skipped the detail where dragging a snapped window away from the edge pops it back to its old size first instead of just dragging the half-screen shape around looking weird but glad I didn’t, that’s the part that actually sells it. Then dragging itself went completely haywire right after snapping started working, windows flying way faster than my mouse was moving, snapping in the wrong spots, clamping not holding. Assumed snapping broke it. It hadn’t. Found a line where I was adding the drag delta twice, once to calculate the clamped position and then again by accident when actually setting it. Double-clicking a titlebar now maximizes/restores too, it felt wrong not having that once snapping existed. Window manager finally feels solid instead of held together with tape. Small wins matter! even the ones that take an embarrassingly long time to find.
Devlog 4 - The Start Menu Ate My Week I js wanted to give the start menu some real attention instead of leaving it as a sad little list forever. I did NOT expect that to become the biggest sprint of the whole project but here we are… Built a proper pin/unpin system. My first version was a bit problematic so I sat with it for a while then rebuilt it the right way with an actual right-click context menu and everything. It felt genuinely satisfying once it finally clicked. Then I somehow convinced myself to add six more features to give the start menu a new life: greeting header, search bar, pinned grid, recent activity, system widgets and a whole user profile footer. Small moments of panic…? Definitely.. then I broke it into phases so I didn’t drown trying to build an entire desktop in one sitting. What nobody tells you about “just redesign the start menu” is how many times you’ll open the same file and stare at the same fifteen lines wondering why they look right and behave wrong. Trial and error ate most of my time which is fair enough. I also gave every icon its own little color badge, wired up a real “/” keyboard shortcut to match the hint I’d put in the search bar then made the whole thing Tab-and-Enter navigable since none of it was there before. Every “small fix” somehow turned into reopening three different files and rechecking things I was already convinced were correct which… more often than not, they weren’t. But that part actually felt rewarding. Little by little, the menu finally started feeling alive. And then, the bugs… I found out my own Start button was secretly broken, well… not heartbroken like me, at least. Clicking it did nothing at all because an old line of code was quietly fighting a newer one inside the same click handler. THAT took way TOO long to spot. The sneakiest ones weren’t even logic bugs.. a single missing dash in a CSS variable. A class name one word off from the real HTML. Completely invisible unless you go hunting line by line, just quietly doing nothing the whole time. The JavaScript is by far the most nerve-wracking, head-splitting experience ever. Absolute horror. I don’t wanna touch that file ever again. My eyes are bloodshot. The amount of time I spent just staring at the code, hunting down errors one by one is honestly concerning.. The menu actually works now, start to finish. Search, pinning, keyboard navigation and all. It cost way more blood than a start menu has any right to. Genuinely proud of this one precisely because of how much it fought back. Terminal’s turn next. And it should be VERY afraid. Note: Snuck localStorage into the project too! Turns out users generally prefer their settings, notes and pinned apps to exist for longer than five seconds. Weird bunch.
Devlog 5 Picked up right where Devlog 4 left off. It was finally time to touch something nobody had looked at since day one, the Terminal. Before any of that though, I had a genuinely interesting detour into why I can’t just load real websites in an iframe . It turns out most sites send headers specifically designed to stop other pages from embedding them. That’s also the real secret behind those slick “browser inside a browser” demos we sometimes see online. They’re either fully staged or quietly running an actual browser on a server somewhere and just streaming a picture of it back to you, good to know. Also good to know I’m not building a server anytime soon. Future Aiden can deal with that one… if he ever does. The Terminal ended up being the most satisfying thing I’ve built so far. Real command parsing, arrow keys cycling through history and commands that genuinely do things instead of just printing text back at you. The command pin calculator actually pins an app. theme #ff6b6b actually repaints the whole OS live. It’s one of those features that finally makes the desktop feel interactive rather than just clickable And then, almost immediately, the most expected yet unexpected bug. I’d spent all that time getting the commands working, the history system behaving and everything feeling right.. only to forget the single line that actually connects the Terminal to its window when it opens. Fully built but completely silent because of one missing function call I closed it out by fixing a bug that’s been sitting in plain sight since the very first day of this project. Maximizing a window always left a thin strip of empty space hovering just above the taskbar because the math was quietly subtracting the taskbar’s height twice instead of once Hopefully my last devlog before shipping… ..for now sigh…
Devlog: Reworking AuriaOS’s Visual Identity I thought AuriaOS was ready to ship. The window manager was working, apps launched, windows could be dragged, resized, minimized and restored. And the logic was solid. Then the project got flagged as AI-generated, well I wouldn’t say AI-generated but maybe traits similar to that of one. It wasn’t because of the code but because of the UI. Looking back, I understood why. The dark navy background, teal accents, frosted glass, soft glows and identical rounded corners looked a lot like the visual style that’s become common in AI-generated interface concepts. Those chosen elements together, they unintentionally resembled that aesthetic. So I decided to redesign the visual system without touching the underlying functionality! Redesigning the UI The HTML and Javascript mostly stayed the same but most of the CSS was reworked. Replaced the glassy navy and teal theme with a warmer ink and brass palette Split the single border radius into multiple sizes so controls, windows and tiles each have their own geometry Removed glow-heavy styling in favor of flat panels, subtle borders and offset shadows Simplified typography by using JetBrains Mono for the interface with Fraunces reserved for the Start menu greeting Replaced decorative gradients with a subtle SVG grain texture Added small details like a window seal, custom text selection and distinct hover treatments across different UI regions Swapped macOS-style traffic-light controls for simpler outlined window buttons My goal was simple, it wasn’t to make the UI less polished, it was to give it a clearer identity. Bugs I Found Along the Way Rewriting and going through every CSS rule also uncovered a few real bugs Broken resize handles Some resize handle selectors accidentally used descendant selectors instead of grouped selectors so several resize directions silently stopped working Invisible desktop Adding overflow: hidden exposed another issue: #desktop never had an explicit height. Because every child was absolutely positioned, the container collapsed to zero height and clipped everything inside it. Restoring width: 100% and height: 100% fixed it immediately A backwards theme toggle The old “Dark Mode” toggle now made the already-dark interface lighter so i renamed the user-facing option to Light Mode while keeping the internal setting unchanged Looking Back Getting the project flagged was frustrating but it pushed me to reconsider the design instead of just accepting my first version. The redesign gave AuriaOS a stronger visual identity and the careful review of the stylesheet ended up revealing several bugs that had gone unnoticed during the rewrite. In the end, the project became better both visually and technically
Devlog: giving AuriaOS two real apps (and finding out neither of them worked) Calculator and Mood Lamp had been placeholders since day one. A folder icon and a div that said “🧮 Calculator app” and nothing else. A window opened, technically. Nothing else did. For the second submission I finally built them for real. Building them Calculator got a real display and button grid, doing immediate-execution math on purpose: 6 + 3 × 2 = gives 18 not 12 because that’s how an actual physical calculator behaves and a proper order-of-operations parser felt like solving a problem nobody asked for. Divide by zero gives Error like it should. Keyboard input works too but only while the calculator window is actually focused so it can’t hijack typing elsewhere. Mood Lamp got more ambition! Instead of a “click a button, see a color” toy, it’s a global ambient tint over the whole desktop not just its own window. Four presets pulled from the existing accent palette, plus a real color picker and intensity slider for anyone who wants to go off-menu. Wrote the CSS, wrote the JS, wired both in, called it done. It was not done. The buttons that did nothing. Time for the First bug! Mood Lamp’s buttons didn’t work. No errors, no visual change, just silence..which is a specific kind of bug since broken JS usually throws. Silence like that means the code never actually ran. That’s exactly what happened. wireCalculator() and wireMoodLamp() were both fully written and correct and never called from anywhere. openWindow() still had the old dispatch list from before either app existed so every button in both apps existed in the DOM with zero listeners attached. Not a typo, just two lines I never wrote. The command that lied about itself From the previous reviews, I got to know that typing lightmode on in the terminal printed darkmode turned on . The Dark Mode → Light Mode rename happened everywhere except one spot. The shared toggleBooleanSetting() helper used the internal state key (darkmode, which still has to exist since the actual effect is a literal CSS invert) for the confirmation message too. I split those apart so the message reflects what you actually typed not the plumbing underneath it. The mood lamp that had no mood Once the wiring was fixed, buttons visibly responded but the desktop itself looked exactly the same. Sampling the actual rendered pixel before/after at max intensity confirmed it. The shift was small enough to round to nothing. The overlay used mix-blend-mode: soft-light which was picked for subtlety. Except soft-light scales toward zero as the base color approaches black and AuriaOS’s desktop is about as close to black as a color gets (almost). The mode I chose for subtlety was almost mathematically guaranteed to do nothing on this exact theme. I switched it to screen, which always adds light regardless of how dark the base is. Same 30% intensity setting, suddenly an actual visible wash instead of a rounding error. The actual lesson? None of these three were exotic bugs. A missing function call, a copy mismatch, a blend mode never checked against the theme it’d run on. All three shipped unnoticed because each one failed quietly instead of throwing. Worth remembering “it’s not doing anything” isn’t a shrug, it’s a symptom!
Devlog: Right-clicks, calendars and… a fortune cookie?! Fresh update to AuriaOS. Two new interface features, one new app and a bug that crashed the entire desktop before it got fixed. Right-clicking finally does something! Before this, right-clicking almost anything in AuriaOS just opened the browser’s own menu (“Reload / Inspect”) which ruined the illusion of a real little operating system. Now right-clicking gives you a proper menu where it should: A window’s title bar -> Minimize, Maximize/Restore, Always on Top, Close An app in the taskbar -> Restore/Minimize, Close Empty taskbar space -> Show Desktop, Close All Windows, Settings Empty desktop space -> Personalize, Open a Terminal, Refresh A desktop icon -> Open The genuinely new trick is “Always on Top”. Pin a window and it stays above every other window, no matter what else you click instead of getting buried like normal windows. The clock finally does something! The taskbar clock used to just show the time. Now you can click it and get a small calendar for the current month just like on a real computer. The calendar handles the fiddly stuff automatically. It knows how many days are in each month, accounts for February 29 in leap years and always lines up with Sunday as the start of the week. The faded days at the beginning and end fill out the grid so it doesn’t have awkward gaps. And if you leave the calendar open when midnight hits, it updates itself and moves the highlight to the new day without needing to be closed and reopened. Actually building the Fortune Cookie App It’s basically what it sounds like. A fortune cookie that you click to crack open. It shrinks and fades as if it’s actually being cracked,then a little paper slip slides into view with a fortune and six “lucky numbers” underneath just like a real fortune cookie. The bug that broke everything This was the messy part. It wasn’t really one bug but two bugs back to back both caused by the same basic mistake. Bug one: the crash. To make the calendar auto-update, the clock code runs every second and checks whether the calendar popup is open. The problem was an ordering mistake. That check ran before the calendar popup had actually been set up. Because the error happened near the top of the file, everything after it never got initialized including the taskbar and Start Menu click handlers. From the outside, the whole desktop looked dead. Frozen clock, dead Start Menu and an unresponsive taskbar. Bug two: After fixing the crash, the calendar still wouldn’t open. Turns out I’d written all the code for the popup but forgotten to actually add the popup to the page. Most of the code quietly ignored the missing element but one part wasn’t so forgiving and could throw an error on every click anywhere in the app. Adding the missing element fixed it and I added safety checks around similar code so missing elements can’t cause the same mess again
Devlog: building the browser interface Every other app in AuriaOS gave me something real and had bugs that behaved normally. The browser gave me two completely different problems, each one hiding behind the last. Problem one: search engines don’t want to be embedded With the real browser wired up, the address bar, back/forward/reload/home and an actual iframe, it looked done. Typing a URL worked but typing a search term did not. Every search just sat there, blank. I got to know why that was very soon from the console: textFraming 'https://html.duckduckgo.com/' violates the following ContentSecurity Policy directive: "frame-ancestors 'self'". The request hasbeen blocked. DuckDuckGo sends a header that basically says “don’t let anyone put me inside another page” but that’s not just a DuckDuckGo thing though, it’s standard for basically every search engine because a framed search results page is a classic clickjacking setup. No amount of JavaScript on my end changes an HTTP header the other server is sending. Well, this can’t be considered a bug, it was like a wall and every search engine has the same one. So the fix wasn’t really a fix, it was about rethinking the whole situation. I had to stop trying to show search results inside the embedded view and just open them in a real new tab instead where framing rules don’t apply. Direct URLs still load inside the app like before since plenty of ordinary sites don’t block framing, it’s the search engines specifically. Problem two: it worked but it didn’t feel like it worked Search now actually functioned since New tab pops open with real results every time. And the very next thing I thought of was “it acts like a separate window opener instead of being part of the browser app” and it was a fair thought. What I really wanted was to show search results inside the iframe which loops straight back to problem one. I didn’t have much choice. I pushed back on that hard. Everything else in AuriaOS does what it claims to do. The terminal runs real commands, the calculator does real math and I didn’t want the browser to be the one app quietly faking it. But I eventually decided to keep the new tab. Added a small toast inside the browser window itself. “Opened search in a new tab” that fades in for about two seconds and back out. Doesn’t change where the search happens it just closes the feedback gap. Something visibly happens inside the app the moment you hit Go instead of the window just sitting there while a tab opens somewhere else on screen
Ships:
AuriaOS is a browser-based web OS built entirely with vanilla HTML, CSS and JavaScript. It includes a full window manager (drag, resize, edge snapping, maximize), a Start Menu with live search, pinning, recent apps and keyboard navigation, plus a Terminal where commands like theme, pin, darkmode and shutdown actually control the OS. Settings, notes, pinned apps and recent activity all persist through localStorage. The hardest part wasn’t writing new features. It was debugging them. The JavaScript logic itself was just as challenging. I spent a lot of time debugging, reworking functions and figuring out why seemingly correct code behaved unexpectedly. I got stuck plenty of times but I decided to stick with it until everything finally clicked. Keeping the project’s scope under control was another challenge so I broke large features into smaller phases instead of trying to build an entire desktop at once. I’m proud that AuriaOS feels like one coherent system instead of separate features glued together. The Start Menu, Settings and Terminal all share the same underlying state so changing something in one place updates the rest of the desktop automatically. I’m also proud that the Terminal is genuinely functional rather than decorative. The window manager, Start Menu, Settings, Notepad and Terminal are fully functional. Browser, Calculator, Mood Lamp and Fortune Cookie are still placeholder apps. Things worth trying: Drag a window to a screen edge to snap it Open the Start Menu and use “/” to search or navigate entirely with the keyboard Right-click an app to pin or unpin it Open Terminal and run help then try pin calculator or theme #4ecdc4 Refresh the page to verify that settings, notes and pinned apps persist
AuriaOS is a browser-based desktop environment built entirely with vanilla HTML, CSS and JavaScript. It features a complete window manager with dragging, resizing, edge snapping, maximizing and minimizing alongside a Start Menu with live search, pinning, recent apps and full keyboard navigation. It also includes a functional Terminal where commands like theme, pin, darkmode and shutdown interact with the operating system itself. Settings, notes, pinned apps and recent activity are all persisted using localStorage. The biggest challenge wasn’t adding features. It was making them work together reliably. I spent a lot of time debugging Javascript, tracing unexpected behaviour and reworking functions until interactions felt consistent across the entire desktop. I also kept the scope manageable by building the OS incrementally. I treated each subsystem as its own milestone instead of trying to create everything at once. One of the parts I’m happiest with is that AuriaOS behaves like a single, connected system rather than a collection of isolated apps. The Start Menu, Settings and Terminal all share the same state so changes made in one place are reflected everywhere else. The terminal is fully functional too! It isn’t just a visual prop. Current apps -> Fully functional (Mentioned below) Window Manager, Start Menu, Settings, Notepad, Terminal Placeholder apps Browser, Calculator, Mood Lamp, Fortune Cookie
This ship finishes off every placeholder app and adds two real interface upgrades. Calculator does immediate-execution arithmetic with full keyboard support. Mood Lamp applies a real ambient color wash across the whole desktop and not just its own window (fortunately). Fortune Cookie cracks open into an actual paper slip with a fortune and six lucky numbers. The Browser now has a working address bar with back/forward/reload and typed URLs load inline. Searches open in a new tab since search engines block being framed no matter what you do. Right-click also does something everywhere now including titlebars, taskbar and desktop and also including a new “Always on Top” pin. And the taskbar clock isn’t static anymore! Click it for a small calendar with today marked and leap years are handled correctly without any special-case code. Current apps → Fully functional: Settings, Notepad, Terminal, Calculator, Mood Lamp, Browser, Fortune Cookie Placeholder apps → None remaining!...
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1793065820.5665867
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1793152220.5665867
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35400
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SheetNote by @manayp | Stardance
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manayp
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1
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8.0
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123
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T19:09:41Z", "hours": 8.0, "multiplier": 16.39, "payout": 123, "blessing": "neutral", "text": "SheetNote is a one-page HTML/CSS/JS app where you can create a melody by clicking keys of an on-screen piano (also A, S, D, F, G, H, J, K, L, Z, X, C, V, B keys will work) and see how notes are drawn automatically on real musical staff. The biggest challenge was staff rendering itself, mapping each note pitch on the right line/space, drawing ledger lines for high and low notes, and maintaining timing of notes playback based on current highlighted key on the screen. The most interesting about my solution is creating of sheet music notation without using any library and only with pure SVG and Web Audio API and all of this in flat design with Comic Sans font. Just open index.html in any browser and you’ll be able to start playing with it — there is no installation process and special server required for that. You should click piano keys or press mapped letters to create your own melody and then use controls to change tempo, volume and instrument and click Play button to hear your melody with highlighted notes. One of the biggest issues is that after Stop button press audio engine resets completely instead of waiting midway or anything. Overall I had an amazing time making this lemme know what you think.", "repo": "https://github.com/manayparikh1/sheetmusic", "demo": "https://graceful-genie-2101c2.netlify.app/"}]...
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[{"post_id": 29092, "ts": "202 [{"post_id": 29092, "ts": "2026-07-15T19:06:19Z", "hours": 0.7333, "text": "These 2 features are finally completed and initially I thought this would be the easiest part but it lowkey wasnt because I had to connect 2 different aspects into one singular thing. Overall this works very well, now I just gotta see if everyone else likes it so have fun with it and if you have any feedback lemme know."}, {"post_id": 29046, "ts": "2026-07-15T18:15:28Z", "hours": 0.3981, "text": "The control system is finally done with no errors and I added 4 instruments because that was the only thing i could find and I took inspiration from other voice control apps like gemini and more to see how the system works so overall I believe this is good plus i tested it like 6-7 times so yeah. THE CSS for the whole app is kinda trash right now so ima fix that"}, {"post_id": 28938, "ts": "2026-07-15T15:36:44Z", "hours": 6.3897, "text": "SheetNote began as a flashy “space website” with star fields and comet trails, and later became a single file comic sans music utility with a click-and-play piano, live SVG staff, web audio playback, metronome, and basic text notation, all contained within sheet-music.html (complete with pitch data for C4-B5, measure-wrapped staff drawing, oscillated playback scheduling, highlight synchronization, and localStorage save/loading); once that was done, I removed the notations section, save loading UI, and help tab in order to streamline the application, dubbed SheetNote, created a README file, and now have a functional end-to-end application with a few bugs yet to be fixed, such as the overly-aggressive playback stopping, approximate metronome timing, lack of sharps and flats, fixed staff row size, mobile layout missing, and placeholder rest icons. So, overall I finally finished it but theres still some errors so ima fix that…"}]...
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Title: SheetNote by @manayp | Stardance
Devlogs:
Title: SheetNote by @manayp | Stardance
Devlogs:
SheetNote began as a flashy “space website” with star fields and comet trails, and later became a single file comic sans music utility with a click-and-play piano, live SVG staff, web audio playback, metronome, and basic text notation, all contained within sheet-music.html (complete with pitch data for C4-B5, measure-wrapped staff drawing, oscillated playback scheduling, highlight synchronization, and localStorage save/loading); once that was done, I removed the notations section, save loading UI, and help tab in order to streamline the application, dubbed SheetNote, created a README file, and now have a functional end-to-end application with a few bugs yet to be fixed, such as the overly-aggressive playback stopping, approximate metronome timing, lack of sharps and flats, fixed staff row size, mobile layout missing, and placeholder rest icons. So, overall I finally finished it but theres still some errors so ima fix that…
The control system is finally done with no errors and I added 4 instruments because that was the only thing i could find and I took inspiration from other voice control apps like gemini and more to see how the system works so overall I believe this is good plus i tested it like 6-7 times so yeah. THE CSS for the whole app is kinda trash right now so ima fix that
These 2 features are finally completed and initially I thought this would be the easiest part but it lowkey wasnt because I had to connect 2 different aspects into one singular thing. Overall this works very well, now I just gotta see if everyone else likes it so have fun with it and if you have any feedback lemme know.
Ships:
SheetNote is a one-page HTML/CSS/JS app where you can create a melody by clicking keys of an on-screen piano (also A, S, D, F, G, H, J, K, L, Z, X, C, V, B keys will work) and see how notes are drawn automatically on real musical staff. The biggest challenge was staff rendering itself, mapping each note pitch on the right line/space, drawing ledger lines for high and low notes, and maintaining timing of notes playback based on current highlighted key on the screen. The most interesting about my solution is creating of sheet music notation without using any library and only with pure SVG and Web Audio API and all of this in flat design with Comic Sans font. Just open index.html in any browser and you’ll be able to start playing with it — there is no installation process and special server required for that. You should click piano keys or press mapped letters to create your own melody and then use controls to change tempo, volume and instrument and click Play button to hear your melody with highlighted notes. One of the biggest issues is that after Stop button press audio engine resets completely instead of waiting midway or anything. Overall I had an amazing time making this lemme know what you think....
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1793080114.3913584
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1793166514.3913584
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63863
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Antelope-Hackclub Website by @inatlusnamor | Stard Antelope-Hackclub Website by @inatlusnamor | Stardance...
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inatlusnamor
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2
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17.0
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123
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-21T17:23:05Z", "hours": 7.0, "multiplier": 14.42, "payout": 108, "blessing": "neutral", "text": "I made a club website where my club members can find resources and learn about our website. A cool feature that I added is that my discord bot is integrated into my website. I can add things to the gallery and to the guides via our discord server. I am really proud of that!", "repo": "https://github.com/Romanhery/Antelope-Hackclub-Website", "demo": "https://antelope-hackclub.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-20T17:15:15Z", "hours": 10.0, "multiplier": 2.84, "payout": 15, "blessing": "neutral", "text": "We made our own website for our Hackclub Chapter . The parts that were challenging were the merge conflicts and the commits. Another thing that was challenging was integrating our discord bot into the gallery because it was my first time using a discord bot and other 3rd party libraries in python so I actually learned alot. If you want to try the project you have to join the discord server and go the gallery text channel and type in /add-gallery and type in your paramenters and then it will add it to the gallery section in our website!", "repo": "https://github.com/Romanhery/Antelope-Hackclub-Website", "demo": "https://antelope-hackclub.vercel.app/"}]...
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[{"post_id": 81548, "ts": "202 [{"post_id": 81548, "ts": "2026-10-21T17:19:47Z", "hours": 4.4219, "text": "I reworked the whole entire website Features I added were the ui I made it look better I also added the current programs we are running and thats it"}, {"post_id": 74770, "ts": "2026-09-28T06:30:59Z", "hours": 1.7292, "text": "Devlog #4 I added some features that people in my last ship said I should do and some that I wanted to do. Additions Added navbar across all pages I made the gallery and guide images on the cards actually fill their container instead of the old one cropped I also changed the join community link to the discord because that is where everyone is I also added a styles.css for each page because one styles.css was very hard to navigate and was tangled a lot Challenges I faced It was hard to code the css all over again and I had major setbacks, the things that were hard were the sizing and the layout if you touch one thing another thing moves so PHEW I finished that. Future Plans Fixing up the events page and integrating my discord bot to add and remove events there also to ping everyone! Add more things to the home page Add more starter guides because that is a huge hassle I also wanna add a faq because some questions are already answered A members page Contact Page Some more I hope!"}, {"post_id": 73484, "ts": "2026-09-25T07:00:12Z", "hours": 1.3222, "text": "I am loggin my hours for today! I added a feature that moves the nav link up !"}, {"post_id": 70761, "ts": "2026-09-19T18:34:46Z", "hours": 9.6464, "text": "I added a function to my website where I can recieve json from a discord bot that can update my gallery and add cards to it ! Its now easier to add cards to my gallery easier than ever!"}]...
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Title: Antelope-Hackclub Website by @inatlusnamor Title: Antelope-Hackclub Website by @inatlusnamor | Stardance
Devlogs:
I added a function to my website where I can recieve json from a discord bot that can update my gallery and add cards to it ! Its now easier to add cards to my gallery easier than ever!
I am loggin my hours for today! I added a feature that moves the nav link up !
Devlog #4 I added some features that people in my last ship said I should do and some that I wanted to do. Additions Added navbar across all pages I made the gallery and guide images on the cards actually fill their container instead of the old one cropped I also changed the join community link to the discord because that is where everyone is I also added a styles.css for each page because one styles.css was very hard to navigate and was tangled a lot Challenges I faced It was hard to code the css all over again and I had major setbacks, the things that were hard were the sizing and the layout if you touch one thing another thing moves so PHEW I finished that. Future Plans Fixing up the events page and integrating my discord bot to add and remove events there also to ping everyone! Add more things to the home page Add more starter guides because that is a huge hassle I also wanna add a faq because some questions are already answered A members page Contact Page Some more I hope!
I reworked the whole entire website Features I added were the ui I made it look better I also added the current programs we are running and thats it
Ships:
We made our own website for our Hackclub Chapter . The parts that were challenging were the merge conflicts and the commits. Another thing that was challenging was integrating our discord bot into the gallery because it was my first time using a discord bot and other 3rd party libraries in python so I actually learned alot. If you want to try the project you have to join the discord server and go the gallery text channel and type in /add-gallery and type in your paramenters and then it will add it to the gallery section in our website!
I made a club website where my club members can find resources and learn about our website. A cool feature that I added is that my discord bot is integrated into my website. I can add things to the gallery and to the guides via our discord server. I am really proud of that!...
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1793058839.5308425
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1793145239.5308425
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34363
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0day by @Floppy | Stardance
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Floppy
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1
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17.0
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122
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-22T13:20:17Z", "hours": 17.0, "multiplier": 7.52, "payout": 122, "blessing": "neutral", "text": "Hopefully I would get a sponsor soon 🥹", "repo": "https://github.com/HexDump0/0day/", "demo": "https://0day.hexdump0.pw/"}]...
|
[{"post_id": 32938, "ts": "202 [{"post_id": 32938, "ts": "2026-07-22T12:46:25Z", "hours": 10.7614, "text": "Second devlog (and kinda the final one ) I kinda forgot that I had made a Stardance project for this But I did do alot of stuff like Planed out the economy and the general abstract guidelines Finished making the website Made a launch video (ik its pretty bad ) But its pretty much ready for RSVP (and for a sponser too )"}, {"post_id": 28296, "ts": "2026-07-14T13:42:21Z", "hours": 6.2244, "text": "First devlog I did quite a bit vibing work , decided to go with a ascii kinda themed website, and this is what I managed to whip up"}]...
|
Title: 0day by @Floppy | Stardance
Devlogs:
First Title: 0day by @Floppy | Stardance
Devlogs:
First devlog I did quite a bit vibing work , decided to go with a ascii kinda themed website, and this is what I managed to whip up
Second devlog (and kinda the final one ) I kinda forgot that I had made a Stardance project for this But I did do alot of stuff like Planed out the economy and the general abstract guidelines Finished making the website Made a launch video (ik its pretty bad ) But its pretty much ready for RSVP (and for a sponser too )
Ships:
Hopefully I would get a sponsor soon 🥹...
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1793098389.0720406
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1793184789.0720406
|
|
47466
|
Guitar Assistant by @stockifab | Stardance
|
stockifab
|
1
|
16.0
|
122
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-26T14:22:08Z", "hours": 16.0, "multiplier": 6.25, "payout": 122, "blessing": "neutral", "text": "Guitar Assistant Guitar Assistant is an app that shows you where to press down on the guitar to play whatever notes you pick in the staff. The guitar allows you to play the same note at different positions on the fretboard, so there is usually not one correct way of playing a set of notes. Guitar Assistant shows you all possibilities so that you can pick the one you’re most comfortable with. Coming up with an architecture for converting between where the note is on the staff, and where the note can be played on the fretboard was the most challenging part. At first this conversion and the visualisation was tightly coupled (the fretboard component did the conversion). This was 1. unclean and 2. really painful to work with: After refactoring, I ended up with an intermediate format that’s easy to do “musical calculations” with, and a dedicated class for converting that format into another format the fretboard component can easily interpret. I had a lot of fun building this project and am actively using it 🎶", "repo": "https://github.com/stockifab/GuitarAssistant", "demo": "https://stockifab.github.io/GuitarAssistant/"}]...
|
[{"post_id": 55050, "ts": "202 [{"post_id": 55050, "ts": "2026-08-26T14:09:48Z", "hours": 0.8858, "text": "Project Demo, small Fixes & Deployment In order to be ready to ship, I created a demo video using OpenScreen showing how to use the app, I also did some fixes here and there and finally deployed the app to GitHub Pages."}, {"post_id": 54662, "ts": "2026-08-25T18:11:41Z", "hours": 3.3758, "text": "Tuanble Strings & Expandable Fretboard with Dynamic Staff Sizing Users can now set how individual strings are tuned on the fretboard, as changing the tuning is required for some pieces on the guitar. Additionally, players can now choose how many frets they are comfortable using - the staff resizes (more/less staff lines) so that the entire fretboard can be utilised without cluttering the screen with notes you cannot play at the selected fret count."}, {"post_id": 49699, "ts": "2026-08-18T16:24:27Z", "hours": 2.2389, "text": "More Notes and Open Strings Besides updating the layout I “added new notes”. Of course you can have as many as you want, but I wanted to make sure lines outside of the staff become muted, so everything is easier to see. More importantly, open strings are now visualized on the fretboard - previously only notes where guitar players had to press down showed up. The architecture I talked about in previous devlogs worked wonderfully :)"}, {"post_id": 48205, "ts": "2026-08-16T14:33:34Z", "hours": 3.1661, "text": "Colored Notes and Architecture I fixed the architectual issues i wrote about in my previous devlog using a dedicated class for visualization. It uses the builder pattern and should be extendable so that new visualizations on the fretboard can easily be added. Moreover I gave each note its own color, numbered the frets and added little circle markers in the same pattern they appear on a guitar."}, {"post_id": 47447, "ts": "2026-08-15T11:43:37Z", "hours": 2.0481, "text": "Fretboard shows Notes The notes you pick in the staff show up on a guitar fretboard! One thing I learned from this project so far, it is to always make dumb React components: Don’t manage the component’s state internally when it can make sense wanting to access it from the parent component in the future. In my case: The fretboard is a “smart” component and when passed a note it knows and shows all the possible locations to play it - this works for now, but it’s hardly extendable: For a feature I’m planning, the parent component needs to control precisely where to show the dots - which as of now is impossible, because the fretboard only works with notes + it will show all possible locations, not precisely the ones I want to show. To fix this, I will expose a prop that controls not what notes to show, but what frets and strings dots should appear on."}, {"post_id": 47104, "ts": "2026-08-14T19:05:13Z", "hours": 2.0422, "text": "Improved Note Picking and Support for Sharps/Flats I improved the note picking: To prevent notes from overlapping the note now follows the mouse position, users can place notes freely wherever they want. Additionally, I added support for sharp and flat notes, which can be toggled on the left side of the note’s name. It’s a bit quirky as e.g. a sharp F becomes “F#” but a sharp H becomes “C”, not “H#” (thanks music theory!)"}, {"post_id": 46910, "ts": "2026-08-14T13:32:37Z", "hours": 2.5544, "text": "Note Picker First version of the note picker, it will need a re-do to prevent overlapping notes and to support sharps and flats. I also wrote a system that converts into an internal representation from which it’s easy to get the names of the notes and hopefully to locate them on the guitar fretboard."}]...
|
Title: Guitar Assistant by @stockifab | Stardance
Title: Guitar Assistant by @stockifab | Stardance
Devlogs:
Note Picker First version of the note picker, it will need a re-do to prevent overlapping notes and to support sharps and flats. I also wrote a system that converts into an internal representation from which it’s easy to get the names of the notes and hopefully to locate them on the guitar fretboard.
Improved Note Picking and Support for Sharps/Flats I improved the note picking: To prevent notes from overlapping the note now follows the mouse position, users can place notes freely wherever they want. Additionally, I added support for sharp and flat notes, which can be toggled on the left side of the note’s name. It’s a bit quirky as e.g. a sharp F becomes “F#” but a sharp H becomes “C”, not “H#” (thanks music theory!)
Fretboard shows Notes The notes you pick in the staff show up on a guitar fretboard! One thing I learned from this project so far, it is to always make dumb React components: Don’t manage the component’s state internally when it can make sense wanting to access it from the parent component in the future. In my case: The fretboard is a “smart” component and when passed a note it knows and shows all the possible locations to play it - this works for now, but it’s hardly extendable: For a feature I’m planning, the parent component needs to control precisely where to show the dots - which as of now is impossible, because the fretboard only works with notes + it will show all possible locations, not precisely the ones I want to show. To fix this, I will expose a prop that controls not what notes to show, but what frets and strings dots should appear on.
Colored Notes and Architecture I fixed the architectual issues i wrote about in my previous devlog using a dedicated class for visualization. It uses the builder pattern and should be extendable so that new visualizations on the fretboard can easily be added. Moreover I gave each note its own color, numbered the frets and added little circle markers in the same pattern they appear on a guitar.
More Notes and Open Strings Besides updating the layout I “added new notes”. Of course you can have as many as you want, but I wanted to make sure lines outside of the staff become muted, so everything is easier to see. More importantly, open strings are now visualized on the fretboard - previously only notes where guitar players had to press down showed up. The architecture I talked about in previous devlogs worked wonderfully :)
Tuanble Strings & Expandable Fretboard with Dynamic Staff Sizing Users can now set how individual strings are tuned on the fretboard, as changing the tuning is required for some pieces on the guitar. Additionally, players can now choose how many frets they are comfortable using - the staff resizes (more/less staff lines) so that the entire fretboard can be utilised without cluttering the screen with notes you cannot play at the selected fret count.
Project Demo, small Fixes & Deployment In order to be ready to ship, I created a demo video using OpenScreen showing how to use the app, I also did some fixes here and there and finally deployed the app to GitHub Pages.
Ships:
Guitar Assistant Guitar Assistant is an app that shows you where to press down on the guitar to play whatever notes you pick in the staff. The guitar allows you to play the same note at different positions on the fretboard, so there is usually not one correct way of playing a set of notes. Guitar Assistant shows you all possibilities so that you can pick the one you’re most comfortable with. Coming up with an architecture for converting between where the note is on the staff, and where the note can be played on the fretboard was the most challenging part. At first this conversion and the visualisation was tightly coupled (the fretboard component did the conversion). This was 1. unclean and 2. really painful to work with: After refactoring, I ended up with an intermediate format that’s easy to do “musical calculations” with, and a dedicated class for converting that format into another format the fretboard component can easily interpret. I had a lot of fun building this project and am actively using it 🎶...
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1793001117.377959
|
1793087517.377959
|
|
4053
|
Star-Catcher by @OrangeJuice | Stardance
|
OrangeJuice
|
2
|
18.0
|
121
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T01:14:02Z", "hours": 7.0, "multiplier": 14.59, "payout": 121, "blessing": "neutral", "text": "Star-Catcher This is a WarioWare styled game that includes: 4 minigames: A platformer A clicker A reaction test And, catching the falling stars from the sky! Sound effects and background music Custom made pixel assets! Information on how to play each minigame is on the Itch.io and github pages. Hope you enjoy!", "repo": "https://github.com/Orangejuiceonntop/StarCatcher", "demo": "https://orangejuiceontop.itch.io/star-catcher"}, {"ship_num": 2, "ts": "2026-07-24T09:20:48Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Star-Catcher “Catch the stars!” - A WarioWare styled game This game includes 3 minigames: A platformer, use arrow keys and space A clicker, use mouse/trackpad A reaction test, use mouse/trackpad I hope you enjoy this game as much as I did making it!!", "repo": "https://github.com/Orangejuiceonntop/StarCatcher", "demo": "https://orangejuiceontop.itch.io/star-catcher"}]...
|
[{"post_id": 71573, "ts": "202 [{"post_id": 71573, "ts": "2026-09-21T02:30:03Z", "hours": 1.0211, "text": "Star-Catcher - Last Devlog “Catch the Stars!” - Game made for the WarioWare Mission Background info It’s been a looong time since the last devlog. Honestly, I’ve been thinking about this project for awhile now, but I’ve decided to ship this project. What’s new Made the meteor icon for 4th minigame Animations!!!! Meteor animation New sprite walking animation! Minor bug fixes Extra info Thanks for everyone who enjoyed my devlogs and this project, It was really nice seeing you guys enjoy it! I wish I could’ve added more to this game, but I’m happy with how it ended up. Maybe one day I’ll return to this game. Thank you for reading. Until next time!"}, {"post_id": 56957, "ts": "2026-08-29T00:18:04Z", "hours": 3.6289, "text": "Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info Sooooo yea it’s been a while lmao. Genuinely I’ve been working on the 4th mini game for the longest cause I could figure out how to connect signals properly😭. But, we’re past that now! (thankfully) What’s new SO most of my effort has been put into making the 4th level so not much has been added Created and finished the 4th minigame Collect 8 stars in under 20 seconds, dodge the meteors (meteor icon hasn’t been drawn yet 💔) Minor bug fixes Appreciation section As I was making this minigame I saw that @lantyrn created a minigame similar to this! Their project really helped me fix my signal connecting issues cause I genuinely had no idea what I was doing. So, thank you latyrn for your amazing project (Starry Scramble) – Go check it out it’s really cool and well made! To-do Draw icons for meteor and new star icons Also finish making sprite animation while I’m at it Figure out how to fade out music using tweens Draw some more backgrounds Make the game more enjoyable to play! If you have any suggestions, let me know. That’s it for now. Until next time!"}, {"post_id": 49320, "ts": "2026-08-18T02:19:34Z", "hours": 2.2697, "text": "Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info It’s back!!! When I saw the continuation to the WarioWare mission, I decided to do it! I haven’t been able to add a lot cause I’ve been busy these days. What’s new Sound effects! I added a lot of sound effects to make the gameplay feel more interactive/immersive Button clicks, star shines, etc. Added music So far only the settings and level scene have music I’ve been trying to find music for the levels and start screen but have been unsuccessful so far😞 I might create some custom music for it Updated settings added volume sliders Created a base for the 4th minigames The idea is that you catch the stars that fall from the sky while avoiding meteors. You lose the minigame if you touch the meteor To-do Finish 4th minigame Update character sprite Add music to minigames That’s it for now. Until next time!"}, {"post_id": 33950, "ts": "2026-07-24T09:13:46Z", "hours": 0.3611, "text": "Star-Catcher — It’s finally here!! “Catch the Stars!” - Game made for the WarioWare Mission Last Devlog Star-Catcher is done! It feels a bit bittersweet, but I’m glad that I’m finished with this project. Thank you for everyone who supported thus far!! What’s new Finally drew the win screen background Updated the readme Set up the itch.io page Extra info Once again, I just want to thank everyone who liked or commented on my posts! If you see this, go ahead and check it out on my ship post. Until next time!"}, {"post_id": 33785, "ts": "2026-07-23T23:54:40Z", "hours": 3.2381, "text": "Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info It’s almost done!!! My motivation has been wavering a bit which prevented me from working on this project for a while, but we pushed through😎. New minigame! The third and last minigame. It was originally going to be a whack-a-mole type game but I realized that was above my skill level and I decided to make a clicking/reaction game instead. You have to click on the star 15 times to progress A black hole will appear. If you click on it, you lose a life Text indicating when to click or stop with custom animation! (Inspired by @Gabl ’s Goose Games - Go check it out!) What else is new Created lose screen with retry button Lives and minigames done resets when button is clicked Created win screen with play again+menu buttons Background hasn’t been drawn yet The sprite now changes directions when you move left/right Bug fixes Extra info I decided to keep the title screen image, but I might change the title design. I did have some ideas because I was way too overambitious, but I’m happy with how the game turned out! I hope you do too. I’ll make one last devlog before shipping after I write my Readme and draw the winner’s screen Thank you for all the support so far. Until next time!"}, {"post_id": 28591, "ts": "2026-07-14T22:42:01Z", "hours": 1.7711, "text": "Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info I haven’t been working on this game as much as I should lately, but I swear imma lock in 😭. I made some drawings for the background and made a new banner! I was going to use the banner image for the title screen of the game, but the dimensions didn’t match up so when I resized it, the image looked off. What’s New Mainly focused on visual aspects of the game Added floating animations to the stars Changed the background of the level/time scene and settings page Replaced the old font with a new pixel font To do Draw title screen background Create win/lose screens Add character walking animations Make 3rd minigame Until next time!"}, {"post_id": 23219, "ts": "2026-07-06T01:21:50Z", "hours": 3.2775, "text": "Star-Catcher “Collect the Stars!” - Game made for the WarioWare Mission Background info I said I’d finish making the first minigame yesterday, but I severely underestimated how hard it would be. Building the game was easy but coding it was horrible. The timer wouldn’t work and would automatically close the player. I ended up moving on to the second minigame (image on the right). Making it went smoothly which gave me enough motivation to finish making the first minigame. I still don’t know what was wrong with my code, I just ended up deleting the whole script and rewriting it. What’s New 2 mini games created!! A platformer where you collect 3 stars in under 10 seconds A clicked where you click on 5 stars in under 7 seconds To do Next time I work on this, I want to focus on how the game looks visually cause doing the coding this session was exhausting. Make/draw new background Make a custom title on the home page Change how the platforms look on the platformer minigame Add character walking animation That’s all for now. Until next time!!"}, {"post_id": 22399, "ts": "2026-07-04T21:22:44Z", "hours": 1.0506, "text": "Star-Catcher “Collect the Stars!” - Game made for the WarioWare Mission Background Info This session, I mostly worked on the coding. When I saw the code I needed to write I lowkey got scared but it all worked out in the end 😎 What’s new Nothing has been added visually besides the “lives left” image being replaced. It’s a net now! (To catch the stars ofc) Timer on level scene now works Added level count Created in game timer To do Create first level (platformer minigame) Create settings page Draw a background and banner Extra I drew the character sprite! She’s a little girl who carries an oversized net and LOVES stars. I drew a front-facing version that I’m probably not going to use but I wanted to show it off still. It’s not perfect cause I still don’t know how to make pixel art, but I hope yall like it!! The next devlog will be later today after I make the first minigame. Until then!"}, {"post_id": 19638, "ts": "2026-07-01T00:46:16Z", "hours": 1.1044, "text": "Star-Catcher “Collect the Stars!” - Game made for the WarioWare Mission Background info New project!!!! When I saw this mission I was so excited because I finally have a reason to learn how to make a game. I wanted this to be a space-themed game with a pixel art style. The idea is you play as a little girl with a net who runs around catching stars. What I have so far So far, I only have the menu screen and the “loading” screen. It’s very much a work in progress, and I plan to change the background and the “lives” later on. Whats next I plan to make an the first actual level scene next (I can finally use my star drawings I made the other day :D). This is my first time using Godot/making a game in general, so I hope I can make a good game! To do Make first level scene Change background Make/draw character sprite Make “lives” drawing (I’ll probably make it a net)"}]...
|
Title: Star-Catcher by @OrangeJuice | Stardance
D Title: Star-Catcher by @OrangeJuice | Stardance
Devlogs:
Star-Catcher “Collect the Stars!” - Game made for the WarioWare Mission Background info New project!!!! When I saw this mission I was so excited because I finally have a reason to learn how to make a game. I wanted this to be a space-themed game with a pixel art style. The idea is you play as a little girl with a net who runs around catching stars. What I have so far So far, I only have the menu screen and the “loading” screen. It’s very much a work in progress, and I plan to change the background and the “lives” later on. Whats next I plan to make an the first actual level scene next (I can finally use my star drawings I made the other day :D). This is my first time using Godot/making a game in general, so I hope I can make a good game! To do Make first level scene Change background Make/draw character sprite Make “lives” drawing (I’ll probably make it a net)
Star-Catcher “Collect the Stars!” - Game made for the WarioWare Mission Background Info This session, I mostly worked on the coding. When I saw the code I needed to write I lowkey got scared but it all worked out in the end 😎 What’s new Nothing has been added visually besides the “lives left” image being replaced. It’s a net now! (To catch the stars ofc) Timer on level scene now works Added level count Created in game timer To do Create first level (platformer minigame) Create settings page Draw a background and banner Extra I drew the character sprite! She’s a little girl who carries an oversized net and LOVES stars. I drew a front-facing version that I’m probably not going to use but I wanted to show it off still. It’s not perfect cause I still don’t know how to make pixel art, but I hope yall like it!! The next devlog will be later today after I make the first minigame. Until then!
Star-Catcher “Collect the Stars!” - Game made for the WarioWare Mission Background info I said I’d finish making the first minigame yesterday, but I severely underestimated how hard it would be. Building the game was easy but coding it was horrible. The timer wouldn’t work and would automatically close the player. I ended up moving on to the second minigame (image on the right). Making it went smoothly which gave me enough motivation to finish making the first minigame. I still don’t know what was wrong with my code, I just ended up deleting the whole script and rewriting it. What’s New 2 mini games created!! A platformer where you collect 3 stars in under 10 seconds A clicked where you click on 5 stars in under 7 seconds To do Next time I work on this, I want to focus on how the game looks visually cause doing the coding this session was exhausting. Make/draw new background Make a custom title on the home page Change how the platforms look on the platformer minigame Add character walking animation That’s all for now. Until next time!!
Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info I haven’t been working on this game as much as I should lately, but I swear imma lock in 😭. I made some drawings for the background and made a new banner! I was going to use the banner image for the title screen of the game, but the dimensions didn’t match up so when I resized it, the image looked off. What’s New Mainly focused on visual aspects of the game Added floating animations to the stars Changed the background of the level/time scene and settings page Replaced the old font with a new pixel font To do Draw title screen background Create win/lose screens Add character walking animations Make 3rd minigame Until next time!
Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info It’s almost done!!! My motivation has been wavering a bit which prevented me from working on this project for a while, but we pushed through😎. New minigame! The third and last minigame. It was originally going to be a whack-a-mole type game but I realized that was above my skill level and I decided to make a clicking/reaction game instead. You have to click on the star 15 times to progress A black hole will appear. If you click on it, you lose a life Text indicating when to click or stop with custom animation! (Inspired by @Gabl ’s Goose Games - Go check it out!) What else is new Created lose screen with retry button Lives and minigames done resets when button is clicked Created win screen with play again+menu buttons Background hasn’t been drawn yet The sprite now changes directions when you move left/right Bug fixes Extra info I decided to keep the title screen image, but I might change the title design. I did have some ideas because I was way too overambitious, but I’m happy with how the game turned out! I hope you do too. I’ll make one last devlog before shipping after I write my Readme and draw the winner’s screen Thank you for all the support so far. Until next time!
Star-Catcher — It’s finally here!! “Catch the Stars!” - Game made for the WarioWare Mission Last Devlog Star-Catcher is done! It feels a bit bittersweet, but I’m glad that I’m finished with this project. Thank you for everyone who supported thus far!! What’s new Finally drew the win screen background Updated the readme Set up the itch.io page Extra info Once again, I just want to thank everyone who liked or commented on my posts! If you see this, go ahead and check it out on my ship post. Until next time!
Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info It’s back!!! When I saw the continuation to the WarioWare mission, I decided to do it! I haven’t been able to add a lot cause I’ve been busy these days. What’s new Sound effects! I added a lot of sound effects to make the gameplay feel more interactive/immersive Button clicks, star shines, etc. Added music So far only the settings and level scene have music I’ve been trying to find music for the levels and start screen but have been unsuccessful so far😞 I might create some custom music for it Updated settings added volume sliders Created a base for the 4th minigames The idea is that you catch the stars that fall from the sky while avoiding meteors. You lose the minigame if you touch the meteor To-do Finish 4th minigame Update character sprite Add music to minigames That’s it for now. Until next time!
Star-Catcher “Catch the Stars!” - Game made for the WarioWare Mission Background info Sooooo yea it’s been a while lmao. Genuinely I’ve been working on the 4th mini game for the longest cause I could figure out how to connect signals properly😭. But, we’re past that now! (thankfully) What’s new SO most of my effort has been put into making the 4th level so not much has been added Created and finished the 4th minigame Collect 8 stars in under 20 seconds, dodge the meteors (meteor icon hasn’t been drawn yet 💔) Minor bug fixes Appreciation section As I was making this minigame I saw that @lantyrn created a minigame similar to this! Their project really helped me fix my signal connecting issues cause I genuinely had no idea what I was doing. So, thank you latyrn for your amazing project (Starry Scramble) – Go check it out it’s really cool and well made! To-do Draw icons for meteor and new star icons Also finish making sprite animation while I’m at it Figure out how to fade out music using tweens Draw some more backgrounds Make the game more enjoyable to play! If you have any suggestions, let me know. That’s it for now. Until next time!
Star-Catcher - Last Devlog “Catch the Stars!” - Game made for the WarioWare Mission Background info It’s been a looong time since the last devlog. Honestly, I’ve been thinking about this project for awhile now, but I’ve decided to ship this project. What’s new Made the meteor icon for 4th minigame Animations!!!! Meteor animation New sprite walking animation! Minor bug fixes Extra info Thanks for everyone who enjoyed my devlogs and this project, It was really nice seeing you guys enjoy it! I wish I could’ve added more to this game, but I’m happy with how it ended up. Maybe one day I’ll return to this game. Thank you for reading. Until next time!
Ships:
Star-Catcher “Catch the stars!” - A WarioWare styled game This game includes 3 minigames: A platformer, use arrow keys and space A clicker, use mouse/trackpad A reaction test, use mouse/trackpad I hope you enjoy this game as much as I did making it!!
Star-Catcher This is a WarioWare styled game that includes: 4 minigames: A platformer A clicker A reaction test And, catching the falling stars from the sky! Sound effects and background music Custom made pixel assets! Information on how to play each minigame is on the Itch.io and github pages. Hope you enjoy!...
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1792997531.5590143
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1793083931.5590143
|
|
29039
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2d projectile motion by @halit | Stardance
|
halit
|
1
|
13.0
|
121
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T19:26:04Z", "hours": 13.0, "multiplier": 9.67, "payout": 121, "blessing": "neutral", "text": "js wanted to apply projectile physics in an app so i do both studying for school and coding at the same time", "repo": "https://github.com/halithsn2000-lab/physics-sim", "demo": "https://halithsn2000-lab.github.io/physics-sim/2D.html"}]...
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[{"post_id": 20453, "ts": "202 [{"post_id": 20453, "ts": "2026-07-02T01:35:47Z", "hours": 2.6242, "text": "fixed some bugs and tryed to make it responsive but gave up"}, {"post_id": 20341, "ts": "2026-07-01T22:18:58Z", "hours": 4.5864, "text": "now it supports scaling the X and Y so even is simulation gets big it still fits ur screen , and u can run one or more projectiles after each other with a working scale"}, {"post_id": 19568, "ts": "2026-06-30T22:00:00Z", "hours": 5.3311, "text": "done with the bare logic and display just need to make them look good"}]...
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Title: 2d projectile motion by @halit | Stardance
Title: 2d projectile motion by @halit | Stardance
Devlogs:
done with the bare logic and display just need to make them look good
now it supports scaling the X and Y so even is simulation gets big it still fits ur screen , and u can run one or more projectiles after each other with a working scale
fixed some bugs and tryed to make it responsive but gave up
Ships:
js wanted to apply projectile physics in an app so i do both studying for school and coding at the same time...
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1793051510.3321164
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1793137910.3321164
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30736
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Lucky OS! by @Makkonen | Stardance
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Makkonen
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5
|
22.0
|
121
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T11:45:44Z", "hours": 12.0, "multiplier": 9.83, "payout": 121, "blessing": "neutral", "text": "I made an webOS that is focused on my dog, Lucky. It has loads of features like changing themes, live wallpapers, apps like:Lucky gallery, web browser, Information, Games, notepad, paint, calculator, User settings, normal settings, terminal and the welcome screen. It also has smaller features like: an clock, an welcome message for the listed username, calendar, almost everything saving to localstorage and smooth hover animations. I am proud of how good this project turned out and how nice it feels to use it. Making this project was very hard but also very fun.", "repo": "https://github.com/MakkonenHugo/LuckyOS", "demo": "https://makkonenhugo.github.io/LuckyOS/"}, {"ship_num": 2, "ts": "2026-07-19T17:05:58Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This part is from the README cuz im lazy:I made an web OS that is themed about my dog Lucky, it has 4 working apps. 1 Welcome screen that has an picture of an duck and text. 2 Lucky gallery, that has pictures of Lucky and text about what is happening. 3 info, the app has info about me and an picture of lucky (of course). 4 games, the games app has links that directs the user to try my other projects. The OS has an purple theme and it also has an task bar that has reminders for the user. All of the windows are draggable,closeable and openable. I USED AI TO HELP ME UNDERSTAND THE CODE BECAUSE THIS WAS MY FIRST CODING PROJECT!!! I DIDNT USE AI TO CODE THE PROJECT! I mostly used the guide for the webOS but i made it my own with features not in the guide. I am proud of myself for being able to make this web OS while learning how to code. I also made it so the windows are scrollable and that there is an top bar where you can drag or close the window", "repo": "https://github.com/MakkonenHugo/LuckyOS", "demo": "https://makkonenhugo.github.io/LuckyOS/"}, {"ship_num": 3, "ts": "2026-07-19T07:54:26Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "In the last ship i accidentally put the wrong github links but now they are right and now THIS IS THE CORRECT VERSION! This part is from the README cuz im lazy:I made an web OS that is themed about my dog Lucky, it has 4 working apps. 1 Welcome screen that has an picture of an duck and text. 2 Lucky gallery, that has pictures of Lucky and text about what is happening. 3 info, the app has info about me and an picture of lucky (of course). 4 games, the games app has links that directs the user to try my other projects. The OS has an purple theme and it also has an task bar that has reminders for the user. All of the windows are draggable,closeable and openable. I USED AI TO HELP ME UNDERSTAND THE CODE BECAUSE THIS WAS MY FIRST CODING PROJECT!!! I DIDNT USE AI TO CODE THE PROJECT! I mostly used the guide for the webOS but i made it my own with features not in the guide. I am proud of myself for being able to make this web OS while learning how to code.", "repo": "https://github.com/MakkonenHugo/LuckyOS", "demo": "https://makkonenhugo.github.io/LuckyOS/"}, {"ship_num": 4, "ts": "2026-07-18T18:26:09Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This part is from the README cuz im lazy:I made an web OS that is themed about my dog Lucky, it has 4 working apps. 1 Welcome screen that has an picture of an duck and text. 2 Lucky gallery, that has pictures of Lucky and text about what is happening. 3 info, the app has info about me and an picture of lucky (of course). 4 games, the games app has links that directs the user to try my other projects. The OS has an purple theme and it also has an task bar that has reminders for the user. All of the windows are draggable,closeable and openable. I USED AI TO HELP ME UNDERSTAND THE CODE BECAUSE THIS WAS MY FIRST CODING PROJECT!!! I DIDNT USE AI TO CODE THE PROJECT! I mostly used the guide for the webOS but i made it my own with features not in the guide. I am proud of myself for being able to make this web OS while learning how to code.", "repo": "https://github.com/MakkonenHugo/LuckyOS", "demo": "https://makkonenhugo.github.io/LuckyOS/"}, {"ship_num": 5, "ts": "2026-07-05T20:29:10Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an webOS that hasmultiple windows that are draggable, the os has has an google search bar so you can browse the web, two links ( one for YT and one for an Finnish waterpark) you can move the windows and the OS greets the user, the OS has purple text and an picture of an duck. The OS has an purple background that acts like an wallpaper. Im really proud of this because it is my first HTML coding experience.", "repo": "https://github.com/MakkonenHugo/LuckyOS", "demo": "https://makkonenhugo.github.io/LuckyOS/"}]...
|
[{"post_id": 43924, "ts": "202 [{"post_id": 43924, "ts": "2026-08-09T11:37:03Z", "hours": 1.1019, "text": "I added an terminal(so cool) and made the OS an little better by making the taskbar say: hello(your username) So i think this might be my last devlog because the WebOS is starting to be done, but if there needs to be fixes ill do them"}, {"post_id": 43149, "ts": "2026-08-08T08:03:22Z", "hours": 1.65, "text": "I added not one but TWO new apps, first one is an simple calculator, and the other one is an user settings, in user settings you right now can put your username and your birthdate! The cool thing about this is that it higlights your birthday in the calendar! (not my actual birthday, just for show) So that is pretty nice. AND ALSO IT SAVES INTO LOCALSTORAGE BC LOCCALSTORAGE IS THE BEST!!!"}, {"post_id": 41456, "ts": "2026-08-05T17:52:10Z", "hours": 1.7239, "text": "FINALLY I GOT IT TO WORK!! I wanted it to be like that the Lucky themes icons are pictures of lucky and the other themes are normal icons, so i did. But there was alot of struggle along the way, first the icons wouldnt change but that was an easy fix, then my script wouldnt find the icons so i tried to fix it, ofcourse i fixed it my style… AKA break all of the backgrounds, break all of the icons, accidentally delete my OG icons, get them back and then it FINALLY worked. So thats that i guess and also (bc i love local storage) i made it so now the chosen style saves into local storage and not default it to Lucky. Then i fixed an little bug where the notes app wouldnt scale correctly. But to make everything work i had to remove the secret :("}, {"post_id": 41183, "ts": "2026-08-05T07:17:59Z", "hours": 2.2142, "text": "First of all, i added an new theme and got rid of the purple theme bc it was pretty bad, and in the progress confused all of my code so when you run the webOS it is completely normal but when you look at my code, glass means space, purple means glass and forest and Lucky are normal. But now it works and that is good enough for me. I might fix it before shipping though. OH and the new theme is an space theme with green and blue colors, not an image but colors (bc purple was just an color). Also i did an MASSIVE update to Lucky gallery and now theres like 8 more pictures(and some of them are not lucky) I also added in a little secret when you press one of the themes… I also added an small live wallpaper function to the Lucky theme so now everything is alive and well! I ALSO FORGOT TO MENTION IN A PAST DEVLOG THAT THE WINDOWS ARE RESISABLE! And also i did an little colour change to the taskbar apps (when they are open)"}, {"post_id": 40581, "ts": "2026-08-04T07:04:25Z", "hours": 1.585, "text": "I fixed an bug where the windows could go outside of the desktop. Added an calendar WIDGET(Not an app) with an ! easter egg in it bc may is my (devs) birthday, you can disable the calendar in the settings app. Probably the biggest feature i added is the minimize function, you click the “-” next to the X button and then the window gets minimized and appears in the taskboard.(So cool:O) Then i also made the window design an bit different and now it is like kinda seethrough and blurry (i still kept the purple theme bc it makes this OS unique) And i was inspired by macOS for this style bc i think it looks nice. I also added animations for the wallpaper changing and added MOVING WALLPAPERS(kinda) i made an animation for the wallpapers so they would move slowly left to right and right to left and it makes the os feel nice."}, {"post_id": 40204, "ts": "2026-08-03T16:42:58Z", "hours": 1.0158, "text": "I added an little hover animation to the desktop icons so the OS feels more responsive! And the biggest upgrade is that there now is an minimize button on all of the windows so the OS is more OSy. And alongside of the minimize button i added so now the windows on the bottom go on top of the other windows when interacted with! I put little arrows where all the interesting stuff happens."}, {"post_id": 39918, "ts": "2026-08-03T07:25:53Z", "hours": 0.8444, "text": "I added an “Lucky Paint” where you can paint masterpieces in various colours and clear the canvas if you dont like it, and THEN (drum roll) YOU CAN SAVE THEM IN PNGS! I know i know its cool (in my opinion the coolest app in the whole OS) But more cool things await in the future. And also i made it so the clock and date are in the taskbar and not in the middle of the screen."}, {"post_id": 39586, "ts": "2026-08-02T17:40:02Z", "hours": 1.1778, "text": "I fixed both things that i didnt like! First i made the app names to behave by adding them to their individual divs (I think i had deleted them accidentally or something but it works now) And then i styled the notepad abit, i added an saved and not saved text in css and made it work in javascript. Im thinking of either adding smooth animations to the OS or adding an paint app that saves your masterpieses to your PC…"}, {"post_id": 39478, "ts": "2026-08-02T13:26:58Z", "hours": 1.0364, "text": "I added an new “Notepad” App where you can write anything and then press save and then it saves it to localstorage and even if you refresh the site, it stays! But the thing is, its not really… Nice looking? I mean yeah it gets the job done but its just plain white so im thinking about styling it an bit. Also an thing that irritates me is that the app names are tweaking out but it should be an easy fix in the next devlog."}, {"post_id": 31324, "ts": "2026-07-19T16:55:41Z", "hours": 0.6511, "text": "I reworked the dragging and closing systems so now it looks alot more like windows. I also fixed alot of bugs that came along with the rework."}, {"post_id": 31113, "ts": "2026-07-19T07:52:48Z", "hours": 0.2606, "text": "Hmm so i figured out im an complete IDIOT because when i shipped the project i accidentally put the github links to be the old super bad site and not the good site i have now so im writing this only that i can ship it NOW WITH THE CORRECT VERSION"}, {"post_id": 30797, "ts": "2026-07-18T18:05:13Z", "hours": 2.3081, "text": "I ADDED TWO NEW APPS!!! Hurray now the OS has some content in it, i added an info page about myself and then an games folder where you can try my other projects. I also updated the Lucky Gallery (for those that dont know Lucky is my dogs name) And also did some MAJOUR bug fixing because i miiight have broken the OS an time or two…..(I broke it twice) BUT NOW ITS FIXED! And that is a good thing because failure makes you better."}, {"post_id": 30604, "ts": "2026-07-18T09:55:39Z", "hours": 1.0636, "text": "I made an app called “Lucky gallery” where you can take an look at different pictures of Lucky, i also fixed some bugs where the apps werent draggable and where the clock didnt work."}, {"post_id": 30306, "ts": "2026-07-17T19:18:46Z", "hours": 0.7394, "text": "I added texts and different pictures to the buttons and added an close button (that is an picture of my dog), i also reworked the task bar and now you have an “open welcome screen” button that when you press, you guessed it: opens up the welcome screen."}, {"post_id": 30271, "ts": "2026-07-17T18:21:56Z", "hours": 1.0239, "text": "I remowed the white block that was blocking the screen,also added an clock to the top left(it will look better in the future), added an draggable window that you can drag with the picture of my dawg(im thinking about changing it for an different picture of him) made the task bar or what i made it “reminder and activity bar” actually work and not be gliched out all the time."}, {"post_id": 30042, "ts": "2026-07-17T09:42:06Z", "hours": 1.1433, "text": "i added fun liitle messages to the top bar and added an picture of my dog sleeping upside down(fun thing is he is by my side while im writing this) but this hour was mostly just debugging and stuff. The main problems are that there is a giant white baron the bottom for some reason and my window doesnt have an background so my dogs nose camoflauges the text but there is an easy fix to that (hopefully)"}, {"post_id": 30021, "ts": "2026-07-17T08:27:26Z", "hours": 0.6875, "text": "i started making the OS from scratch so it would be better in the future(the new one is still in its early stages right now)"}, {"post_id": 23081, "ts": "2026-07-05T20:23:52Z", "hours": 0.2569, "text": "I added an bar where you can type anything and it google searches it so now you can browse the web(yay)"}, {"post_id": 23067, "ts": "2026-07-05T20:04:11Z", "hours": 0.3964, "text": "I added an draggable window so you can have everything where you want them.I also added an purple background to the os so it looks calmer,like an wallpaper"}, {"post_id": 22704, "ts": "2026-07-05T08:25:40Z", "hours": 0.9281, "text": "I worked on making the Link system work and added a link to YT and a Finnish waterpark, and i also made some text purple."}]...
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Title: Lucky OS! by @Makkonen | Stardance
Devlogs Title: Lucky OS! by @Makkonen | Stardance
Devlogs:
I worked on making the Link system work and added a link to YT and a Finnish waterpark, and i also made some text purple.
I added an draggable window so you can have everything where you want them.I also added an purple background to the os so it looks calmer,like an wallpaper
I added an bar where you can type anything and it google searches it so now you can browse the web(yay)
i started making the OS from scratch so it would be better in the future(the new one is still in its early stages right now)
i added fun liitle messages to the top bar and added an picture of my dog sleeping upside down(fun thing is he is by my side while im writing this) but this hour was mostly just debugging and stuff. The main problems are that there is a giant white baron the bottom for some reason and my window doesnt have an background so my dogs nose camoflauges the text but there is an easy fix to that (hopefully)
I remowed the white block that was blocking the screen,also added an clock to the top left(it will look better in the future), added an draggable window that you can drag with the picture of my dawg(im thinking about changing it for an different picture of him) made the task bar or what i made it “reminder and activity bar” actually work and not be gliched out all the time.
I added texts and different pictures to the buttons and added an close button (that is an picture of my dog), i also reworked the task bar and now you have an “open welcome screen” button that when you press, you guessed it: opens up the welcome screen.
I made an app called “Lucky gallery” where you can take an look at different pictures of Lucky, i also fixed some bugs where the apps werent draggable and where the clock didnt work.
I ADDED TWO NEW APPS!!! Hurray now the OS has some content in it, i added an info page about myself and then an games folder where you can try my other projects. I also updated the Lucky Gallery (for those that dont know Lucky is my dogs name) And also did some MAJOUR bug fixing because i miiight have broken the OS an time or two…..(I broke it twice) BUT NOW ITS FIXED! And that is a good thing because failure makes you better.
Hmm so i figured out im an complete IDIOT because when i shipped the project i accidentally put the github links to be the old super bad site and not the good site i have now so im writing this only that i can ship it NOW WITH THE CORRECT VERSION
I reworked the dragging and closing systems so now it looks alot more like windows. I also fixed alot of bugs that came along with the rework.
I added an new “Notepad” App where you can write anything and then press save and then it saves it to localstorage and even if you refresh the site, it stays! But the thing is, its not really… Nice looking? I mean yeah it gets the job done but its just plain white so im thinking about styling it an bit. Also an thing that irritates me is that the app names are tweaking out but it should be an easy fix in the next devlog.
I fixed both things that i didnt like! First i made the app names to behave by adding them to their individual divs (I think i had deleted them accidentally or something but it works now) And then i styled the notepad abit, i added an saved and not saved text in css and made it work in javascript. Im thinking of either adding smooth animations to the OS or adding an paint app that saves your masterpieses to your PC…
I added an “Lucky Paint” where you can paint masterpieces in various colours and clear the canvas if you dont like it, and THEN (drum roll) YOU CAN SAVE THEM IN PNGS! I know i know its cool (in my opinion the coolest app in the whole OS) But more cool things await in the future. And also i made it so the clock and date are in the taskbar and not in the middle of the screen.
I added an little hover animation to the desktop icons so the OS feels more responsive! And the biggest upgrade is that there now is an minimize button on all of the windows so the OS is more OSy. And alongside of the minimize button i added so now the windows on the bottom go on top of the other windows when interacted with! I put little arrows where all the interesting stuff happens.
I fixed an bug where the windows could go outside of the desktop. Added an calendar WIDGET(Not an app) with an ! easter egg in it bc may is my (devs) birthday, you can disable the calendar in the settings app. Probably the biggest feature i added is the minimize function, you click the “-” next to the X button and then the window gets minimized and appears in the taskboard.(So cool:O) Then i also made the window design an bit different and now it is like kinda seethrough and blurry (i still kept the purple theme bc it makes this OS unique) And i was inspired by macOS for this style bc i think it looks nice. I also added animations for the wallpaper changing and added MOVING WALLPAPERS(kinda) i made an animation for the wallpapers so they would move slowly left to right and right to left and it makes the os feel nice.
First of all, i added an new theme and got rid of the purple theme bc it was pretty bad, and in the progress confused all of my code so when you run the webOS it is completely normal but when you look at my code, glass means space, purple means glass and forest and Lucky are normal. But now it works and that is good enough for me. I might fix it before shipping though. OH and the new theme is an space theme with green and blue colors, not an image but colors (bc purple was just an color). Also i did an MASSIVE update to Lucky gallery and now theres like 8 more pictures(and some of them are not lucky) I also added in a little secret when you press one of the themes… I also added an small live wallpaper function to the Lucky theme so now everything is alive and well! I ALSO FORGOT TO MENTION IN A PAST DEVLOG THAT THE WINDOWS ARE RESISABLE! And also i did an little colour change to the taskbar apps (when they are open)
FINALLY I GOT IT TO WORK!! I wanted it to be like that the Lucky themes icons are pictures of lucky and the other themes are normal icons, so i did. But there was alot of struggle along the way, first the icons wouldnt change but that was an easy fix, then my script wouldnt find the icons so i tried to fix it, ofcourse i fixed it my style… AKA break all of the backgrounds, break all of the icons, accidentally delete my OG icons, get them back and then it FINALLY worked. So thats that i guess and also (bc i love local storage) i made it so now the chosen style saves into local storage and not default it to Lucky. Then i fixed an little bug where the notes app wouldnt scale correctly. But to make everything work i had to remove the secret :(
I added not one but TWO new apps, first one is an simple calculator, and the other one is an user settings, in user settings you right now can put your username and your birthdate! The cool thing about this is that it higlights your birthday in the calendar! (not my actual birthday, just for show) So that is pretty nice. AND ALSO IT SAVES INTO LOCALSTORAGE BC LOCCALSTORAGE IS THE BEST!!!
I added an terminal(so cool) and made the OS an little better by making the taskbar say: hello(your username) So i think this might be my last devlog because the WebOS is starting to be done, but if there needs to be fixes ill do them
Ships:
I made an webOS that hasmultiple windows that are draggable, the os has has an google search bar so you can browse the web, two links ( one for YT and one for an Finnish waterpark) you can move the windows and the OS greets the user, the OS has purple text and an picture of an duck. The OS has an purple background that acts like an wallpaper. Im really proud of this because it is my first HTML coding experience.
This part is from the README cuz im lazy:I made an web OS that is themed about my dog Lucky, it has 4 working apps. 1 Welcome screen that has an picture of an duck and text. 2 Lucky gallery, that has pictures of Lucky and text about what is happening. 3 info, the app has info about me and an picture of lucky (of course). 4 games, the games app has links that directs the user to try my other projects. The OS has an purple theme and it also has an task bar that has reminders for the user. All of the windows are draggable,closeable and openable. I USED AI TO HELP ME UNDERSTAND THE CODE BECAUSE THIS WAS MY FIRST CODING PROJECT!!! I DIDNT USE AI TO CODE THE PROJECT! I mostly used the guide for the webOS but i made it my own with features not in the guide. I am proud of myself for being able to make this web OS while learning how to code.
In the last ship i accidentally put the wrong github links but now they are right and now THIS IS THE CORRECT VERSION! This part is from the README cuz im lazy:I made an web OS that is themed about my dog Lucky, it has 4 working apps. 1 Welcome screen that has an picture of an duck and text. 2 Lucky gallery, that has pictures of Lucky and text about what is happening. 3 info, the app has info about me and an picture of lucky (of course). 4 games, the games app has links that directs the user to try my other projects. The OS has an purple theme and it also has an task bar that has reminders for the user. All of the windows are draggable,closeable and openable. I USED AI TO HELP ME UNDERSTAND THE CODE BECAUSE THIS WAS MY FIRST CODING PROJECT!!! I DIDNT USE AI TO CODE THE PROJECT! I mostly used the guide for the webOS but i made it my own with features not in the guide. I am proud of myself for being able to make this web OS while learning how to code.
This part is from the README cuz im lazy:I made an web OS that is themed about my dog Lucky, it has 4 working apps. 1 Welcome screen that has an picture of an duck and text. 2 Lucky gallery, that has pictures of Lucky and text about what is happening. 3 info, the app has info about me and an picture of lucky (of course). 4 games, the games app has links that directs the user to try my other projects. The OS has an purple theme and it also has an task bar that has reminders for the user. All of the windows are draggable,closeable and openable. I USED AI TO HELP ME UNDERSTAND THE CODE BECAUSE THIS WAS MY FIRST CODING PROJECT!!! I DIDNT USE AI TO CODE THE PROJECT! I mostly used the guide for the webOS but i made it my own with features not in the guide. I am proud of myself for being able to make this web OS while learning how to code. I also made it so the windows are scrollable and that there is an top bar where you can drag or close the window
I made an webOS that is focused on my dog, Lucky. It has loads of features like changing themes, live wallpapers, apps like:Lucky gallery, web browser, Information, Games, notepad, paint, calculator, User settings, normal settings, terminal and the welcome screen. It also has smaller features like: an clock, an welcome message for the listed username, calendar, almost everything saving to localstorage and smooth hover animations. I am proud of how good this project turned out and how nice it feels to use it. Making this project was very hard but also very fun....
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1793119826.7238176
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1793206226.7238176
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47601
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Cloud Bakery by @shreyaluu | Stardance
|
shreyaluu
|
1
|
19.0
|
121
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T23:23:33Z", "hours": 19.0, "multiplier": 12.09, "payout": 121, "blessing": "neutral", "text": "I built this adorable site where you can customize a cake (with flavor, icing color, decorations, fruits, and a candle!) and write a card and get a custom link you can send to anyone you want! I used Supabase as the database for this, and drew all of the assets myself (as in ALL… including the plate and the animated candle flame!). The checkered background (the idea was from a friend!), I made using CSS so I can play with the size of the boxes and the colors until I found one combo that I liked. Through this project, I learned more about using the useState feature in React, connecting databases to projects I make, and that drawing for hours at a time can lead to neck pain. Here’s the link: https://404-cake-not-found.vercel.app/ Hope you enjoy it! To test my project: Pick out all the customization options for your cake, then hit ‘share link’. Copy that link into your browser to see what your gift reciever will see.", "repo": "https://github.com/shreya-0718/404-cake-not-found", "demo": "https://404-cake-not-found.vercel.app/"}]...
|
[{"post_id": 46600, "ts": "202 [{"post_id": 46600, "ts": "2026-08-13T23:13:14Z", "hours": 19.4125, "text": "oof i haven’t devlogged at all this project… yikes bro. (i was too busy coding lolz) anyways… i built this adorable site where you can customize a cake (with flavor, icing color, decorations, fruits, and a candle!) and write a card, and get a custom link that you can send to anyone you want to! i used Supabase as the database for this, and drew all of the assets myself (as in ALL… including the plate and the animated candle flame!). the checkered background (the idea was from a friend!), I made using CSS so I can play with the size of the boxes and the colors until I found one combo that I liked. through this project I learned more about using the useState feature in React, connecting databases to projects I make, and that drawing for hours at a time can lead to neck pain. here’s the link: https://404-cake-not-found.vercel.app/ hope you like!"}]...
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Title: Cloud Bakery by @shreyaluu | Stardance
Dev Title: Cloud Bakery by @shreyaluu | Stardance
Devlogs:
oof i haven’t devlogged at all this project… yikes bro. (i was too busy coding lolz) anyways… i built this adorable site where you can customize a cake (with flavor, icing color, decorations, fruits, and a candle!) and write a card, and get a custom link that you can send to anyone you want to! i used Supabase as the database for this, and drew all of the assets myself (as in ALL… including the plate and the animated candle flame!). the checkered background (the idea was from a friend!), I made using CSS so I can play with the size of the boxes and the colors until I found one combo that I liked. through this project I learned more about using the useState feature in React, connecting databases to projects I make, and that drawing for hours at a time can lead to neck pain. here’s the link: https://404-cake-not-found.vercel.app/ hope you like!
Ships:
I built this adorable site where you can customize a cake (with flavor, icing color, decorations, fruits, and a candle!) and write a card and get a custom link you can send to anyone you want! I used Supabase as the database for this, and drew all of the assets myself (as in ALL… including the plate and the animated candle flame!). The checkered background (the idea was from a friend!), I made using CSS so I can play with the size of the boxes and the colors until I found one combo that I liked. Through this project, I learned more about using the useState feature in React, connecting databases to projects I make, and that drawing for hours at a time can lead to neck pain. Here’s the link: https://404-cake-not-found.vercel.app/ Hope you enjoy it! To test my project: Pick out all the customization options for your cake, then hit ‘share link’. Copy that link into your browser to see what your gift reciever will see....
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1793108984.255723
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1793195384.255723
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47685
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dropit by @ibrahim- | Stardance
|
ibrahim-
|
1
|
8.0
|
121
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T16:55:52Z", "hours": 8.0, "multiplier": 14.9, "payout": 121, "blessing": "neutral", "text": "DropIt is an application that’s function is obvious from its name. Drop any file, it automatically gives you actions you can perform. I frequently come across different files that I need to perform certain actions on (e.g. prettify JSON, crop images, shorten URLs, send files to my device), and for that I had to search for online tools everytime. DropIt does this automatically, just give it the file. Features URL processing URL Shortening ( http://zip1.io/ ) URL Cleaning (removes non essential parameters) Sharing via QR Code & WebTorrent JSON processing JSON Minification & Prettification JSON Visualisation ( https://jsoncrack.com/ ) JSON Conversion (to YAML & to XML) Sharing via QR Code & WebTorrent Image processing (png, jpeg, webp) Viewing EXIF Metadata Cropping Resizing Compression (lossless for PNG and lossy for WebP and JPEG) Image Conversion (PNG, JPEG, WebP) Sharing via WebTorrent Video available here: https://streamable.com/1h6838", "repo": "https://github.com/ibfactor/drop-it", "demo": "https://dropit.ibfactor.com"}]...
|
[{"post_id": 47601, "ts": "202 [{"post_id": 47601, "ts": "2026-08-15T16:21:44Z", "hours": 0.4953, "text": "Was testing around with FFMPEG Wasm, but it was too slow so I decided to leave video tools for the next release. Implemented file sharing via WebTorrent. Unfortunately my hackatime was not recording progress so I lost 2 hours AHHHHHH"}, {"post_id": 47518, "ts": "2026-08-15T14:05:59Z", "hours": 0.5164, "text": "Exif data extraction works"}, {"post_id": 47498, "ts": "2026-08-15T13:23:04Z", "hours": 0.9592, "text": "JPEG & WebP implementation complete!"}, {"post_id": 47451, "ts": "2026-08-15T11:48:24Z", "hours": 0.2881, "text": "PNG format conversion is working.. finally! i also connected it to CF Pages at https://dropit.ibfactor.com (don’t expect it to work just yet)"}, {"post_id": 47400, "ts": "2026-08-15T09:49:43Z", "hours": 2.36, "text": "Finally finished with the PNG implementation! Lossless compression + resizing and cropping :)"}, {"post_id": 47184, "ts": "2026-08-14T21:58:43Z", "hours": 0.6661, "text": "Finally implemented support for urls"}, {"post_id": 47168, "ts": "2026-08-14T21:11:48Z", "hours": 0.6572, "text": "Finally implemented JSON conversion and visualisation (thanks jsoncrack)"}, {"post_id": 47146, "ts": "2026-08-14T20:28:27Z", "hours": 0.6864, "text": "Implemented these JSON tools, what other tool would you like to see? (pls im desperate)"}, {"post_id": 47125, "ts": "2026-08-14T19:43:49Z", "hours": 1.2022, "text": "Finally happy with the UI. Added support for JSON detection (by pasting)"}, {"post_id": 46755, "ts": "2026-08-14T07:31:03Z", "hours": 0.28, "text": "Finalised the launch page. really excited as it solves something i regularly face"}]...
|
Title: dropit by @ibrahim- | Stardance
Devlogs:
F Title: dropit by @ibrahim- | Stardance
Devlogs:
Finalised the launch page. really excited as it solves something i regularly face
Finally happy with the UI. Added support for JSON detection (by pasting)
Implemented these JSON tools, what other tool would you like to see? (pls im desperate)
Finally implemented JSON conversion and visualisation (thanks jsoncrack)
Finally implemented support for urls
Finally finished with the PNG implementation! Lossless compression + resizing and cropping :)
PNG format conversion is working.. finally! i also connected it to CF Pages at https://dropit.ibfactor.com (don’t expect it to work just yet)
JPEG & WebP implementation complete!
Exif data extraction works
Was testing around with FFMPEG Wasm, but it was too slow so I decided to leave video tools for the next release. Implemented file sharing via WebTorrent. Unfortunately my hackatime was not recording progress so I lost 2 hours AHHHHHH
Ships:
DropIt is an application that’s function is obvious from its name. Drop any file, it automatically gives you actions you can perform. I frequently come across different files that I need to perform certain actions on (e.g. prettify JSON, crop images, shorten URLs, send files to my device), and for that I had to search for online tools everytime. DropIt does this automatically, just give it the file. Features URL processing URL Shortening ( http://zip1.io/ ) URL Cleaning (removes non essential parameters) Sharing via QR Code & WebTorrent JSON processing JSON Minification & Prettification JSON Visualisation ( https://jsoncrack.com/ ) JSON Conversion (to YAML & to XML) Sharing via QR Code & WebTorrent Image processing (png, jpeg, webp) Viewing EXIF Metadata Cropping Resizing Compression (lossless for PNG and lossy for WebP and JPEG) Image Conversion (PNG, JPEG, WebP) Sharing via WebTorrent Video available here: https://streamable.com/1h6838...
|
1793112438.8796663
|
1793198838.8796663
|
|
50860
|
R(ust)SVP by @Wirenux | Stardance
|
Wirenux
|
1
|
8.0
|
121
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T13:34:50Z", "hours": 8.0, "multiplier": 14.94, "payout": 121, "blessing": "neutral", "text": "R(ust)SVP A realy fast speed reading app built in Rust ! ᕙ( •̀ ᗜ •́ )ᕗ What did you make ? I built a Rapid Serial Visual Presentation (RSVP) application from scratch using Rust! Instead of reading a block of text from left to right, R(ust)SVP flashes words one by one in the exact center of your screen. This reduce the time your eyes spend moving across the page, letting you read really fast. I built the graphical interface using egui (via the eframe framework). Here is what’s inside: Custom Speed Control: a slider to adjust your Words Per Minute (WPM) Native File Picker: i added rfd (Rust File Dialog) so you can open a native window to load your own text files directly into the reader. Drag & Drop: you can just drop a .txt file and start reading it Cross-Platform: can be used on Windows, macOS and Linux ! What was challenging ? UI: egui is very simple to create basic UI but when you want to add custom button style, font, its start to be a little bit hard String parsing: splitting a text file into a “list” of words, being able to get the comma, dot, punctuation etc… and keeping track of the current index so you can jump around the text What are you proud of ? I am proud of successfully building and shipping a complete native GUI application in Rust for the first time ! ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧ What should people know so they can test your project ? How to test: You can just do cargo install rustsvp and run it with rustsvp ! ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧ Things to try Load up a long text (like a wikipedia article) or a chapter of a book Start the speed at 300 WPM, and slowly crank the slider up to 500+ WPM while reading. Try using the back and forward button to go back and forth through the text if you miss a sentence.", "repo": "https://github.com/wirenux/RustSVP", "demo": "https://crates.io/crates/rustsvp"}]...
|
[{"post_id": 51004, "ts": "202 [{"post_id": 51004, "ts": "2026-08-20T14:23:49Z", "hours": 1.0178, "text": "Last devlogs before Ship ! I have done the README.md and upload the video + screen shot. All I have to do now is publish it to crates.io / cargo !"}, {"post_id": 50950, "ts": "2026-08-20T12:51:29Z", "hours": 1.5869, "text": "Devlogs Number 6 I have done a lot of optimization and reorganization in the code so it’s clean as possible I also added the Drag & Drop feature with error management if the file is not a .txt file"}, {"post_id": 50869, "ts": "2026-08-20T10:11:39Z", "hours": 0.7233, "text": "Devlogs number…. 5 In this devlogs I have added simple things such as : Guide line for the center letter of the word Ability to open .txt file and use them ! Keybind to open the file selector : Ctrl+O (or Cmd+O) Button to open file !"}, {"post_id": 49777, "ts": "2026-08-18T18:19:13Z", "hours": 1.6106, "text": "Devlogs number 4 New UI + Keyboard Control ! Here is what has been changed or added: Change Font to Ubuntu Bold New button UI New Slider UI New Top Bar arrangement Keybinds for everything (Start, Next, Previous, WPM, Reset)"}, {"post_id": 49704, "ts": "2026-08-18T16:34:26Z", "hours": 0.9839, "text": "3rd Devlogs Just some little fix / update: Grey out Back and Next Button when going backward or forward is not possible New default font: Helvetica for text and NotoSansSymbol for keybinds symbol"}, {"post_id": 49658, "ts": "2026-08-18T15:25:29Z", "hours": 1.1978, "text": "2nd devlogs Here are the things that I have added: The center letter of the word is RED The text is center on the screen, and the RED character never move from the center of the screen, so there is no need to move the eyes Text is now bigger Start/Stop Button Reset Button Punctuation are now at the end of the previous word The last word stay in place even when the text is finished (before it was showing nothing)"}, {"post_id": 49587, "ts": "2026-08-18T13:59:58Z", "hours": 0.9528, "text": "Okay, 1st devlogs of… R(ust)SVP I am using egui to make the GUI ! . Here is what I added for now: Text spliting into word Flashing text (change with the WPM speed) WPM slider"}]...
|
Title: R(ust)SVP by @Wirenux | Stardance
Devlogs: Title: R(ust)SVP by @Wirenux | Stardance
Devlogs:
Okay, 1st devlogs of… R(ust)SVP I am using egui to make the GUI ! . Here is what I added for now: Text spliting into word Flashing text (change with the WPM speed) WPM slider
2nd devlogs Here are the things that I have added: The center letter of the word is RED The text is center on the screen, and the RED character never move from the center of the screen, so there is no need to move the eyes Text is now bigger Start/Stop Button Reset Button Punctuation are now at the end of the previous word The last word stay in place even when the text is finished (before it was showing nothing)
3rd Devlogs Just some little fix / update: Grey out Back and Next Button when going backward or forward is not possible New default font: Helvetica for text and NotoSansSymbol for keybinds symbol
Devlogs number 4 New UI + Keyboard Control ! Here is what has been changed or added: Change Font to Ubuntu Bold New button UI New Slider UI New Top Bar arrangement Keybinds for everything (Start, Next, Previous, WPM, Reset)
Devlogs number…. 5 In this devlogs I have added simple things such as : Guide line for the center letter of the word Ability to open .txt file and use them ! Keybind to open the file selector : Ctrl+O (or Cmd+O) Button to open file !
Devlogs Number 6 I have done a lot of optimization and reorganization in the code so it’s clean as possible I also added the Drag & Drop feature with error management if the file is not a .txt file
Last devlogs before Ship ! I have done the README.md and upload the video + screen shot. All I have to do now is publish it to crates.io / cargo !
Ships:
R(ust)SVP A realy fast speed reading app built in Rust ! ᕙ( •̀ ᗜ •́ )ᕗ What did you make ? I built a Rapid Serial Visual Presentation (RSVP) application from scratch using Rust! Instead of reading a block of text from left to right, R(ust)SVP flashes words one by one in the exact center of your screen. This reduce the time your eyes spend moving across the page, letting you read really fast. I built the graphical interface using egui (via the eframe framework). Here is what’s inside: Custom Speed Control: a slider to adjust your Words Per Minute (WPM) Native File Picker: i added rfd (Rust File Dialog) so you can open a native window to load your own text files directly into the reader. Drag & Drop: you can just drop a .txt file and start reading it Cross-Platform: can be used on Windows, macOS and Linux ! What was challenging ? UI: egui is very simple to create basic UI but when you want to add custom button style, font, its start to be a little bit hard String parsing: splitting a text file into a “list” of words, being able to get the comma, dot, punctuation etc… and keeping track of the current index so you can jump around the text What are you proud of ? I am proud of successfully building and shipping a complete native GUI application in Rust for the first time ! ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧ What should people know so they can test your project ? How to test: You can just do cargo install rustsvp and run it with rustsvp ! ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧ Things to try Load up a long text (like a wikipedia article) or a chapter of a book Start the speed at 300 WPM, and slowly crank the slider up to 500+ WPM while reading. Try using the back and forward button to go back and forth through the text if you miss a sentence....
|
1793051698.5446863
|
1793138098.5446863
|
|
54145
|
Fokuser by @leethana | Stardance
|
leethana
|
1
|
19.0
|
121
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T07:46:26Z", "hours": 19.0, "multiplier": 6.53, "payout": 121, "blessing": "neutral", "text": "I built a Chrome Extension that helps users block sites and focus instead. I built this extension because I often find students such as myself opening my laptop to study, but end up watching YouTube or playing games instead. Thus, this extension serves as an extra barrier that blocks these sites and mutes notifications to provide a conducive digital studying environment.", "repo": "https://github.com/ingStudiosOfficial/fokuser", "demo": "https://chromewebstore.google.com/detail/fokuser/elhhadhbamlheipjebfcfkobbdnpclgl"}]...
|
[{"post_id": 62029, "ts": "202 [{"post_id": 62029, "ts": "2026-09-05T07:42:11Z", "hours": 4.6094, "text": "Added a scheduler to Fokuser to let users dedicate a certain time to focus. Also did some bug patches to do with state management and synchronization."}, {"post_id": 58609, "ts": "2026-08-31T02:49:56Z", "hours": 3.3097, "text": "Added Do Not Disturb mode that blocks notifications by using the chrome.contentSettings API. Also added a redesigned settings UI."}, {"post_id": 56615, "ts": "2026-08-28T13:15:51Z", "hours": 5.8164, "text": "Finished the publishable version of the extension! It now tracks the amount of time you focused and features a whitelist and blacklist to whitelist/blacklist sites."}, {"post_id": 54981, "ts": "2026-08-26T12:35:34Z", "hours": 4.8156, "text": "Initial commits to Fokuser! We got the name ‘Fokuser’ from the Norwegian plural word of ‘focus’. The Chrome Extension currently lets you set a time until to block sites. It is a very basic implementation using chrome.storage.local and chrome.alarms APIs."}]...
|
Title: Fokuser by @leethana | Stardance
Devlogs:
Title: Fokuser by @leethana | Stardance
Devlogs:
Initial commits to Fokuser! We got the name ‘Fokuser’ from the Norwegian plural word of ‘focus’. The Chrome Extension currently lets you set a time until to block sites. It is a very basic implementation using chrome.storage.local and chrome.alarms APIs.
Finished the publishable version of the extension! It now tracks the amount of time you focused and features a whitelist and blacklist to whitelist/blacklist sites.
Added Do Not Disturb mode that blocks notifications by using the chrome.contentSettings API. Also added a redesigned settings UI.
Added a scheduler to Fokuser to let users dedicate a certain time to focus. Also did some bug patches to do with state management and synchronization.
Ships:
I built a Chrome Extension that helps users block sites and focus instead. I built this extension because I often find students such as myself opening my laptop to study, but end up watching YouTube or playing games instead. Thus, this extension serves as an extra barrier that blocks these sites and mutes notifications to provide a conducive digital studying environment....
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1793109330.6012702
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1793195730.6012702
|
|
27559
|
y-lead-website by @Venkatesh | Stardance
|
Venkatesh
|
3
|
14.0
|
120
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T11:30:26Z", "hours": 4.0, "multiplier": 12.85, "payout": 52, "blessing": "neutral", "text": "LIVE AT: https://y-lead-2026.vercel.app/ I made a website for one of my school’s events called Y.LEAD which is a 4 day leadership camp for my juniors. As part of the organising committee, I took the opportunity to create a nice website for both participants and facilitators to access information like the days schedule, certain activity materials, photos taken during the event, event teasers/storyline videos etc… When designing the website, I aimed it to be user centric by follow conventional navigation and UX. Additionally, I came up with a palette and then started creating the different pages of the website trying to make everything feel fresh and aesthetically pleasing. Some elements following this philosophy: animated timeline graphic instead of a google sheet, todo list or calendar component depth effect with animations in the landing page ability to search cheers for participants during the event animated hero for theme page embeds instead of plain links to the external resources glowing effect behind images some challenges I faced was ensuring the website was responsive on practically any screen size. I specially made a vertical poster for the landing page just for mobile and different layouts for mobile and larger screens. Additionally, another challenge was slow loading speeds for images, that would ruin the landing page especially when I first started out, luckily the fix was quite straightforward. I converted all the images to avif format and set it to a lower quality on low res screen as there wont be a big visible difference, reserving a max res of 2k for larger screens like 1440p. All in all, I would say this is one of the projects in which i had the most fun building, I got to learn even more about responsive web design, UX, performance optimisation and even got to experience how it’s like to program a website with tight deadlines and an actual production target. Even though theres only 14 hours logged on stardance, I have spent around 40-50 hours painstakingly coding most of this website by myself, AI was mostly sparingly only for debugging and refactoring some parts of the code or generating boilerplate. With that I have finally finished this project start to end!", "repo": "https://github.com/vensah-dev/y-lead-2026", "demo": "https://y-lead-2026.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-06T04:51:10Z", "hours": 8.0, "multiplier": 5.61, "payout": 44, "blessing": "neutral", "text": "Bug fixes, extra features and even more content and redirects for participants to use.", "repo": "https://github.com/vensah-dev/y-lead-2026", "demo": "https://y-lead-2026.vercel.app/"}, {"ship_num": 3, "ts": "2026-06-29T10:50:12Z", "hours": 2.0, "multiplier": 11.9, "payout": 24, "blessing": "neutral", "text": "I made a website for one of my school’s events called Y.LEAD. The website serves as a common platform for participants and facilitators to access information like timeline, the different events, participant documents (soon to be added), overview, credit for people involved", "repo": "https://github.com/vensah-dev/y-lead-2026", "demo": "https://y-lead-2026.vercel.app/"}]...
|
[{"post_id": 26458, "ts": "202 [{"post_id": 26458, "ts": "2026-07-11T08:27:33Z", "hours": 4.0617, "text": "final devlog: added a resources page where all the videos, worksheets and documents can be accessed from. items are all embeds instead of plain lists of links to boost interaction. The resources use a bit of a bento grid with the most important one taking a full width size and the rest half width with padding. All content has been added finally, all animations intact, the embeds have a custom bg glow based on the initial embed content. the embed may be slow to load on mobile, which i will fix in a future update if ever needed as i will be moving to focus on other projects."}, {"post_id": 21388, "ts": "2026-07-03T09:30:04Z", "hours": 7.8192, "text": "Bug fixes extra features and even more content and redirects for participants to use: fixed padding inconsistencies on mobile changed content and info about panelists to be more accurate changed formatting of bios added in more info on locations of learning journeys added in a better text hiearchy for the blocks of text added glowing images for most uses"}, {"post_id": 18256, "ts": "2026-06-29T10:36:25Z", "hours": 1.5339, "text": "https://y-lead-2026.vercel.app/ page for organising committee credits and acknowledgements. Can now be accessed via a button that redirected to /about/organising-committee. /about may be used for other stuff like this as well like certain event details and etc… Current at /about/organising-committee there ar pictures of each comm and they’re heads and members, the images are all have been converted into avif for faster loading times"}, {"post_id": 17681, "ts": "2026-06-28T16:08:19Z", "hours": 0.4858, "text": "https://y-lead-2026.vercel.app/ I’ve been working on a website for a local school event. Written in TSX using the Next JS framework. This devlog includes only the bug and UI inconsistency fixes for the theme and about pages."}]...
|
Title: y-lead-website by @Venkatesh | Stardance
D Title: y-lead-website by @Venkatesh | Stardance
Devlogs:
https://y-lead-2026.vercel.app/ I’ve been working on a website for a local school event. Written in TSX using the Next JS framework. This devlog includes only the bug and UI inconsistency fixes for the theme and about pages.
https://y-lead-2026.vercel.app/ page for organising committee credits and acknowledgements. Can now be accessed via a button that redirected to /about/organising-committee. /about may be used for other stuff like this as well like certain event details and etc… Current at /about/organising-committee there ar pictures of each comm and they’re heads and members, the images are all have been converted into avif for faster loading times
Bug fixes extra features and even more content and redirects for participants to use: fixed padding inconsistencies on mobile changed content and info about panelists to be more accurate changed formatting of bios added in more info on locations of learning journeys added in a better text hiearchy for the blocks of text added glowing images for most uses
final devlog: added a resources page where all the videos, worksheets and documents can be accessed from. items are all embeds instead of plain lists of links to boost interaction. The resources use a bit of a bento grid with the most important one taking a full width size and the rest half width with padding. All content has been added finally, all animations intact, the embeds have a custom bg glow based on the initial embed content. the embed may be slow to load on mobile, which i will fix in a future update if ever needed as i will be moving to focus on other projects.
Ships:
I made a website for one of my school’s events called Y.LEAD. The website serves as a common platform for participants and facilitators to access information like timeline, the different events, participant documents (soon to be added), overview, credit for people involved
Bug fixes, extra features and even more content and redirects for participants to use.
LIVE AT: https://y-lead-2026.vercel.app/ I made a website for one of my school’s events called Y.LEAD which is a 4 day leadership camp for my juniors. As part of the organising committee, I took the opportunity to create a nice website for both participants and facilitators to access information like the days schedule, certain activity materials, photos taken during the event, event teasers/storyline videos etc… When designing the website, I aimed it to be user centric by follow conventional navigation and UX. Additionally, I came up with a palette and then started creating the different pages of the website trying to make everything feel fresh and aesthetically pleasing. Some elements following this philosophy: animated timeline graphic instead of a google sheet, todo list or calendar component depth effect with animations in the landing page ability to search cheers for participants during the event animated hero for theme page embeds instead of plain links to the external resources glowing effect behind images some challenges I faced was ensuring the website was responsive on practically any screen size. I specially made a vertical poster for the landing page just for mobile and different layouts for mobile and larger screens. Additionally, another challenge was slow loading speeds for images, that would ruin the landing page especially when I first started out, luckily the fix was quite straightforward. I converted all the images to avif format and set it to a lower quality on low res screen as there wont be a big visible difference, reserving a max res of 2k for larger screens like 1440p. All in all, I would say this is one of the projects in which i had the most fun building, I got to learn even more about responsive web design, UX, performance optimisation and even got to experience how it’s like to program a website with tight deadlines and an actual production target. Even though theres only 14 hours logged on stardance, I have spent around 40-50 hours painstakingly coding most of this website by myself, AI was mostly sparingly only for debugging and refactoring some parts of the code or generating boilerplate. With that I have finally finished this project start to end!...
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1792997712.7793732
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1793084112.7793732
|
|
39313
|
Lineup IQ by @UmarFarooq | Stardance
|
UmarFarooq
|
1
|
17.0
|
120
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T18:07:08Z", "hours": 17.0, "multiplier": 13.73, "payout": 120, "blessing": "neutral", "text": "Lineup IQ: Guess the hidden players from starting lineup of iconic football matches. #Features: Designed football pitch with structured lineup. Use hints if you are stuck. - Hint# 1: Nationality - Hint# 2: Career path - Hint# 3: Shirt number worn in that match Points system: Score is deducted if you use hints or guess the player wrong. Copy the result and share with your friends. Multiple levels available.", "repo": "https://github.com/umar-farooq-5757/lineupiq", "demo": "https://lineupiq.netlify.app"}]...
|
[{"post_id": 39341, "ts": "202 [{"post_id": 39341, "ts": "2026-08-02T07:59:54Z", "hours": 3.69, "text": "Devlog 04 The final version before shipping the project. Multiple levels are available now, and user interface is made better. Progressive hints are available for guessing players. Score system that deducts points if you use hints. Suggestions are shown when typing player names in the input field."}, {"post_id": 38336, "ts": "2026-07-31T17:45:29Z", "hours": 7.7808, "text": "Devlog 03 Welcome to devlog 3 of Lineup IQ. Progress: I’ve made significant updates in my project. The game is now actually playable. You can click on any player and guess that player using hints if you struggle. However, there are still some bugs that I am trying to fix. The final version will soon be shipped! Next goal: Create multiple puzzles, not only one."}, {"post_id": 34574, "ts": "2026-07-25T12:36:49Z", "hours": 1.1531, "text": "Devlog 02 Progress: Some players are hidden from the starting lineup. Match information is displayed. Made the aspect ratio of football field 7:6, so it behaves same on mobile devices"}, {"post_id": 34555, "ts": "2026-07-25T11:12:17Z", "hours": 4.8039, "text": "Devlog 01 Started working on Lineup IQ, a webapp where you have to guess the hidden players from starting lineup of iconic football matches. Completed: Created a custom football pitch. Mapping players from lineup on that pitch. Completed “How to play?” section."}]...
|
Title: Lineup IQ by @UmarFarooq | Stardance
Devlo Title: Lineup IQ by @UmarFarooq | Stardance
Devlogs:
Devlog 01 Started working on Lineup IQ, a webapp where you have to guess the hidden players from starting lineup of iconic football matches. Completed: Created a custom football pitch. Mapping players from lineup on that pitch. Completed “How to play?” section.
Devlog 02 Progress: Some players are hidden from the starting lineup. Match information is displayed. Made the aspect ratio of football field 7:6, so it behaves same on mobile devices
Devlog 03 Welcome to devlog 3 of Lineup IQ. Progress: I’ve made significant updates in my project. The game is now actually playable. You can click on any player and guess that player using hints if you struggle. However, there are still some bugs that I am trying to fix. The final version will soon be shipped! Next goal: Create multiple puzzles, not only one.
Devlog 04 The final version before shipping the project. Multiple levels are available now, and user interface is made better. Progressive hints are available for guessing players. Score system that deducts points if you use hints. Suggestions are shown when typing player names in the input field.
Ships:
Lineup IQ: Guess the hidden players from starting lineup of iconic football matches. #Features: Designed football pitch with structured lineup. Use hints if you are stuck. - Hint# 1: Nationality - Hint# 2: Career path - Hint# 3: Shirt number worn in that match Points system: Score is deducted if you use hints or guess the player wrong. Copy the result and share with your friends. Multiple levels available....
|
1793119680.474936
|
1793206080.474936
|
|
191
|
VJS - Vejas' Slackbot by @vejas | Stardance
|
vejas
|
1
|
9.0
|
119
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T15:11:26Z", "hours": 9.0, "multiplier": 15.21, "payout": 119, "blessing": "neutral", "text": "I made a Slack bot that has many different features spanning from fun ones like trivia, to useful ones like custom QR code generation! I made the bot so it could lurk in my personal channel #vejas-cant-shut-up.", "repo": "https://github.com/las-vejas/slackbot", "demo": "https://hackclub.enterprise.slack.com/archives/C0B6TNB4BSB"}]...
|
[{"post_id": 2177, "ts": "2026 [{"post_id": 2177, "ts": "2026-06-04T15:09:21Z", "hours": 0.7406, "text": "I added a feedback form which can be triggered using /vjs feedback. I had AI help me with adding the form since I needed to use a view in slack and I didn’t know how to handle the feedback that was received."}, {"post_id": 1122, "ts": "2026-06-02T23:13:15Z", "hours": 0.8425, "text": "i added a feature that switches my slack pfp every 5 minutes, and that took some while to set up, since the api slack uses is rrly weird. but with some help from ai, i finally got it working whichis really cool since now my pfp switches into a different fallout pfp every 5 mins."}, {"post_id": 868, "ts": "2026-06-02T16:14:40Z", "hours": 1.4519, "text": "I ended up adding eightball, trivia and polls. For the eightball, i used this api : https://www.eightballapi.com and it just outputs the text from the api. for trivia, I found an API that provides 4 answers (1 correct, 3 incorrect) and i made buttons that set as the answers. Then i had gemini help with some of the logic and fs file handling for the leaderboard. I noticed that if the leaderboard was gonna send to the channel, everyone on the leaderboard would get pinged, so i made it send a hidden message to the person asking. for the poll, the user enters their question and their answers (all in “quotation” marks so everything gets separated) and then I use slack blocks in pretty much everywhere to display the content nicely. it makes buttons for the answers and people can pick them. i also added a weather function and gemini parses the weather api and you can choose the city and the number of days default to 1. this was kinda easy since the api also has validation and e.g. if u enter a country it auto chooses the capital."}, {"post_id": 766, "ts": "2026-06-02T12:52:26Z", "hours": 0.4719, "text": "I created the logo / icon for the slack app in figma using the anchor guide to remind myself on how to make nice logos."}, {"post_id": 758, "ts": "2026-06-02T12:21:17Z", "hours": 2.2242, "text": "I added the QR code generation feature that lets you add a link or text, and lets you choose things like color or format. I added a stock checker function, but it doesnt work very well. I also added an email checker feature that works, but is kind of shallow information wise (APIs fault) I also added a “-q” flag that would determine if the response would be sent to the whole channel or just you."}, {"post_id": 423, "ts": "2026-06-01T20:31:21Z", "hours": 2.9217, "text": "I made the slack bot. The slack bot has some basic commands like /vjs-meow for catfacts and /vjs-joke for an arbitrary joke, but then I added some more intricate ones like a dictionary and synonym API so people could quickly find the meaning of a word. (I am planning to add a condition that would either ‘whisper’ it or just broadcast to the channel by default. I have also added /vjs-name which would let the user enter a name and it outputs the nationality of the name and the gender of the name according to an API."}]...
|
Title: VJS - Vejas' Slackbot by @vejas | Stard Title: VJS - Vejas' Slackbot by @vejas | Stardance
Devlogs:
I made the slack bot. The slack bot has some basic commands like /vjs-meow for catfacts and /vjs-joke for an arbitrary joke, but then I added some more intricate ones like a dictionary and synonym API so people could quickly find the meaning of a word. (I am planning to add a condition that would either ‘whisper’ it or just broadcast to the channel by default. I have also added /vjs-name which would let the user enter a name and it outputs the nationality of the name and the gender of the name according to an API.
I added the QR code generation feature that lets you add a link or text, and lets you choose things like color or format. I added a stock checker function, but it doesnt work very well. I also added an email checker feature that works, but is kind of shallow information wise (APIs fault) I also added a “-q” flag that would determine if the response would be sent to the whole channel or just you.
I created the logo / icon for the slack app in figma using the anchor guide to remind myself on how to make nice logos.
I ended up adding eightball, trivia and polls. For the eightball, i used this api : https://www.eightballapi.com and it just outputs the text from the api. for trivia, I found an API that provides 4 answers (1 correct, 3 incorrect) and i made buttons that set as the answers. Then i had gemini help with some of the logic and fs file handling for the leaderboard. I noticed that if the leaderboard was gonna send to the channel, everyone on the leaderboard would get pinged, so i made it send a hidden message to the person asking. for the poll, the user enters their question and their answers (all in “quotation” marks so everything gets separated) and then I use slack blocks in pretty much everywhere to display the content nicely. it makes buttons for the answers and people can pick them. i also added a weather function and gemini parses the weather api and you can choose the city and the number of days default to 1. this was kinda easy since the api also has validation and e.g. if u enter a country it auto chooses the capital.
i added a feature that switches my slack pfp every 5 minutes, and that took some while to set up, since the api slack uses is rrly weird. but with some help from ai, i finally got it working whichis really cool since now my pfp switches into a different fallout pfp every 5 mins.
I added a feedback form which can be triggered using /vjs feedback. I had AI help me with adding the form since I needed to use a view in slack and I didn’t know how to handle the feedback that was received.
Ships:
I made a Slack bot that has many different features spanning from fun ones like trivia, to useful ones like custom QR code generation! I made the bot so it could lurk in my personal channel #vejas-cant-shut-up....
|
1793066013.5085955
|
1793152413.5085955
|
|
4726
|
Alex's Desk by @AloneAlex | Stardance
|
AloneAlex
|
3
|
12.48
|
119
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T21:21:08Z", "hours": 4.0, "multiplier": 12.9, "payout": 49, "blessing": "neutral", "text": "This ship fixes all the hover animation issues the previous version of the website had, adds a completely separate mobile version and features a much better written and enriched readme. Plus some QOL stuff people asked for like a back button on certain pages to make the site easier to navigate", "repo": "https://github.com/thealonealex/alexs-desk", "demo": "https://thealonealex.dev"}, {"ship_num": 2, "ts": "2026-07-30T09:03:29Z", "hours": 7.0, "multiplier": 10.02, "payout": 70, "blessing": "neutral", "text": "It’s my personal website, a digital recreation of my desk where you can interact with objects :)", "repo": "https://github.com/thealonealex/alexs-desk", "demo": "https://thealonealex.dev"}, {"ship_num": 3, "ts": "2026-07-04T16:31:33Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A base outline of what I want to include to my personal site, with some testing around of css and html", "repo": "https://github.com/thealonealex/alexs-desk", "demo": "https://thealonealex.dev"}]...
|
[{"post_id": 62853, "ts": "202 [{"post_id": 62853, "ts": "2026-09-06T11:54:32Z", "hours": 0.4797, "text": "Fixed a display issue in safari. For some reason, having both width: and height: just made webkit freak out? Forgot to get a screenshot so here’s my Mii instead"}, {"post_id": 49898, "ts": "2026-08-18T21:15:40Z", "hours": 0.9536, "text": "Finally got my domain grant! Edited the bluesky link since my handle changed and updated the Readme to be more extensive on some stuff like mobile vs desktop differences & added screenshots. Plus, I added a creative commons license to the project!"}, {"post_id": 42109, "ts": "2026-08-06T17:51:51Z", "hours": 1.0022, "text": "The mobile version of the site is working! It’s just a basic phone-like UI, but I feel like it fits the vibe of the desktop site. There’s no text, just stuff to click and explore"}, {"post_id": 41875, "ts": "2026-08-06T11:03:07Z", "hours": 0.7308, "text": "Began working on the design for a mobile version of the site. It could look like a phone home screen? If I figure out how to do grids properly that is"}, {"post_id": 40785, "ts": "2026-08-04T15:18:54Z", "hours": 1.1175, "text": "The website had some issues with hover animations, so I wrapped all animated objects inside divs that don’t themselves move. I also added a back button the the gallery and games page, since many people wanted that from the previous ship’s reviews!"}, {"post_id": 29607, "ts": "2026-07-16T17:27:49Z", "hours": 1.0125, "text": "Designed and implemented a nice social media embed for the website!"}, {"post_id": 28999, "ts": "2026-07-15T17:21:06Z", "hours": 1.4358, "text": "Recreated the games page design with html and css, and renamed the project to Alex’s Desk. Also, the photos page was actually this extremely large (20mb) vector file, so I instead I exported it as png and compressed it, which resulted into a neat 1,4mb file instead!"}, {"post_id": 25542, "ts": "2026-07-09T21:15:47Z", "hours": 0.7489, "text": "Designed a game page that showcases the games I’ve made that I’m the most proud of as gameb- uhhh I meant Poteto ALEX BOY™ cartridges!"}, {"post_id": 24702, "ts": "2026-07-08T13:54:10Z", "hours": 0.6192, "text": "Designed and implemented the album page! It’s basically “my wall” showcasing some of my favorite photos I’ve taken. Will probably update with new ones in the feature, too. Also, I added some fade in to make page loading look nicer!"}, {"post_id": 23987, "ts": "2026-07-07T07:58:08Z", "hours": 0.44, "text": "Did some important minor changes, like making images non-draggable (instead you drag the link that you’d get redirected to if you clicked them) and adding a favicon. Also I think I’ll be renaming the project to Alex’s Desk, so I guess that’s what I’ll be doing next!"}, {"post_id": 23687, "ts": "2026-07-06T19:54:18Z", "hours": 1.8911, "text": "Recreated the design with html and css! It took me quite a while to get the div centered correctly and for objects to not jump around and stay on the desk no matter the viewport size, but I managed to do it at the end! Added some simple hover animations and redirects for clicking each object on the desk. Next up, I’ll add some tooltips, maybe some better animations, and see what I’ll do with the photos page. I want it to be a custom page with my photos. Also maybe it should be a different website altogether for mobile?"}, {"post_id": 23467, "ts": "2026-07-06T13:43:03Z", "hours": 0.8572, "text": "I already had a rough outline of how I wanted my website to look, but I designed a couple more things in Sketch. They’re subject to change, ofc, but this is what I want my website to have!"}, {"post_id": 22229, "ts": "2026-07-04T16:21:13Z", "hours": 1.1953, "text": "Finished the personal website mission tutorial! Some basic stuff for now, just 3 segments (about me, projects ✨more✨) but i have big plans!"}]...
|
Title: Alex's Desk by @AloneAlex | Stardance
Title: Alex's Desk by @AloneAlex | Stardance
Devlogs:
Finished the personal website mission tutorial! Some basic stuff for now, just 3 segments (about me, projects ✨more✨) but i have big plans!
I already had a rough outline of how I wanted my website to look, but I designed a couple more things in Sketch. They’re subject to change, ofc, but this is what I want my website to have!
Recreated the design with html and css! It took me quite a while to get the div centered correctly and for objects to not jump around and stay on the desk no matter the viewport size, but I managed to do it at the end! Added some simple hover animations and redirects for clicking each object on the desk. Next up, I’ll add some tooltips, maybe some better animations, and see what I’ll do with the photos page. I want it to be a custom page with my photos. Also maybe it should be a different website altogether for mobile?
Did some important minor changes, like making images non-draggable (instead you drag the link that you’d get redirected to if you clicked them) and adding a favicon. Also I think I’ll be renaming the project to Alex’s Desk, so I guess that’s what I’ll be doing next!
Designed and implemented the album page! It’s basically “my wall” showcasing some of my favorite photos I’ve taken. Will probably update with new ones in the feature, too. Also, I added some fade in to make page loading look nicer!
Designed a game page that showcases the games I’ve made that I’m the most proud of as gameb- uhhh I meant Poteto ALEX BOY™ cartridges!
Recreated the games page design with html and css, and renamed the project to Alex’s Desk. Also, the photos page was actually this extremely large (20mb) vector file, so I instead I exported it as png and compressed it, which resulted into a neat 1,4mb file instead!
Designed and implemented a nice social media embed for the website!
The website had some issues with hover animations, so I wrapped all animated objects inside divs that don’t themselves move. I also added a back button the the gallery and games page, since many people wanted that from the previous ship’s reviews!
Began working on the design for a mobile version of the site. It could look like a phone home screen? If I figure out how to do grids properly that is
The mobile version of the site is working! It’s just a basic phone-like UI, but I feel like it fits the vibe of the desktop site. There’s no text, just stuff to click and explore
Finally got my domain grant! Edited the bluesky link since my handle changed and updated the Readme to be more extensive on some stuff like mobile vs desktop differences & added screenshots. Plus, I added a creative commons license to the project!
Fixed a display issue in safari. For some reason, having both width: and height: just made webkit freak out? Forgot to get a screenshot so here’s my Mii instead
Ships:
A base outline of what I want to include to my personal site, with some testing around of css and html
It’s my personal website, a digital recreation of my desk where you can interact with objects :)
This ship fixes all the hover animation issues the previous version of the website had, adds a completely separate mobile version and features a much better written and enriched readme. Plus some QOL stuff people asked for like a back button on certain pages to make the site easier to navigate...
|
1793126903.2604012
|
1793213303.2604012
|
|
27263
|
AsciiBird by @renanfartes | Stardance
|
renanfartes
|
1
|
8.0
|
119
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T16:36:18Z", "hours": 8.0, "multiplier": 14.29, "payout": 119, "blessing": "neutral", "text": "I creaded a AsciiBird! A flappy bird version on the terminal. I learned about frame buffers, memcpy() and how to handle user input without the canonical mode and the terminal ECHO. Space Jumps R restarts Q exits", "repo": "https://github.com/Renan-G-projec/AsciiBird", "demo": "https://github.com/Renan-G-projec/AsciiBird/releases/tag/v1.0.0"}]...
|
[{"post_id": 19320, "ts": "202 [{"post_id": 19320, "ts": "2026-06-30T16:30:00Z", "hours": 0.3656, "text": "Devlog #07 Added finally windows support! I added the tag _WIN32 to speciallized compile. As i do not have windows, i cannot compile the inary and put it on releases. If your’re on windows, you’ll need to build it from source… ;("}, {"post_id": 19277, "ts": "2026-06-30T15:28:17Z", "hours": 0.6781, "text": "Devlog #06 GAME COMPLETE I added the points and gameover system. I did it fast, so the code is crappy by the moment. But after i refactor it. I only need to port it to windows before shipping. (Yeah, i’m terrible in my own game, as yall can see in this clip)"}, {"post_id": 19235, "ts": "2026-06-30T14:30:42Z", "hours": 0.7244, "text": "Devlog #06 Working pipes! I added the pipe mechanic. So now it spawns at different Y levels and returns to the X initial position to not waste memory. It does not make the player die or anything, i’ll add this later."}, {"post_id": 19179, "ts": "2026-06-30T13:17:10Z", "hours": 1.4264, "text": "Devlog #05 Basic Mechanics added! So basicly my core ascii engine is ready. So, i’ll start making the flappy bird logic. Since is simple, i’ll make it faster. after i can make some other scenes such as a menu or stuff. By the time, i have a funcitonal gravity and a jump mechanic. Still needs the pipes."}, {"post_id": 18837, "ts": "2026-06-30T01:15:59Z", "hours": 1.4369, "text": "Devlog #04 Finally working clock! I now finished the interface. The std::chrono Library is a really torture to convert and display. THe documentation is the end of the world. Todos: Add a setTargetFPS() function Add a getFrameTime() function for deltatime Start the game itself,"}, {"post_id": 18428, "ts": "2026-06-29T16:08:44Z", "hours": 1.7056, "text": "Devlog #03 FINALLY NONBLOCK INPUT I’ve navigated for like almost 40 minutes and not found any reasonable or good answer. I had to search with AI to learn what is the termios struct and how it works on the linux headers. Is a lot more simple than stack overflow answers. I thought using ncurses but it still not have a full port for windows later. I’ll use <conio.h> to read input on windows."}, {"post_id": 17544, "ts": "2026-06-28T11:34:00Z", "hours": 1.5275, "text": "Devlog #02 I added sprite loading and rendering. The Framebuffer is also implemented and i had some headaches I wanted to load sprites from files. I searched all over the google to see how to use only \\n as delimeter. I didn’t find. THIS TOOK ME HALF AN HOUR I used AI for that. I’m not a machine ;("}, {"post_id": 17170, "ts": "2026-06-27T21:28:50Z", "hours": 0.5144, "text": "Devlog #01 Project initialized. Cmake, README and Git repo all setted Just started writting my logic to render things on the terminal! The idea is to be mantainable and secure. Here’s the renderer class scaffold"}]...
|
Title: AsciiBird by @renanfartes | Stardance
Devl Title: AsciiBird by @renanfartes | Stardance
Devlogs:
Devlog #01 Project initialized. Cmake, README and Git repo all setted Just started writting my logic to render things on the terminal! The idea is to be mantainable and secure. Here’s the renderer class scaffold
Devlog #02 I added sprite loading and rendering. The Framebuffer is also implemented and i had some headaches I wanted to load sprites from files. I searched all over the google to see how to use only \n as delimeter. I didn’t find. THIS TOOK ME HALF AN HOUR I used AI for that. I’m not a machine ;(
Devlog #03 FINALLY NONBLOCK INPUT I’ve navigated for like almost 40 minutes and not found any reasonable or good answer. I had to search with AI to learn what is the termios struct and how it works on the linux headers. Is a lot more simple than stack overflow answers. I thought using ncurses but it still not have a full port for windows later. I’ll use <conio.h> to read input on windows.
Devlog #04 Finally working clock! I now finished the interface. The std::chrono Library is a really torture to convert and display. THe documentation is the end of the world. Todos: Add a setTargetFPS() function Add a getFrameTime() function for deltatime Start the game itself,
Devlog #05 Basic Mechanics added! So basicly my core ascii engine is ready. So, i’ll start making the flappy bird logic. Since is simple, i’ll make it faster. after i can make some other scenes such as a menu or stuff. By the time, i have a funcitonal gravity and a jump mechanic. Still needs the pipes.
Devlog #06 Working pipes! I added the pipe mechanic. So now it spawns at different Y levels and returns to the X initial position to not waste memory. It does not make the player die or anything, i’ll add this later.
Devlog #06 GAME COMPLETE I added the points and gameover system. I did it fast, so the code is crappy by the moment. But after i refactor it. I only need to port it to windows before shipping. (Yeah, i’m terrible in my own game, as yall can see in this clip)
Devlog #07 Added finally windows support! I added the tag _WIN32 to speciallized compile. As i do not have windows, i cannot compile the inary and put it on releases. If your’re on windows, you’ll need to build it from source… ;(
Ships:
I creaded a AsciiBird! A flappy bird version on the terminal. I learned about frame buffers, memcpy() and how to handle user input without the canonical mode and the terminal ECHO. Space Jumps R restarts Q exits...
|
1793084211.1149712
|
1793170611.1149712
|
|
31244
|
Black Hole sim (Warmup) by @AustinB | Stardance
|
AustinB
|
1
|
24.0
|
119
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T14:39:45Z", "hours": 24.0, "multiplier": 5.51, "payout": 119, "blessing": "neutral", "text": "Hey Yall, this is my first project on stardance and i have learned alot already. Coming into this my background is very much in python, but ive dabbled with unity before, so i wanted to do a quick project to get used to the c#/c++ syntax. There are many things i would like to add, however the project i have planned for next had a much wider scope and I want to get to designing the architecture fast. This is poorly optimised, but ive setup a example render on itch.io. (Be warned if you tab out of the page it seems to stop working?). This was also my first interaction with Github and itch.io and im so happy ive learned how to use these. Ive always steered clear of GitHub and publishing my works online due to the complexity of it, but to my suprise the process is smooth. Like its not ‘fun’ to do, but its got a nice learning curve. Ive attached a render from my code below (the green blob is a star, ive checked and i think that that is how it should look witht the lensing of the black hole) Hope you find this intersting, and have a great Day!", "repo": "https://github.com/Nerd9854/Black-Hole", "demo": "https://austinb8.itch.io/black-hole-simulation"}]...
|
[{"post_id": 24130, "ts": "202 [{"post_id": 24130, "ts": "2026-07-07T14:31:52Z", "hours": 3.5667, "text": "Final Devlog. Boom its finished, there is so much more i would want to do with this, but I need to move onto my actual main project. The Black hole sim was more of a exisie in my translating maths/ideas to code skills, not ui or speed. And ild day it went pretty well. This is genuinely such a fun project to try and i would recommend you to have a go after this challenge is over (but please don’t use unity, its not built for this and it is not needed) Im looking forward to seeing you in my devlogs for my next project"}, {"post_id": 24038, "ts": "2026-07-07T10:13:05Z", "hours": 12.5, "text": "I made my first Unity GitHub Repsository today. TBH I was expecting it to be an absolute nightmare to deal with. But no its downloading a few apps and waiting for a bit whist unity compiles your code. Quick tip for anyone reading this, dont do what i did and do not delete the .git folder, its not a good idea 😭😭. Also I managed to get it onto Itch.io too, which was again much smoother then i was expecting. I Will probably ship the project soon and yall will be able to have a look. (although its pretty slowww), also i dropped one of my renders below (the green blob is a star, I chose a really weird colour for it now i think aobut it)"}, {"post_id": 23554, "ts": "2026-07-06T16:12:58Z", "hours": 7.9417, "text": "Getting used to the workflow of Stardance Going pretty well so far, will post devlogs of my actual main project soon once ive finished this one."}]...
|
Title: Black Hole sim (Warmup) by @AustinB | Stard Title: Black Hole sim (Warmup) by @AustinB | Stardance
Devlogs:
Getting used to the workflow of Stardance Going pretty well so far, will post devlogs of my actual main project soon once ive finished this one.
I made my first Unity GitHub Repsository today. TBH I was expecting it to be an absolute nightmare to deal with. But no its downloading a few apps and waiting for a bit whist unity compiles your code. Quick tip for anyone reading this, dont do what i did and do not delete the .git folder, its not a good idea 😭😭. Also I managed to get it onto Itch.io too, which was again much smoother then i was expecting. I Will probably ship the project soon and yall will be able to have a look. (although its pretty slowww), also i dropped one of my renders below (the green blob is a star, I chose a really weird colour for it now i think aobut it)
Final Devlog. Boom its finished, there is so much more i would want to do with this, but I need to move onto my actual main project. The Black hole sim was more of a exisie in my translating maths/ideas to code skills, not ui or speed. And ild day it went pretty well. This is genuinely such a fun project to try and i would recommend you to have a go after this challenge is over (but please don’t use unity, its not built for this and it is not needed) Im looking forward to seeing you in my devlogs for my next project
Ships:
Hey Yall, this is my first project on stardance and i have learned alot already. Coming into this my background is very much in python, but ive dabbled with unity before, so i wanted to do a quick project to get used to the c#/c++ syntax. There are many things i would like to add, however the project i have planned for next had a much wider scope and I want to get to designing the architecture fast. This is poorly optimised, but ive setup a example render on itch.io. (Be warned if you tab out of the page it seems to stop working?). This was also my first interaction with Github and itch.io and im so happy ive learned how to use these. Ive always steered clear of GitHub and publishing my works online due to the complexity of it, but to my suprise the process is smooth. Like its not ‘fun’ to do, but its got a nice learning curve. Ive attached a render from my code below (the green blob is a star, ive checked and i think that that is how it should look witht the lensing of the black hole) Hope you find this intersting, and have a great Day!...
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1793102067.874242
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1793188467.874242
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32175
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Candela Shaders by @THEbluefirestudios | Stardance
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THEbluefirestudios
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1
|
11.0
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119
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-14T11:19:30Z", "hours": 11.0, "multiplier": 11.3, "payout": 119, "blessing": "neutral", "text": "An optimized set of shaders for Minecraft, runs great and looks great! The idea for this shader was inspired by @ahnafiscool ’s essentials shader! I definitely had my hurdles throught this project, they are all documented in the devlogs! (its kinda embarrasing tho). FEATURES: Nice, smooth shadows, colored shaows, and PCF blur! Godrays, that don’t fry your GPU Optimized so much, I can set shadow map resolution to 2048 and still have 120+ FPS! (I use GTX 1060 btw) Block outlines! FXAA antialiasing! CREDITS: @ahnafiscool for the very initial idea for the shader! @IGoByLotsOfNames on youtube for the godrays method! SuperDuperVanilla for code referncing! Lumen and Iris guides for the initial development stages! THANK YOU d=====( ̄▽ ̄*)b Made with ╰( °▽° )╯by BlueFireStudios.", "repo": "https://github.com/THEbluefirestudios/candela_shaders", "demo": "https://modrinth.com/shader/candela-shaders"}]...
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[{"post_id": 28214, "ts": "202 [{"post_id": 28214, "ts": "2026-07-14T11:10:17Z", "hours": 0.3922, "text": "Small day today also: Fixed a transaparent bug with tile entities Fixed weird shadows on water I’m officially done with this project! ; - ] For the ones out there, thanks for following my development! ☆ : .。. o(≧▽≦)o .。.: ☆"}, {"post_id": 27659, "ts": "2026-07-13T12:57:11Z", "hours": 0.4022, "text": "Didn’t do a lot today actually, coz of yesterday’s disaster. (iykyk) T_T Just added some optimizations to my shader (mainly having to do with ‘Don’t compute this if its far away’), which is rather effective! As seen in the image (sry for low quality : ( ), i am able to get 120+ FPS on shadowMapResolution set to 2048 , which is regarded as an FPS killer. I am impressed! :0 Thanks for reading, byeeeeeeeeeeee! P.S. : btw, should i ship?"}, {"post_id": 27228, "ts": "2026-07-12T16:44:01Z", "hours": 1.6708, "text": "This was a disaster… I tried optimizing my shader by rendering the shadowmap every other frame, and now i got another flickery mess. I tried removing it and now I have errors on errors, on errors: shadow_sodium_terrain_solid: shadow_sodium_terrain_solid: 0(42) : error C5052: gl_MultiTexCoord0 is not accessible in this profile 0(42) : error C7616: global variable gl_MultiTexCoord0 is removed after version 140 0(42) : error C7565: assignment to varying 'texcoord' 0(43) : error C7565: assignment to varying 'glcolor' 0(44) : error C5052: gl_Position is not accessible in this profile 0(44) : error C1503: undefined variable \"iris_ftransform\" 0(45) : error C5052: gl_Position is not accessible in this profile 0(45) : error C1503: undefined variable \"distortShadowClipPos\" 0(45) : error C5052: gl_Position is not accessible in this profile 0(46) : error C1503: undefined variable \"iris_Entity\" 0(47) : error C5052: gl_Position is not accessible in this profile 0(49) : error C1503: undefined variable \"frameCounter\" 0(50) : error C5052: gl_Position is not accessible in this profile I had to revert everything, and now I have met a new bug… sighs"}, {"post_id": 25850, "ts": "2026-07-10T10:27:21Z", "hours": 0.9233, "text": "Nice! Today I did a lot of stuff, so I’ll just paste the changelog from GitHub’s latest release, v1.4: CHANGELOG Added customization for cloud transparency Excluded clouds from the block outlines, due to visual artifacting Added customization for shadow distance Tweaked FXAA edge detection values a bit :) And thats it for the day! I have hit a wall as for what I want to add so if you have any suggestions, please consider writing something in the comments!"}, {"post_id": 25247, "ts": "2026-07-09T11:49:00Z", "hours": 0.4164, "text": "Ok, I added FXAA, (i will admit i eventually gave up and asked claude) so I’m sorry for that :((("}, {"post_id": 24767, "ts": "2026-07-08T15:34:25Z", "hours": 0.5317, "text": "I tried adding FXAA today, my implemenatation dosen,t seem to work….., infact it seems to have destroyed my whole shader? Ehh I’ll do it tomorrow, I have to study for exams also (sry for short devlog) byeeeeeee…. (also for clarification i’m working on FXAA in a seperate shader then I will merge, I have a another QOL shader idea which can use my FXAA lib) now byeeee…."}, {"post_id": 24177, "ts": "2026-07-07T16:05:22Z", "hours": 6.175, "text": "The original time for making the shader + 20 minutes on rewriting common.glsl and outline.glsl , they were originally just copypasted from SupderDuperVanilla shader, so to avoid legal schmeckadoo, I rewrote them, wasn,t hard."}]...
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Title: Candela Shaders by @THEbluefirestudios | St Title: Candela Shaders by @THEbluefirestudios | Stardance
Devlogs:
The original time for making the shader + 20 minutes on rewriting common.glsl and outline.glsl , they were originally just copypasted from SupderDuperVanilla shader, so to avoid legal schmeckadoo, I rewrote them, wasn,t hard.
I tried adding FXAA today, my implemenatation dosen,t seem to work….., infact it seems to have destroyed my whole shader? Ehh I’ll do it tomorrow, I have to study for exams also (sry for short devlog) byeeeeeee…. (also for clarification i’m working on FXAA in a seperate shader then I will merge, I have a another QOL shader idea which can use my FXAA lib) now byeeee….
Ok, I added FXAA, (i will admit i eventually gave up and asked claude) so I’m sorry for that :(((
Nice! Today I did a lot of stuff, so I’ll just paste the changelog from GitHub’s latest release, v1.4: CHANGELOG Added customization for cloud transparency Excluded clouds from the block outlines, due to visual artifacting Added customization for shadow distance Tweaked FXAA edge detection values a bit :) And thats it for the day! I have hit a wall as for what I want to add so if you have any suggestions, please consider writing something in the comments!
This was a disaster… I tried optimizing my shader by rendering the shadowmap every other frame, and now i got another flickery mess. I tried removing it and now I have errors on errors, on errors: shadow_sodium_terrain_solid: shadow_sodium_terrain_solid: 0(42) : error C5052: gl_MultiTexCoord0 is not accessible in this profile 0(42) : error C7616: global variable gl_MultiTexCoord0 is removed after version 140 0(42) : error C7565: assignment to varying 'texcoord' 0(43) : error C7565: assignment to varying 'glcolor' 0(44) : error C5052: gl_Position is not accessible in this profile 0(44) : error C1503: undefined variable "iris_ftransform" 0(45) : error C5052: gl_Position is not accessible in this profile 0(45) : error C1503: undefined variable "distortShadowClipPos" 0(45) : error C5052: gl_Position is not accessible in this profile 0(46) : error C1503: undefined variable "iris_Entity" 0(47) : error C5052: gl_Position is not accessible in this profile 0(49) : error C1503: undefined variable "frameCounter" 0(50) : error C5052: gl_Position is not accessible in this profile I had to revert everything, and now I have met a new bug… sighs
Didn’t do a lot today actually, coz of yesterday’s disaster. (iykyk) T_T Just added some optimizations to my shader (mainly having to do with ‘Don’t compute this if its far away’), which is rather effective! As seen in the image (sry for low quality : ( ), i am able to get 120+ FPS on shadowMapResolution set to 2048 , which is regarded as an FPS killer. I am impressed! :0 Thanks for reading, byeeeeeeeeeeee! P.S. : btw, should i ship?
Small day today also: Fixed a transaparent bug with tile entities Fixed weird shadows on water I’m officially done with this project! ; - ] For the ones out there, thanks for following my development! ☆ : .。. o(≧▽≦)o .。.: ☆
Ships:
An optimized set of shaders for Minecraft, runs great and looks great! The idea for this shader was inspired by @ahnafiscool ’s essentials shader! I definitely had my hurdles throught this project, they are all documented in the devlogs! (its kinda embarrasing tho). FEATURES: Nice, smooth shadows, colored shaows, and PCF blur! Godrays, that don’t fry your GPU Optimized so much, I can set shadow map resolution to 2048 and still have 120+ FPS! (I use GTX 1060 btw) Block outlines! FXAA antialiasing! CREDITS: @ahnafiscool for the very initial idea for the shader! @IGoByLotsOfNames on youtube for the godrays method! SuperDuperVanilla for code referncing! Lumen and Iris guides for the initial development stages! THANK YOU d=====( ̄▽ ̄*)b Made with ╰( °▽° )╯by BlueFireStudios....
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1793116253.8491693
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1793202653.8491693
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4874
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OrangeDL by @MisplacedOrange | Stardance
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MisplacedOrange
|
1
|
14.35
|
118
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T00:41:54Z", "hours": 9.0, "multiplier": 16.59, "payout": 118, "blessing": "neutral", "text": "I think debugging was the toughest part definitely, everything was breaking at one point", "repo": "https://github.com/MisplacedOrange/OrangeDL", "demo": "https://github.com/misplacedorange/orangedl/releases/latest/download/orangedl.exe"}]...
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[{"post_id": 17371, "ts": "202 [{"post_id": 17371, "ts": "2026-06-28T04:03:16Z", "hours": 3.4125, "text": "Refactoring some unnecessary code Forgot to mention: Updated Github README Added a Contributing MD (not updated yet) accidently broke the window dragging Rust 🦀minor fixes boring stuff: Deleted UpdateSettingsRequest Function and related calls Deleted leftover SVG Deleted normalize_theme function Unused tests Debugging CI workflow Tiny other chores NEXT: Fix UI – Placeholder rn (Forgive me for the vibecoded UI 😳😳) update all the documentation"}, {"post_id": 12107, "ts": "2026-06-19T19:36:20Z", "hours": 1.9406, "text": "Added move and resume actions for completed downloads, in the UI and as new Tauri commands Fixed a task-leak bug: a panicking download task could leave a stale entry in the running-tasks map, permanently blocking resume and consuming a concurrency slot. Other Security + Vulnerability Fixes Chores"}, {"post_id": 7759, "ts": "2026-06-12T23:17:15Z", "hours": 6.5586, "text": "Adds five built-in color themes (Creamsicle, Midnight Marmalade, Peach Fizz, Mint Squeeze, Bubblegum) with instant apply and DB persistence. Adds yt-dlp video download support via a new media_extractor module and VideoDownloadModal: automatic yt-dlp detection and install, thumbnail preview, quality selector, and progress tracking. Adds settings export/import as JSON. Bug fixes: resume now re-fetches the full file when ETag/Last-Modified changes on the server; progress events no longer overwrite terminal download states; app settings are loaded in a single batched DB query."}, {"post_id": 2863, "ts": "2026-06-05T18:44:51Z", "hours": 2.8753, "text": "Updated Github Repo description README"}]...
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Title: OrangeDL by @MisplacedOrange | Stardance
D Title: OrangeDL by @MisplacedOrange | Stardance
Devlogs:
Updated Github Repo description README
Adds five built-in color themes (Creamsicle, Midnight Marmalade, Peach Fizz, Mint Squeeze, Bubblegum) with instant apply and DB persistence. Adds yt-dlp video download support via a new media_extractor module and VideoDownloadModal: automatic yt-dlp detection and install, thumbnail preview, quality selector, and progress tracking. Adds settings export/import as JSON. Bug fixes: resume now re-fetches the full file when ETag/Last-Modified changes on the server; progress events no longer overwrite terminal download states; app settings are loaded in a single batched DB query.
Added move and resume actions for completed downloads, in the UI and as new Tauri commands Fixed a task-leak bug: a panicking download task could leave a stale entry in the running-tasks map, permanently blocking resume and consuming a concurrency slot. Other Security + Vulnerability Fixes Chores
Refactoring some unnecessary code Forgot to mention: Updated Github README Added a Contributing MD (not updated yet) accidently broke the window dragging Rust 🦀minor fixes boring stuff: Deleted UpdateSettingsRequest Function and related calls Deleted leftover SVG Deleted normalize_theme function Unused tests Debugging CI workflow Tiny other chores NEXT: Fix UI – Placeholder rn (Forgive me for the vibecoded UI 😳😳) update all the documentation
Ships:
I think debugging was the toughest part definitely, everything was breaking at one point...
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1793084086.400325
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1793170486.400325
|
|
9349
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Configuring my Neovim by @sanji | Stardance
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sanji
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1
|
7.0
|
118
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T04:47:47Z", "hours": 7.0, "multiplier": 15.73, "payout": 118, "blessing": "neutral", "text": "I built a fully customized, lightweight Neovim IDE from scratch using Lua. It’s my first time I configured my neovim and its simple and just have main feature of IDE. Right now it’s Not a Full VSCode like configuration. I did it just for fun. And I really enjoyed it, I used documentation available on the internet for my help. Cause it’s my first time working with Lua language its challenging for me but I used the documentation and little bit ai(just for learning ) and then tried myself. I am incredibly proud of transforming a raw, blank terminal editor into a professional-grade development environment. I added a demo video so other can see what I have done, but if you want to try it by user-self then follow the readme.md file for installation.", "repo": "https://github.com/balu401/nvim", "demo": "https://github.com/balu401/nvim/releases/tag/v1.0.0"}]...
|
[{"post_id": 14862, "ts": "202 [{"post_id": 14862, "ts": "2026-06-24T04:02:53Z", "hours": 0.5533, "text": "Added a README.MD file and tested all the features of my neovim configuration. I used some AI for creating the readme"}, {"post_id": 13627, "ts": "2026-06-22T11:04:23Z", "hours": 0.3925, "text": "Added Terminal Feature a built-in terminal that slides up from the bottom of the screen is exactly like VSCode. Now when I Press Ctrl + \\ on your keyboard.A sleek terminal will instantly slide up from the bottom of my screen, ready to type git commands, run servers, or compile code. If you press Ctrl + \\ again, it will hide away but keep whatever process you started running in the background! Hit Esc (or type jk fast) to exit terminal insert mode."}, {"post_id": 13523, "ts": "2026-06-22T04:13:14Z", "hours": 0.6117, "text": "Nvim-Tree Sidebar! Having a visual file tree on the left side of your screen is essential for navigating a large project. It lets you explore folders, create new files, and delete directories visually without memorizing paths. How It works - Press Space then e then e ( <leader>ee ). A clean, structural file panel will slide open on the left hand side of your screen! Use your standard j and k movements to navigate up and down the file tree. Press Enter on a folder to expand it, or Enter on a file to open it in your main window. To close the panel, just tap <leader>ee again. and more…"}, {"post_id": 13509, "ts": "2026-06-22T03:22:33Z", "hours": 0.4181, "text": "Added Conform Formatter ( code formatter) for Neovim This plugin is going to take Prettier (for your JavaScript/HTML) and hook it directly into your save command. Now the moment I save my file, it will instantly snap all my messy indentation and brackets into perfect alignment. Earlier in the setup, I mapped my Leader key + s (Space + s) to save the file. Now when I press Space + s. Conform will catch the save command, perfectly format the entire file using Prettier/Stylua, and then write it to the disk, all in a fraction of a millisecond!"}, {"post_id": 13483, "ts": "2026-06-22T02:32:24Z", "hours": 0.5458, "text": "Autocomplete Menu Feature Added a A beautiful, responsive autocomplete menu.without an autocomplete plugin, it has no way to actually show those suggestions while typing. This feature configures nvim-cmp, which is the autocomplete engine for your Neovim setup So I added Autocomplete menu feature, which - popup menu appears when you start typing code It decides what to show you (functions, variables, file paths, snippets) Gives auto code snippet"}, {"post_id": 13164, "ts": "2026-06-21T15:18:23Z", "hours": 0.4436, "text": "Configured Mason and LSP think of them as an app store and an interpreter Mason: It is the Language Server. It’s the most powerful tool as it allows us to implement language validation, import dependencies, go to definition, renaming, and much more. It is your built-in App Store It downloads Language Engines It manages dependencies safely LSP: In Neovim, the Language Server Protocol (LSP) acts as a standardized bridge between the editor and external language servers, enabling IDE-like features without requiring a full IDE. This separation allows Neovim to handle text editing while third-party servers manage code analysis, resulting in support for many languages and composable components. It acts as the Bridge/Interpreter It activates servers dynamically It maps your power-shortcuts"}, {"post_id": 13118, "ts": "2026-06-21T13:35:10Z", "hours": 0.6119, "text": "Added Status Line And I ndentation It displays contextual information about the current buffer, cursor, and editor state. By default, it shows the file path, modification status (e.g., [+] for unsaved changes), LSP diagnostics (error/warning counts), and cursor position (line and column). By default, this specific layout divides status line into distinct visual chunks: Far Left: Instantly shows what mode you are in (NORMAL, INSERT, VISUAL) with clear color changes. Middle Left: Hooks directly into your GitHub configuration to show you which branch you are on and if you have any uncommitted changes. Far Right: Displays the exact line and column number your cursor is sitting on, along with the file type (like lua or markdown). Indentation - plugin for displaying indentation in the file. You can see that vertical lines which show the indentation in the code."}, {"post_id": 12421, "ts": "2026-06-20T08:25:39Z", "hours": 0.7008, "text": "Added Fuzzy finder in my Neovim It will help us find any files or text that we need quickly and efficiently. Ctrl + p finds files in the project Space + b shows a fuzzy finder with the list of opened buffers Space + / gives you live search in the project."}, {"post_id": 12381, "ts": "2026-06-20T06:32:28Z", "hours": 0.3853, "text": "A plugin is for commenting code. Now, I can use gcc , for example, to comment a line or gcG to comment the whole file. I used numToStr/Comment.nvim github repo and doc for this"}, {"post_id": 7346, "ts": "2026-06-12T07:43:42Z", "hours": 0.9264, "text": "Custom Keymaps For my Neovim setup, I kept the custom keymaps minimal. Neovim already provides many useful default keybindings, so there is no need to create hundreds of custom shortcuts. Some of the keymaps I added include: Space + s to save the current file k and j for smoother cursor movement H and L to jump to the beginning and end of a line Q to close the current buffer vv and ss to create vertical and horizontal splits Ctrl + h/j/k/l to navigate between splits Tab and Shift + Tab for indentation in visual mode Improved y and p behavior to move the cursor to the end of copied or pasted text Space + h to clear search highlights"}, {"post_id": 6716, "ts": "2026-06-11T07:51:25Z", "hours": 0.7219, "text": "configured all my settings in Neovim, here what I have done: -Map our Leader key to Space -Highlight search in the file. -Show line numbers. -Disable the mouse completely. -Enable copying between Neovim and the system clipboard. -Wrap our lines. -Disable swap files but keep undo history. -Decrease update time to make Neovim faster. -Configure how and where we open splits. -Change the indentation. -Adjust how we scroll on the screen."}, {"post_id": 6646, "ts": "2026-06-11T04:21:10Z", "hours": 0.3619, "text": "configured colors scheme for my editor, explored various colors schemes available by installing and I picked gruvbox.nvim for my IDE"}, {"post_id": 6104, "ts": "2026-06-10T08:24:16Z", "hours": 0.42, "text": "Today I started working on configuring my own Neovim setup and turning it into a personal IDE. I have : -installed neovim -created directory structure and setup files -Started Using Lua for Configuration(using documentation) -I installed and configured Lazy.nvim as my plugin manager. -configured hackatime for neovim following documentation for configuration & debugging issues some of my time spent on debuggin and solving the errors, because it’s my first time working with Lua language"}]...
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Title: Configuring my Neovim by @sanji | Stardance Title: Configuring my Neovim by @sanji | Stardance
Devlogs:
Today I started working on configuring my own Neovim setup and turning it into a personal IDE. I have : -installed neovim -created directory structure and setup files -Started Using Lua for Configuration(using documentation) -I installed and configured Lazy.nvim as my plugin manager. -configured hackatime for neovim following documentation for configuration & debugging issues some of my time spent on debuggin and solving the errors, because it’s my first time working with Lua language
configured colors scheme for my editor, explored various colors schemes available by installing and I picked gruvbox.nvim for my IDE
configured all my settings in Neovim, here what I have done: -Map our Leader key to Space -Highlight search in the file. -Show line numbers. -Disable the mouse completely. -Enable copying between Neovim and the system clipboard. -Wrap our lines. -Disable swap files but keep undo history. -Decrease update time to make Neovim faster. -Configure how and where we open splits. -Change the indentation. -Adjust how we scroll on the screen.
Custom Keymaps For my Neovim setup, I kept the custom keymaps minimal. Neovim already provides many useful default keybindings, so there is no need to create hundreds of custom shortcuts. Some of the keymaps I added include: Space + s to save the current file k and j for smoother cursor movement H and L to jump to the beginning and end of a line Q to close the current buffer vv and ss to create vertical and horizontal splits Ctrl + h/j/k/l to navigate between splits Tab and Shift + Tab for indentation in visual mode Improved y and p behavior to move the cursor to the end of copied or pasted text Space + h to clear search highlights
A plugin is for commenting code. Now, I can use gcc , for example, to comment a line or gcG to comment the whole file. I used numToStr/Comment.nvim github repo and doc for this
Added Fuzzy finder in my Neovim It will help us find any files or text that we need quickly and efficiently. Ctrl + p finds files in the project Space + b shows a fuzzy finder with the list of opened buffers Space + / gives you live search in the project.
Added Status Line And I ndentation It displays contextual information about the current buffer, cursor, and editor state. By default, it shows the file path, modification status (e.g., [+] for unsaved changes), LSP diagnostics (error/warning counts), and cursor position (line and column). By default, this specific layout divides status line into distinct visual chunks: Far Left: Instantly shows what mode you are in (NORMAL, INSERT, VISUAL) with clear color changes. Middle Left: Hooks directly into your GitHub configuration to show you which branch you are on and if you have any uncommitted changes. Far Right: Displays the exact line and column number your cursor is sitting on, along with the file type (like lua or markdown). Indentation - plugin for displaying indentation in the file. You can see that vertical lines which show the indentation in the code.
Configured Mason and LSP think of them as an app store and an interpreter Mason: It is the Language Server. It’s the most powerful tool as it allows us to implement language validation, import dependencies, go to definition, renaming, and much more. It is your built-in App Store It downloads Language Engines It manages dependencies safely LSP: In Neovim, the Language Server Protocol (LSP) acts as a standardized bridge between the editor and external language servers, enabling IDE-like features without requiring a full IDE. This separation allows Neovim to handle text editing while third-party servers manage code analysis, resulting in support for many languages and composable components. It acts as the Bridge/Interpreter It activates servers dynamically It maps your power-shortcuts
Autocomplete Menu Feature Added a A beautiful, responsive autocomplete menu.without an autocomplete plugin, it has no way to actually show those suggestions while typing. This feature configures nvim-cmp, which is the autocomplete engine for your Neovim setup So I added Autocomplete menu feature, which - popup menu appears when you start typing code It decides what to show you (functions, variables, file paths, snippets) Gives auto code snippet
Added Conform Formatter ( code formatter) for Neovim This plugin is going to take Prettier (for your JavaScript/HTML) and hook it directly into your save command. Now the moment I save my file, it will instantly snap all my messy indentation and brackets into perfect alignment. Earlier in the setup, I mapped my Leader key + s (Space + s) to save the file. Now when I press Space + s. Conform will catch the save command, perfectly format the entire file using Prettier/Stylua, and then write it to the disk, all in a fraction of a millisecond!
Nvim-Tree Sidebar! Having a visual file tree on the left side of your screen is essential for navigating a large project. It lets you explore folders, create new files, and delete directories visually without memorizing paths. How It works - Press Space then e then e ( <leader>ee ). A clean, structural file panel will slide open on the left hand side of your screen! Use your standard j and k movements to navigate up and down the file tree. Press Enter on a folder to expand it, or Enter on a file to open it in your main window. To close the panel, just tap <leader>ee again. and more…
Added Terminal Feature a built-in terminal that slides up from the bottom of the screen is exactly like VSCode. Now when I Press Ctrl + \ on your keyboard.A sleek terminal will instantly slide up from the bottom of my screen, ready to type git commands, run servers, or compile code. If you press Ctrl + \ again, it will hide away but keep whatever process you started running in the background! Hit Esc (or type jk fast) to exit terminal insert mode.
Added a README.MD file and tested all the features of my neovim configuration. I used some AI for creating the readme
Ships:
I built a fully customized, lightweight Neovim IDE from scratch using Lua. It’s my first time I configured my neovim and its simple and just have main feature of IDE. Right now it’s Not a Full VSCode like configuration. I did it just for fun. And I really enjoyed it, I used documentation available on the internet for my help. Cause it’s my first time working with Lua language its challenging for me but I used the documentation and little bit ai(just for learning ) and then tried myself. I am incredibly proud of transforming a raw, blank terminal editor into a professional-grade development environment. I added a demo video so other can see what I have done, but if you want to try it by user-self then follow the readme.md file for installation....
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1793098313.0003242
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1793184713.0003242
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27588
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sejmle by @wavy | Stardance
|
wavy
|
1
|
15.0
|
118
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T19:36:11Z", "hours": 15.0, "multiplier": 8.05, "payout": 118, "blessing": "neutral", "text": "I built Sejmle, a daily Wordle-inspired game where you guess Polish MPs. Since our parliament is basically a viral reality show with millions of views on YouTube, I wanted to turn it into a fun game. It tracks your stats, has clean animations, and shoots confetti when you win Getting React state and charts to load from localStorage without breaking Next.js SSR (hydration errors). I fixed it by importing the charts dynamically on the client side. Also, rendering the guess grid dynamically took some neat config mapping to keep the code clean Building the entire UI from scratch so it looks unique and snappy. I’m also hyped about how fast the code is, it saves all your stats offline with zero database latency, so there is no lag at all How to test it? Open the live site at https://sejmle.vercel.app/ Read the quick tutorial popup Type an MP’s name and hit guess Use the colored feedback tiles to find the daily MP Enjoy the win confetti and check your stats!", "repo": "https://github.com/WavyWare/sejmle", "demo": "https://sejmle.vercel.app"}]...
|
[{"post_id": 23021, "ts": "202 [{"post_id": 23021, "ts": "2026-07-05T19:04:28Z", "hours": 4.2778, "text": "This is probably last devlog on this project. Now there are pop-ups for tutorial and victory. Metadata is added, leaderboard is added so I can see my previous guesses and timer is done. Everything I planned is done and I’ve done a little bit more e.g. hint, some debugging and local storage is done so every data is saved like if you guessed that day or guesses. I’m going to ship this project now so this is done!"}, {"post_id": 22396, "ts": "2026-07-04T21:14:03Z", "hours": 3.5775, "text": "Hi there! I’ve done quite a good job on last days. So now there are animations to get that smooth feeling, tutorial pop up, animated suggestion box and solving problems I’ve found. So for now, all the layout of pop up is done and it’s waiting for continuation for pop up when you guessed correctly. Next up to do are: SEO and basic metadata (I don’t even have a title in search bar), simple leaderboard to show average guesses on daily challenge and function that converts input field to timer when you guessed correctly for that day. Have a nice one!"}, {"post_id": 20233, "ts": "2026-07-01T19:40:48Z", "hours": 5.5653, "text": "I’ve added basic logic to my game, so now it works. I have to add announcement if player wins and then minor changes like animations. If you’re not from Poland you may not know polish parliament members, but I would really love you to check and write some comment about my game. Sejmle is available at https://sejmle.vercel.app"}, {"post_id": 17599, "ts": "2026-06-28T13:48:26Z", "hours": 1.2436, "text": "I’ve added system that saves all and most recognizable members of parliament to JSON files."}]...
|
Title: sejmle by @wavy | Stardance
Devlogs:
I’ve Title: sejmle by @wavy | Stardance
Devlogs:
I’ve added system that saves all and most recognizable members of parliament to JSON files.
I’ve added basic logic to my game, so now it works. I have to add announcement if player wins and then minor changes like animations. If you’re not from Poland you may not know polish parliament members, but I would really love you to check and write some comment about my game. Sejmle is available at https://sejmle.vercel.app
Hi there! I’ve done quite a good job on last days. So now there are animations to get that smooth feeling, tutorial pop up, animated suggestion box and solving problems I’ve found. So for now, all the layout of pop up is done and it’s waiting for continuation for pop up when you guessed correctly. Next up to do are: SEO and basic metadata (I don’t even have a title in search bar), simple leaderboard to show average guesses on daily challenge and function that converts input field to timer when you guessed correctly for that day. Have a nice one!
This is probably last devlog on this project. Now there are pop-ups for tutorial and victory. Metadata is added, leaderboard is added so I can see my previous guesses and timer is done. Everything I planned is done and I’ve done a little bit more e.g. hint, some debugging and local storage is done so every data is saved like if you guessed that day or guesses. I’m going to ship this project now so this is done!
Ships:
I built Sejmle, a daily Wordle-inspired game where you guess Polish MPs. Since our parliament is basically a viral reality show with millions of views on YouTube, I wanted to turn it into a fun game. It tracks your stats, has clean animations, and shoots confetti when you win Getting React state and charts to load from localStorage without breaking Next.js SSR (hydration errors). I fixed it by importing the charts dynamically on the client side. Also, rendering the guess grid dynamically took some neat config mapping to keep the code clean Building the entire UI from scratch so it looks unique and snappy. I’m also hyped about how fast the code is, it saves all your stats offline with zero database latency, so there is no lag at all How to test it? Open the live site at https://sejmle.vercel.app/ Read the quick tutorial popup Type an MP’s name and hit guess Use the colored feedback tiles to find the daily MP Enjoy the win confetti and check your stats!...
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1793116154.0022879
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1793202554.0022879
|
|
38102
|
Bible Clock by @Abracadabra3 | Stardance
|
Abracadabra3
|
1
|
8.0
|
118
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T19:50:48Z", "hours": 8.0, "multiplier": 14.77, "payout": 118, "blessing": "neutral", "text": "Bible Clock is a clock that displays a Bible verse every minute. The address of the Bible verse is the time! For example, if it was 3:16, the clock might display “For God so loved the world that He gave His only son that whoever believes in Him shall not perish but have everlasting life. John 3:16” This is my first time using Tkinter to create a GUI, so I am proud of accomplishing that because it was difficult. (I would like to make this a standalone clock, if you have a suggestion of hardware to try I would love to hear it.) Unfortunately, not all times have a corresponding Bible verse (like 1:00 or 5:59). When this happens, the code will shift the colon over one place (5:59 could turn into Isaiah 55:9). If that still does not have a Bible verse, the clock will display the time. THIS PROJECT TAKES BIBLE VERSES OUT OF CONTEXT. Verses out of context may not make sense or even seem to say the opposite of what the Bible teaches. Read the verses in context to understand what they mean.", "repo": "https://github.com/abracadabra3/bible_clock", "demo": "https://github.com/Abracadabra3/bible_clock/releases/tag/1.0"}]...
|
[{"post_id": 35960, "ts": "202 [{"post_id": 35960, "ts": "2026-07-27T19:04:59Z", "hours": 1.8422, "text": "Finished! Since the last devlog, I: Centered text veritcally Made the window stay on top Created a fixed window size Completed the README and all ship requirements"}, {"post_id": 33544, "ts": "2026-07-23T16:10:26Z", "hours": 0.8856, "text": "Today I made Bible Clock prettier by adding formatting to the window I learned more commands in tkinter for adding background color, text padding (though I can’t get the text centered vertically) and window size. I also added some more randomness to the verses with the books with a certain match being only if the random book does not have one. If anyone knows how to center the text vertically, I would appreciate a suggestion."}, {"post_id": 33195, "ts": "2026-07-22T21:42:34Z", "hours": 1.1228, "text": "The clock changes at the correct time now! Before, the clock started whenever you started the program and changed time one minute (plus web scraping time) later. Now, the clock will change within 2 seconds of the real clock (no web scraping time included)! This was harder than I expected because time.sleep will freeze the GUI. There is a weird bug where some of the time, it just pops up a blank screen (no text at all). But that only happens some of the time, so I’m not sure what is causing that. Any suggestions would be appreciated!"}, {"post_id": 33162, "ts": "2026-07-22T20:12:56Z", "hours": 4.3247, "text": "It’s working! After tracking down a bunch of errors and poorly dealing with the fact that not many chapters of the Bible have 60 verses (to ensure a match with the time), it is finally working! I still need to make the window prettier (choose font, add padding, add colors) and maybe figure out a better way to select a verse so that it is not just reading a chapter a verse at a time every minute."}]...
|
Title: Bible Clock by @Abracadabra3 | Stardance
D Title: Bible Clock by @Abracadabra3 | Stardance
Devlogs:
It’s working! After tracking down a bunch of errors and poorly dealing with the fact that not many chapters of the Bible have 60 verses (to ensure a match with the time), it is finally working! I still need to make the window prettier (choose font, add padding, add colors) and maybe figure out a better way to select a verse so that it is not just reading a chapter a verse at a time every minute.
The clock changes at the correct time now! Before, the clock started whenever you started the program and changed time one minute (plus web scraping time) later. Now, the clock will change within 2 seconds of the real clock (no web scraping time included)! This was harder than I expected because time.sleep will freeze the GUI. There is a weird bug where some of the time, it just pops up a blank screen (no text at all). But that only happens some of the time, so I’m not sure what is causing that. Any suggestions would be appreciated!
Today I made Bible Clock prettier by adding formatting to the window I learned more commands in tkinter for adding background color, text padding (though I can’t get the text centered vertically) and window size. I also added some more randomness to the verses with the books with a certain match being only if the random book does not have one. If anyone knows how to center the text vertically, I would appreciate a suggestion.
Finished! Since the last devlog, I: Centered text veritcally Made the window stay on top Created a fixed window size Completed the README and all ship requirements
Ships:
Bible Clock is a clock that displays a Bible verse every minute. The address of the Bible verse is the time! For example, if it was 3:16, the clock might display “For God so loved the world that He gave His only son that whoever believes in Him shall not perish but have everlasting life. John 3:16” This is my first time using Tkinter to create a GUI, so I am proud of accomplishing that because it was difficult. (I would like to make this a standalone clock, if you have a suggestion of hardware to try I would love to hear it.) Unfortunately, not all times have a corresponding Bible verse (like 1:00 or 5:59). When this happens, the code will shift the colon over one place (5:59 could turn into Isaiah 55:9). If that still does not have a Bible verse, the clock will display the time. THIS PROJECT TAKES BIBLE VERSES OUT OF CONTEXT. Verses out of context may not make sense or even seem to say the opposite of what the Bible teaches. Read the verses in context to understand what they mean....
|
1793065736.9932353
|
1793152136.9932353
|
|
49194
|
Echo by @XDabXking | Stardance
|
XDabXking
|
2
|
13.62
|
118
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T05:53:19Z", "hours": 3.0, "multiplier": 14.99, "payout": 47, "blessing": "neutral", "text": "I trying to get my 3h of coding worth so ya I already shipped the code and ya go check it out", "repo": "https://github.com/madhavsingla2013-dev/Echo", "demo": "https://echo-gameplatform.netlify.app/"}, {"ship_num": 2, "ts": "2026-08-19T13:16:26Z", "hours": 7.0, "multiplier": 10.72, "payout": 71, "blessing": "neutral", "text": "FINISHED THE CODING, finally fixed the movable platform bug, customization, 30 levels + tutorial… and ya", "repo": "https://github.com/madhavsingla2013-dev/Echo", "demo": "https://echo-gameplatform.netlify.app/"}]...
|
[{"post_id": 65289, "ts": "202 [{"post_id": 65289, "ts": "2026-09-10T10:08:29Z", "hours": 0.4, "text": "QUICK QUESTION, Does anyone have any ideas for new level bc im gonna back the boss level 50 and i only made like 35 so need 15 more. https://forms.gle/PKT7rTeT9SxwZBNk8"}, {"post_id": 65281, "ts": "2026-09-10T09:33:20Z", "hours": 2.2119, "text": "Im working on a basic boss level, gonna try to make it a bit harder and make the boss like the Undertale flower boss and red ball 2 boss combined"}, {"post_id": 64971, "ts": "2026-09-09T18:33:55Z", "hours": 0.36, "text": "I addded few more items and a boss level im working on"}, {"post_id": 64751, "ts": "2026-09-09T12:01:15Z", "hours": 0.6447, "text": "im working on a shop and coin algorithm, so say tuned"}, {"post_id": 58679, "ts": "2026-08-31T05:51:37Z", "hours": 3.1256, "text": "I have 3h for a project i have not touched in a week"}, {"post_id": 50282, "ts": "2026-08-19T13:15:05Z", "hours": 2.5583, "text": "I finally fixed the bug, Added 15 levels and a end screen"}, {"post_id": 49812, "ts": "2026-08-18T19:12:36Z", "hours": 0.6017, "text": "I CANT DO THIS, Can sm1 please help me fix the platform bug in my game.. The core issue comes down to a deterministic drift between frame based playback and time based math, but idk how to fix it"}, {"post_id": 49475, "ts": "2026-08-18T10:33:15Z", "hours": 1.8642, "text": "15 levels + tutorial but need to fix a bug with the platforms, also gonna add more customization"}, {"post_id": 49410, "ts": "2026-08-18T07:08:18Z", "hours": 1.3475, "text": "I am working on fixing bugs with the platform smother movement and more levels"}, {"post_id": 48840, "ts": "2026-08-17T11:59:50Z", "hours": 0.2506, "text": "im working on a game called echo"}]...
|
Title: Echo by @XDabXking | Stardance
Devlogs:
im Title: Echo by @XDabXking | Stardance
Devlogs:
im working on a game called echo
I am working on fixing bugs with the platform smother movement and more levels
15 levels + tutorial but need to fix a bug with the platforms, also gonna add more customization
I CANT DO THIS, Can sm1 please help me fix the platform bug in my game.. The core issue comes down to a deterministic drift between frame based playback and time based math, but idk how to fix it
I finally fixed the bug, Added 15 levels and a end screen
I have 3h for a project i have not touched in a week
im working on a shop and coin algorithm, so say tuned
I addded few more items and a boss level im working on
Im working on a basic boss level, gonna try to make it a bit harder and make the boss like the Undertale flower boss and red ball 2 boss combined
QUICK QUESTION, Does anyone have any ideas for new level bc im gonna back the boss level 50 and i only made like 35 so need 15 more. https://forms.gle/PKT7rTeT9SxwZBNk8
Ships:
FINISHED THE CODING, finally fixed the movable platform bug, customization, 30 levels + tutorial… and ya
I trying to get my 3h of coding worth so ya I already shipped the code and ya go check it out...
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1792878589.0444999
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1793742589.0444999
|
|
54297
|
Zolt by @perr | Stardance
|
perr
|
1
|
25.99
|
118
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T17:45:21Z", "hours": 9.0, "multiplier": 12.82, "payout": 118, "blessing": "neutral", "text": "a tiny zig web server that speaks luau. when user request the server run the lua code and return them. kinda like php but with lua.", "repo": "https://github.com/iluvicecream/zolt", "demo": "https://zolt-doc.perr.dev/"}]...
|
[{"post_id": 73102, "ts": "202 [{"post_id": 73102, "ts": "2026-09-24T11:53:37Z", "hours": 2.3825, "text": "Template I guess so before all zolt app are written using .lua file and write to the response using echo which led to kind of bad dx so after the last ship there were some review on some kind of tsx like language so i been working on that and here zolt template build on top of go html/template with a lua block it will become a default way of writing app using zolt while .lua will be use for shared module and library"}, {"post_id": 72608, "ts": "2026-09-23T10:30:13Z", "hours": 3.2419, "text": "Documentation! just deploy a new version of documentation site and the go rewrite is complete! from the last update i also added http_request.header[“string”] let you get the header value http_request.query[“string”] let you get the parameters from request query http_request.method get the request method allow you to support POST and others turbokit module allow you to quickly create turbo-frame after this i will be working on form support so you can really build a web app with it"}, {"post_id": 71241, "ts": "2026-09-20T14:49:47Z", "hours": 1.5731, "text": "Merge!! no more experimental-go branch the go rewrite has been merge to the master branch along with the new releases 0.4.0 with support for windows too!. the documentation is currently wip so no doc yet sadd T_T but that the next thing am working on"}, {"post_id": 70774, "ts": "2026-09-19T18:57:20Z", "hours": 1.3961, "text": "Core Function is here after the go rewrite i have now implement 3 core function back but with some changes from zig version so when the go merge it will be a breaking changes http_set_status(status: int) let you set http response code such as 404 500 403 http_content_type(type: string) let you set content type header for usecase like json api http_header_add(key: string,value: string) let you add to the headers i also implement require for loading module and bring back hol now as htmlkit so yea looking forward to merge the go branch into main in a few days but it will 100% be a breaking changes not that who cared anyways except me cuz am the only one using it and now i have to fix my code"}, {"post_id": 68687, "ts": "2026-09-15T15:23:34Z", "hours": 5.3967, "text": "Sadly, There is such thing as a wrong decision when i first set out to make zolt i figure it will be a good place to learn zig i mean it such a small project just a simple http server that execute lua. but then i started using it myself and kept needing more feature but sadly even tho this project started as a way to learn zig. i just didn’t really click with it thus when implementing feature i kept having to relies a lot on codex. So what? so i started a new branch call experimental-go that contain a go rewrite of zoltd plan to be as much backward compatible as possible but not fully as zig zoltd use luau while go zoltd use gopher lua but otherwise i will try and implement all function in zig Naming even tho the project is being rewritten in go. the name will still remain zolt cuz golt sound worse What zolt go version like right now i just implement a lua runtime based on gopher-lua and implement 2 function echo() and print()"}, {"post_id": 64828, "ts": "2026-09-09T14:43:40Z", "hours": 1.845, "text": "HOL (Html On Lua) so from the last ship someone suggest that there should be a tsx like syntax that allow you to write html easier and i agree with that writing the whole layout in echo is a pain so i make hol a pretty simple html builder that ship with zolt so you can just import it anywhere without having to download it and am looking forward to add more feature such as native support for each element instead of H(“h1”) you can just do h1(“Header”) something like that"}, {"post_id": 60425, "ts": "2026-09-02T18:48:14Z", "hours": 1.1506, "text": "Query ! i added new api to the lua vm call request.query it accept 1 parameters field: string and return a string so if your url is host/?field1=value running request.query(“field1”) will return “value”"}, {"post_id": 56766, "ts": "2026-08-28T17:34:39Z", "hours": 0.9775, "text": "Quick Start i have added new entry to documentation such as installation using the new install script and your first zolt web guide along with lua api reference. for the zolt i have move status() and header() api into response.status() and response.header() to align more with request.path() and change webroot from current working dir to config parent dir."}, {"post_id": 55590, "ts": "2026-08-27T15:20:23Z", "hours": 2.4436, "text": "Documentation!! so i been working on a documentation for zolt with guess what zolt well the doc right now is pretty barebone with just intro and install for now but it is made with zolt,html,css,js i also use hotwire turbo and stimulus, and it also use this cute font by creators of grug. ( https://handdrawn.software/grug/ ) you can access the doc page here https://zolt-doc.perr.dev"}, {"post_id": 55153, "ts": "2026-08-26T17:01:52Z", "hours": 3.0167, "text": "Devlog 2 so from the last time i added new api such as require allow you to load other luau file and use them as a module header add header to the response status set http status code for the response with require you can now create function that help you build, for example i created a render module that help me to render html easier without having to deal with writing html tags manually apart from new api there has been a lot of changes behind the scene such as concurrency and performance improvements for the next devlog i will be working on adding api support for query params , form data , json body , and cookies so that you can build more complex web app with zolt! not only that am working on a documentation site that will also serve as an example on how to build web app using zolt"}, {"post_id": 54679, "ts": "2026-08-25T18:50:55Z", "hours": 2.7939, "text": "Zolt so this is php but with lua instead. well i wanted to learn zig and lately i been working on php project, and i just really love how stuff seem so simple but i kinda hate php syntax and the server around it. so yea here zolt it a zig web server that read the lua file you are requesting via query path then use luau to run it and give you the response. right now it just a plain text response but more coming!"}]...
|
Title: Zolt by @perr | Stardance
Devlogs:
Zolt so Title: Zolt by @perr | Stardance
Devlogs:
Zolt so this is php but with lua instead. well i wanted to learn zig and lately i been working on php project, and i just really love how stuff seem so simple but i kinda hate php syntax and the server around it. so yea here zolt it a zig web server that read the lua file you are requesting via query path then use luau to run it and give you the response. right now it just a plain text response but more coming!
Devlog 2 so from the last time i added new api such as require allow you to load other luau file and use them as a module header add header to the response status set http status code for the response with require you can now create function that help you build, for example i created a render module that help me to render html easier without having to deal with writing html tags manually apart from new api there has been a lot of changes behind the scene such as concurrency and performance improvements for the next devlog i will be working on adding api support for query params , form data , json body , and cookies so that you can build more complex web app with zolt! not only that am working on a documentation site that will also serve as an example on how to build web app using zolt
Documentation!! so i been working on a documentation for zolt with guess what zolt well the doc right now is pretty barebone with just intro and install for now but it is made with zolt,html,css,js i also use hotwire turbo and stimulus, and it also use this cute font by creators of grug. ( https://handdrawn.software/grug/ ) you can access the doc page here https://zolt-doc.perr.dev
Quick Start i have added new entry to documentation such as installation using the new install script and your first zolt web guide along with lua api reference. for the zolt i have move status() and header() api into response.status() and response.header() to align more with request.path() and change webroot from current working dir to config parent dir.
Query ! i added new api to the lua vm call request.query it accept 1 parameters field: string and return a string so if your url is host/?field1=value running request.query(“field1”) will return “value”
HOL (Html On Lua) so from the last ship someone suggest that there should be a tsx like syntax that allow you to write html easier and i agree with that writing the whole layout in echo is a pain so i make hol a pretty simple html builder that ship with zolt so you can just import it anywhere without having to download it and am looking forward to add more feature such as native support for each element instead of H(“h1”) you can just do h1(“Header”) something like that
Sadly, There is such thing as a wrong decision when i first set out to make zolt i figure it will be a good place to learn zig i mean it such a small project just a simple http server that execute lua. but then i started using it myself and kept needing more feature but sadly even tho this project started as a way to learn zig. i just didn’t really click with it thus when implementing feature i kept having to relies a lot on codex. So what? so i started a new branch call experimental-go that contain a go rewrite of zoltd plan to be as much backward compatible as possible but not fully as zig zoltd use luau while go zoltd use gopher lua but otherwise i will try and implement all function in zig Naming even tho the project is being rewritten in go. the name will still remain zolt cuz golt sound worse What zolt go version like right now i just implement a lua runtime based on gopher-lua and implement 2 function echo() and print()
Core Function is here after the go rewrite i have now implement 3 core function back but with some changes from zig version so when the go merge it will be a breaking changes http_set_status(status: int) let you set http response code such as 404 500 403 http_content_type(type: string) let you set content type header for usecase like json api http_header_add(key: string,value: string) let you add to the headers i also implement require for loading module and bring back hol now as htmlkit so yea looking forward to merge the go branch into main in a few days but it will 100% be a breaking changes not that who cared anyways except me cuz am the only one using it and now i have to fix my code
Merge!! no more experimental-go branch the go rewrite has been merge to the master branch along with the new releases 0.4.0 with support for windows too!. the documentation is currently wip so no doc yet sadd T_T but that the next thing am working on
Documentation! just deploy a new version of documentation site and the go rewrite is complete! from the last update i also added http_request.header[“string”] let you get the header value http_request.query[“string”] let you get the parameters from request query http_request.method get the request method allow you to support POST and others turbokit module allow you to quickly create turbo-frame after this i will be working on form support so you can really build a web app with it
Template I guess so before all zolt app are written using .lua file and write to the response using echo which led to kind of bad dx so after the last ship there were some review on some kind of tsx like language so i been working on that and here zolt template build on top of go html/template with a lua block it will become a default way of writing app using zolt while .lua will be use for shared module and library
Ships:
a tiny zig web server that speaks luau. when user request the server run the lua code and return them. kinda like php but with lua....
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1793054922.3286006
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1793141322.3286006
|
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4426
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Space In Your Place! by @SpaceEvee | Stardance
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SpaceEvee
|
2
|
9.0
|
117
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T15:04:51Z", "hours": 4.0, "multiplier": 15.6, "payout": 70, "blessing": "neutral", "text": "A real-time N-body gravitational simulation built using Python and Pygame. This project models planetary motion, multi-body systems, and orbital mechanics using Verlet integration for improved stability and energy behavior. SHIP 2: Added a Main Menu GUI (Final Ship)", "repo": "https://github.com/Evyvaan-Space-Lover/Planetary-Body-Simulation", "demo": "https://github.com/Evyvaan-Space-Lover/Planetary-Body-Simulation/releases/tag/v1.2"}, {"ship_num": 2, "ts": "2026-06-09T15:14:41Z", "hours": 5.0, "multiplier": 10.35, "payout": 47, "blessing": "neutral", "text": "I have made an N-body simulation that simulates and plots the behavior of a plethora of bodies in different configurations. I am very proud of the Verlet integration configured in the program. It was very hard for me to figure that out but I had a lot of fun doing that. The collisions and rendering were especially hard for me to integrate as it was my first time using Pygame. I had started the project some time ago (before I even knew about Stardance).", "repo": "https://github.com/Evyvaan-Space-Lover/Planetary-Body-Simulation", "demo": "https://github.com/Evyvaan-Space-Lover/Planetary-Body-Simulation/releases/tag/v1.2"}]...
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[{"post_id": 21517, "ts": "202 [{"post_id": 21517, "ts": "2026-07-03T15:02:17Z", "hours": 3.6906, "text": "DEVLOG - 4 (or 5? idk man) - Space In YOUR Place YOOOO, So I had recently shipped this project, and I got a lot of helpful feedback! One of the most common feedback was that the program needed a better UI/UX, so I added a main menu (it looks so bad) . One more feedback was that MacOS users can not use it: I can’t do anything ’bout that. Get windows lol print ( \" you have skill issue \" ) Main Menu GUI I basically made my CLI into a GUI (The CLI is still usable, if anyone wants to use it. I like the CLI more ’cuz it gives more flexibility) I also stars in the background. They look pretty decent (They are ANIMATED!). Also, for some reason the plots BROKE, idk why so I had to fix that too. I am gonna ship again, and finally let this project rest in peace. I am happy with how this turned out and I have wasted enough time on it (Even before stardance started FYI). I am gonna fully focus on other projects now (CHECK OUT an EPIC Light Sail simulation NOW, its simulation I am working on for my paper) Well, that’s it for me today, hope YOU have a wonderful time, all the time! (Markdown so weird gng)"}, {"post_id": 5634, "ts": "2026-06-09T14:40:47Z", "hours": 1.4072, "text": "DEVLOG 3 final devlog for this project. so i added a help command and a way to screen shot whilst running a simulation."}, {"post_id": 5571, "ts": "2026-06-09T12:18:49Z", "hours": 0.7903, "text": "DEVLOG 2 so last time, i configured the 3d plots wrong so they didnt plot anything have fixed it now"}, {"post_id": 5027, "ts": "2026-06-08T18:00:11Z", "hours": 2.3028, "text": "SPACE IN YOUR PLACE! After several months of development, I’ve finally published my first major physics project: A Planetary Body Simulation. This is a real-time N-body gravitational simulator written in Python using Pygame. The goal of the project was to explore orbital mechanics, chaotic systems, and numerical simulation while building an interactive application that visualizes how celestial bodies move under gravity. Features Current systems included in the simulator: -Solar System simulation -Binary star system -Three-body chaotic system -Gravitational slingshot demonstration -Lagrange point (L4 & L5) system -Horseshoe orbit system -(I want to add more) Other features: -Verlet integration (had to spen an AMOUNT of time to ad Verlet) -Energy analysis (KE, PE, Total Energy) -Velocity plotting -Camera controls and zoom -Trail rendering -Configurable timestep Physics Concepts The simulator uses: Newtonian gravity N-body interactions Orbital mechanics Energy conservation Chaotic dynamics One of the most interesting things I discovered while building this project was how sensitive some systems are to numerical accuracy. Small changes in timestep can dramatically affect long-term stability, especially in chaotic systems. New Feature Added Today! Today I added 3D trajectory visualization. Instead of only plotting motion in X-Y space, the simulator can now generate a 3D graph where: X-axis = X Position Y-axis = Y Position Z-axis = Time This allows orbital motion to be visualized as a path through time rather than just a flat orbit. Stable systems produce smooth helical structures, while chaotic systems create much more complex patterns. This was my first time working with Matplotlib’s 3D plotting tools, and integrating the graphing system with the existing simulation data took some experimentation. 🔧 Challenges During Development Some problems I had to solve while building the simulator: -Numerical instability -Energy conservation issues -Chaotic three-body behavior -Restart system bugs -Data collection for plotting A lot of development time was spent debugging rather than adding features, but that ended up teaching me much more about simulation and computational physics. What’s Next? Potential future improvements: -True 3D simulation (maybe) -Adaptive timestep system -Better visualization tools -Collision handling -More orbital systems"}]...
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Title: Space In Your Place! by @SpaceEvee | Starda Title: Space In Your Place! by @SpaceEvee | Stardance
Devlogs:
SPACE IN YOUR PLACE! After several months of development, I’ve finally published my first major physics project: A Planetary Body Simulation. This is a real-time N-body gravitational simulator written in Python using Pygame. The goal of the project was to explore orbital mechanics, chaotic systems, and numerical simulation while building an interactive application that visualizes how celestial bodies move under gravity. Features Current systems included in the simulator: -Solar System simulation -Binary star system -Three-body chaotic system -Gravitational slingshot demonstration -Lagrange point (L4 & L5) system -Horseshoe orbit system -(I want to add more) Other features: -Verlet integration (had to spen an AMOUNT of time to ad Verlet) -Energy analysis (KE, PE, Total Energy) -Velocity plotting -Camera controls and zoom -Trail rendering -Configurable timestep Physics Concepts The simulator uses: Newtonian gravity N-body interactions Orbital mechanics Energy conservation Chaotic dynamics One of the most interesting things I discovered while building this project was how sensitive some systems are to numerical accuracy. Small changes in timestep can dramatically affect long-term stability, especially in chaotic systems. New Feature Added Today! Today I added 3D trajectory visualization. Instead of only plotting motion in X-Y space, the simulator can now generate a 3D graph where: X-axis = X Position Y-axis = Y Position Z-axis = Time This allows orbital motion to be visualized as a path through time rather than just a flat orbit. Stable systems produce smooth helical structures, while chaotic systems create much more complex patterns. This was my first time working with Matplotlib’s 3D plotting tools, and integrating the graphing system with the existing simulation data took some experimentation. 🔧 Challenges During Development Some problems I had to solve while building the simulator: -Numerical instability -Energy conservation issues -Chaotic three-body behavior -Restart system bugs -Data collection for plotting A lot of development time was spent debugging rather than adding features, but that ended up teaching me much more about simulation and computational physics. What’s Next? Potential future improvements: -True 3D simulation (maybe) -Adaptive timestep system -Better visualization tools -Collision handling -More orbital systems
DEVLOG 2 so last time, i configured the 3d plots wrong so they didnt plot anything have fixed it now
DEVLOG 3 final devlog for this project. so i added a help command and a way to screen shot whilst running a simulation.
DEVLOG - 4 (or 5? idk man) - Space In YOUR Place YOOOO, So I had recently shipped this project, and I got a lot of helpful feedback! One of the most common feedback was that the program needed a better UI/UX, so I added a main menu (it looks so bad) . One more feedback was that MacOS users can not use it: I can’t do anything ’bout that. Get windows lol print ( " you have skill issue " ) Main Menu GUI I basically made my CLI into a GUI (The CLI is still usable, if anyone wants to use it. I like the CLI more ’cuz it gives more flexibility) I also stars in the background. They look pretty decent (They are ANIMATED!). Also, for some reason the plots BROKE, idk why so I had to fix that too. I am gonna ship again, and finally let this project rest in peace. I am happy with how this turned out and I have wasted enough time on it (Even before stardance started FYI). I am gonna fully focus on other projects now (CHECK OUT an EPIC Light Sail simulation NOW, its simulation I am working on for my paper) Well, that’s it for me today, hope YOU have a wonderful time, all the time! (Markdown so weird gng)
Ships:
I have made an N-body simulation that simulates and plots the behavior of a plethora of bodies in different configurations. I am very proud of the Verlet integration configured in the program. It was very hard for me to figure that out but I had a lot of fun doing that. The collisions and rendering were especially hard for me to integrate as it was my first time using Pygame. I had started the project some time ago (before I even knew about Stardance).
A real-time N-body gravitational simulation built using Python and Pygame. This project models planetary motion, multi-body systems, and orbital mechanics using Verlet integration for improved stability and energy behavior. SHIP 2: Added a Main Menu GUI (Final Ship)...
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1793051680.9398203
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1793138080.9398203
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22779
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Cyber Drive by @trung_nguyen | Stardance
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trung_nguyen
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1
|
7.0
|
117
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-21T01:20:18Z", "hours": 7.0, "multiplier": 17.25, "payout": 117, "blessing": "neutral", "text": "shipped it. its live on github pages now so go drive it. so what is this thing. its an infinite synthwave highway you cruise down at sunset. you steer with your mouse, the world banks into the turns, and if you hold left click everything kicks into hyperdrive turbo, pink grid goes gold, stars stretch into streaks, the camera starts rumbling. thats the whole game. no goal, no score, just vibes at high speed. the tricky part was making something that simple actually feel good. you dont get to hide behind mechanics, so every little detail carries weight. getting the road to look like neon mountains on the edges while staying flat enough to drive on took way too much shader fiddling. and the turbo only lands because nothing snaps, everything lerps, speed eases in, colors melt, the camera leans. early on i had states flipping instantly and it felt broken even though it technically worked. turns out the in-between frames are the actual product. what im proud of is how much feel came out of so little. theres barely anything under the hood, but drop the camera low, bank the turns, add a rumble and a fake HUD and your brain just fills in the rest. it feels like driving. if you wanna try it: open it on desktop, give it a sec to load, then just move your mouse to steer and hold left click to boost. thats it. let go and it eases back down to cruising. best with the sound off in your head and the speed all the way up. thats a wrap. onto the next one.", "repo": "https://github.com/2trung/cyber-drive/", "demo": "https://2trung.github.io/cyber-drive/"}]...
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[{"post_id": 12516, "ts": "202 [{"post_id": 12516, "ts": "2026-06-20T13:13:50Z", "hours": 5.7306, "text": "ok it moves now. and honestly it slaps. didnt end up adding a car, turns out you dont need one. dropped the camera real low like youre sitting in a cockpit and just scroll the whole world toward you instead of moving forward. made two copies of the terrain and when one slides behind you it teleports back to the horizon, so the road never ends. you cant tell its only two chunks looping which is the whole trick. steering is just the mouse. moving it left/right slides the camera into the next lane and banks it a little so it feels like the car is leaning into the turn. added a tiny bit of yaw too so the world tilts with you. small thing but it makes it feel real.best part is the turbo. hold left click and everything lerps into warp mode, the pink grid goes solar gold, the cyan stars stretch into red hyperdrive streaks, the sun flares crimson, and the whole camera starts rumbling like the engine cant take it. cruise is a chill 0.35, turbo overclocks to like 12x. let go and it eases back down to vibing speed. the lerp on everything is what sells it, nothing snaps.threw a HUD on top in orbitron, fake telemetry that flips to WARP_DRIVE ENGAGED when you boost. pure decoration but it ties the whole synthwave thing together. thats the project. simple little infinite cyber-drive. no engine, no car model, just shaders and loops and a mouse. exactly the vibe i wanted."}, {"post_id": 12310, "ts": "2026-06-20T02:51:39Z", "hours": 1.0994, "text": "today i just started building a vaporwave driving scene. got react three fiber running on webgpu. the road is just a flat plane but i used some shader magic to push the edges up so they look like neon pink mountains while the middle stays flat for driving. then i threw a big glowy sun in the back and some floating particles to make it feel alive. sunset lighting ties it all together next im tryna make it actually move so it feels like youre driving. maybe add a car idk."}]...
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Title: Cyber Drive by @trung_nguyen | Stardance
D Title: Cyber Drive by @trung_nguyen | Stardance
Devlogs:
today i just started building a vaporwave driving scene. got react three fiber running on webgpu. the road is just a flat plane but i used some shader magic to push the edges up so they look like neon pink mountains while the middle stays flat for driving. then i threw a big glowy sun in the back and some floating particles to make it feel alive. sunset lighting ties it all together next im tryna make it actually move so it feels like youre driving. maybe add a car idk.
ok it moves now. and honestly it slaps. didnt end up adding a car, turns out you dont need one. dropped the camera real low like youre sitting in a cockpit and just scroll the whole world toward you instead of moving forward. made two copies of the terrain and when one slides behind you it teleports back to the horizon, so the road never ends. you cant tell its only two chunks looping which is the whole trick. steering is just the mouse. moving it left/right slides the camera into the next lane and banks it a little so it feels like the car is leaning into the turn. added a tiny bit of yaw too so the world tilts with you. small thing but it makes it feel real.best part is the turbo. hold left click and everything lerps into warp mode, the pink grid goes solar gold, the cyan stars stretch into red hyperdrive streaks, the sun flares crimson, and the whole camera starts rumbling like the engine cant take it. cruise is a chill 0.35, turbo overclocks to like 12x. let go and it eases back down to vibing speed. the lerp on everything is what sells it, nothing snaps.threw a HUD on top in orbitron, fake telemetry that flips to WARP_DRIVE ENGAGED when you boost. pure decoration but it ties the whole synthwave thing together. thats the project. simple little infinite cyber-drive. no engine, no car model, just shaders and loops and a mouse. exactly the vibe i wanted.
Ships:
shipped it. its live on github pages now so go drive it. so what is this thing. its an infinite synthwave highway you cruise down at sunset. you steer with your mouse, the world banks into the turns, and if you hold left click everything kicks into hyperdrive turbo, pink grid goes gold, stars stretch into streaks, the camera starts rumbling. thats the whole game. no goal, no score, just vibes at high speed. the tricky part was making something that simple actually feel good. you dont get to hide behind mechanics, so every little detail carries weight. getting the road to look like neon mountains on the edges while staying flat enough to drive on took way too much shader fiddling. and the turbo only lands because nothing snaps, everything lerps, speed eases in, colors melt, the camera leans. early on i had states flipping instantly and it felt broken even though it technically worked. turns out the in-between frames are the actual product. what im proud of is how much feel came out of so little. theres barely anything under the hood, but drop the camera low, bank the turns, add a rumble and a fake HUD and your brain just fills in the rest. it feels like driving. if you wanna try it: open it on desktop, give it a sec to load, then just move your mouse to steer and hold left click to boost. thats it. let go and it eases back down to cruising. best with the sound off in your head and the speed all the way up. thats a wrap. onto the next one....
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1792878710.868789
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1793742710.868789
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29050
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FormulaOS by @EndLess9 | Stardance
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EndLess9
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2
|
17.0
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117
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T03:52:01Z", "hours": 12.0, "multiplier": 9.81, "payout": 117, "blessing": "neutral", "text": "New Feature from what I submitted in WebOS 1: Live Drivers Standings using database. Live Constructors Standings using database. Live Lap Records using Database. F1 Calendar app now has more info about race weekends and uses a database instead of a static image. F1 Teams app which has information about each F1 team, using 2 databases collectively. A intro video that transitions to the Start OS screen. New color scheme for windows, header, countdown, etc. Windows can be horizontally and vertically stretched and shrunk.", "repo": "https://github.com/EndLessDude/FormulaOS", "demo": "https://spiffy-youtiao-905629.netlify.app/"}, {"ship_num": 2, "ts": "2026-07-03T23:48:18Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Operating system using html, JavaScript, and Css which runs on the browser. My operating system is called “RaceOS” because the theme is RaceCars. My project also features very unique features such as a count down to the next F1 session and the wallpaper matches the track of the following race week.", "repo": "https://github.com/EndLessDude/FormulaOS", "demo": "https://spiffy-youtiao-905629.netlify.app/"}]...
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[{"post_id": 43057, "ts": "202 [{"post_id": 43057, "ts": "2026-08-08T03:46:01Z", "hours": 0.2769, "text": "Devlog #15 Finally included details about the new databases and new apps since my last update to my ReadMe."}, {"post_id": 43051, "ts": "2026-08-08T03:27:02Z", "hours": 0.7381, "text": "Devlog #14 Added a 10 second video of f1 cars that transitions into the start os screen. Reworked the color scheme of the windows, header, countdown, start os screen, select time format screen. This was done to make the OS feel modern and clean. Changed the position of the buttons in the windows and make them size adjustable. Added a rectangular task bar with curved edges."}, {"post_id": 42923, "ts": "2026-08-07T21:58:54Z", "hours": 3.8147, "text": "Devlog #13 New databases: constructors.json drivers.json season.json teams.json laprecords.json New Apps: Drivers Standings A table of the drivers standings in the 2026 f1 season. Database used: drivers.json Constructor Standings A table of the constructors standings Database used: constructors.json Lap Records An app that shows information about the lap record at each track. Database used: laprecords.json F1 Calendar An app that shows the entire f1 calendar for 2026. Previously a similar app just showed an image, but this app uses a database to show accurate information. Database used: season.json F1 Teams An app that shows information about each F1 team. Database used: teams.json constructors.json: This database stores the position number, team name, and how many points every team has so far this F1 season. drivers.json: This database stores the position, name, country, team, and points for every driver. season.json: This database stores values for the following: round, country, city, month, days, flag, circuitMap. Round is the order of which f1 race weekends take place 1-24. Country is obviously the country the race weekend will take place. City is the city the race track is located. Month is the month the race weekend takes place, the days are the days the race weekend takes place, race weekends last 3 days. Day 1: practice 1 and 2, Day 2: practice 3 and quali, Day 3: grand prix. The value for flag and circuitMap are the path to the images for the country’s flag’s image and the circuit’s image. teams.json: This database contains values for the team’s name, team principal’s name, drivers names, the engine manufacturer, the car’s name, and paths to the logo and cars images. laprecords.json: This database contains information about the lap records for each track on the F1 calendar. It has values for: round #, race name, circuit, track length, lap record time, driver, team, year, image of the circuit, image of the country’s flag where the track is located."}, {"post_id": 24834, "ts": "2026-07-08T17:25:34Z", "hours": 0.2828, "text": "Devlog #12 The header in the Champions app no longer sticks"}, {"post_id": 24509, "ts": "2026-07-08T03:09:51Z", "hours": 0.8528, "text": "Devlog #11: Deleted the old ReadMe and wrote a brand new one which reflects all the latest updates Made the F1 countdown bigger"}, {"post_id": 24490, "ts": "2026-07-08T02:04:43Z", "hours": 3.2814, "text": "Devlog #10 Highlights: New App: F1 2026 Calendar New App: 2026 F1 Cars New Wallpaper Updated Welcome app Removed Garage app due to issues F1 2026 Calendar: A app that basically shows the dates of every F1 weekend in 2026 all in 1 screen. 2026 F1 Cars: Shows the cars each constructor built for the 2026 F1 season."}, {"post_id": 23085, "ts": "2026-07-05T20:32:19Z", "hours": 2.715, "text": "Devlog #8: Improved taskbar spacing Added better icons for apps Improved overall UI Added a F1 quiz Added a app that shows all F1 world champions with how many WDC’s they won and in which years"}, {"post_id": 21834, "ts": "2026-07-03T23:30:46Z", "hours": 0.2819, "text": "Devlog #7: Final Updated ReadMe Hosted my project on netlify"}, {"post_id": 21807, "ts": "2026-07-03T22:50:55Z", "hours": 0.3297, "text": "Devlog #6: Cleaned up the Task Bar by making it look sleeker and make the icons more user friendly. Fixed bugs related to the next session counter."}, {"post_id": 21764, "ts": "2026-07-03T21:13:34Z", "hours": 0.6497, "text": "Devlog #5: Made a cool welcome screen which looks like the start engine button in a car. Added a new application called “Lights Out” which tests the user’s reaction time."}, {"post_id": 20549, "ts": "2026-07-02T05:04:53Z", "hours": 0.4883, "text": "Devlog #4 Worked on the Script.js: The icons are now functional"}, {"post_id": 20497, "ts": "2026-07-02T03:09:50Z", "hours": 0.6442, "text": "Devlog #3 Worked on Style.css, went from a blank html OS to a OS with a visual interface. Next I will work on the script.js to develop the frontend"}, {"post_id": 20297, "ts": "2026-07-01T21:08:22Z", "hours": 0.6175, "text": "Devlog #2: Index.html: Worked on Welcome window Worked on Garage window"}, {"post_id": 19731, "ts": "2026-07-01T03:51:37Z", "hours": 1.5917, "text": "Devlog #1 Additions to Index.html Wallpaper Top Bar Desktop Icons I have only worked on the index for now so it doesn’t have a UI."}]...
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Title: FormulaOS by @EndLess9 | Stardance
Devlogs Title: FormulaOS by @EndLess9 | Stardance
Devlogs:
Devlog #1 Additions to Index.html Wallpaper Top Bar Desktop Icons I have only worked on the index for now so it doesn’t have a UI.
Devlog #2: Index.html: Worked on Welcome window Worked on Garage window
Devlog #3 Worked on Style.css, went from a blank html OS to a OS with a visual interface. Next I will work on the script.js to develop the frontend
Devlog #4 Worked on the Script.js: The icons are now functional
Devlog #5: Made a cool welcome screen which looks like the start engine button in a car. Added a new application called “Lights Out” which tests the user’s reaction time.
Devlog #6: Cleaned up the Task Bar by making it look sleeker and make the icons more user friendly. Fixed bugs related to the next session counter.
Devlog #7: Final Updated ReadMe Hosted my project on netlify
Devlog #8: Improved taskbar spacing Added better icons for apps Improved overall UI Added a F1 quiz Added a app that shows all F1 world champions with how many WDC’s they won and in which years
Devlog #10 Highlights: New App: F1 2026 Calendar New App: 2026 F1 Cars New Wallpaper Updated Welcome app Removed Garage app due to issues F1 2026 Calendar: A app that basically shows the dates of every F1 weekend in 2026 all in 1 screen. 2026 F1 Cars: Shows the cars each constructor built for the 2026 F1 season.
Devlog #11: Deleted the old ReadMe and wrote a brand new one which reflects all the latest updates Made the F1 countdown bigger
Devlog #12 The header in the Champions app no longer sticks
Devlog #13 New databases: constructors.json drivers.json season.json teams.json laprecords.json New Apps: Drivers Standings A table of the drivers standings in the 2026 f1 season. Database used: drivers.json Constructor Standings A table of the constructors standings Database used: constructors.json Lap Records An app that shows information about the lap record at each track. Database used: laprecords.json F1 Calendar An app that shows the entire f1 calendar for 2026. Previously a similar app just showed an image, but this app uses a database to show accurate information. Database used: season.json F1 Teams An app that shows information about each F1 team. Database used: teams.json constructors.json: This database stores the position number, team name, and how many points every team has so far this F1 season. drivers.json: This database stores the position, name, country, team, and points for every driver. season.json: This database stores values for the following: round, country, city, month, days, flag, circuitMap. Round is the order of which f1 race weekends take place 1-24. Country is obviously the country the race weekend will take place. City is the city the race track is located. Month is the month the race weekend takes place, the days are the days the race weekend takes place, race weekends last 3 days. Day 1: practice 1 and 2, Day 2: practice 3 and quali, Day 3: grand prix. The value for flag and circuitMap are the path to the images for the country’s flag’s image and the circuit’s image. teams.json: This database contains values for the team’s name, team principal’s name, drivers names, the engine manufacturer, the car’s name, and paths to the logo and cars images. laprecords.json: This database contains information about the lap records for each track on the F1 calendar. It has values for: round #, race name, circuit, track length, lap record time, driver, team, year, image of the circuit, image of the country’s flag where the track is located.
Devlog #14 Added a 10 second video of f1 cars that transitions into the start os screen. Reworked the color scheme of the windows, header, countdown, start os screen, select time format screen. This was done to make the OS feel modern and clean. Changed the position of the buttons in the windows and make them size adjustable. Added a rectangular task bar with curved edges.
Devlog #15 Finally included details about the new databases and new apps since my last update to my ReadMe.
Ships:
I made a Operating system using html, JavaScript, and Css which runs on the browser. My operating system is called “RaceOS” because the theme is RaceCars. My project also features very unique features such as a count down to the next F1 session and the wallpaper matches the track of the following race week.
New Feature from what I submitted in WebOS 1: Live Drivers Standings using database. Live Constructors Standings using database. Live Lap Records using Database. F1 Calendar app now has more info about race weekends and uses a database instead of a static image. F1 Teams app which has information about each F1 team, using 2 databases collectively. A intro video that transitions to the Start OS screen. New color scheme for windows, header, countdown, etc. Windows can be horizontally and vertically stretched and shrunk....
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1793134457.0439596
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1793220857.0439596
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45623
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App Launcher by @Samyak | Stardance
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Samyak
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1
|
11.0
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117
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T18:37:56Z", "hours": 11.0, "multiplier": 10.96, "payout": 117, "blessing": "neutral", "text": "App Launcher helps in finding and launching apps with ease. Many PC’s which are budget, running experimental versions of windows or general may find that Start Menu would lag sometimes. App Launcher is Instant, very minimal resource consumption, Modern Light/Dark Mode, fuzzy search which Start doesn’t support and clear icon view and navigation with arrow keys in the launcher. Its made in Python and compiled using pyinstaller and Setup made using Inno Setup. It essentially replaces the start menu in some way. Its hotkey to launch is Alt+X which is easily accessible. It has a priority system as well as soon as you open the Launcher, the list you see is the recently launched apps by it. Comparitively its much lighter to 99% of other launchers too. I had a lot of difficulty and lot pf googling for this latest update in which i include better quality icons(had do dive into ctypes and stuff) uwp icons(more advanced logics and stuff) and small but good to have UI Changes, theme switcher based on windows modes and much more", "repo": "https://github.com/SpaceCoderPro/App-Launcher", "demo": "https://github.com/SpaceCoderPro/App-Launcher/releases"}]...
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[{"post_id": 75941, "ts": "202 [{"post_id": 75941, "ts": "2026-10-01T17:43:26Z", "hours": 0.6683, "text": "Just did some minor UI Changes like now 7 rows instead of 6, improved window size, removed scroll bar while maintaining scroll functionality and globalized some variables…"}, {"post_id": 75869, "ts": "2026-10-01T13:00:40Z", "hours": 10.0175, "text": "I worked on improving it. Its now much better.: Stability Improvements, Better Quality Icons, UWP Icons, Finally- An App Icon, Better Performance, Better Alt + X Capturing, Arrow Key Functionality. It wasn’t easy but not that hard. I definitely had to do a lot of googling. And i finally got Git working properly for the Repo with assistance from Gemini. I worked like 2hr and 30min(From i think 28 Sep), the 10h is just my past Macondo data btw…"}]...
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Title: App Launcher by @Samyak | Stardance
Devlog Title: App Launcher by @Samyak | Stardance
Devlogs:
I worked on improving it. Its now much better.: Stability Improvements, Better Quality Icons, UWP Icons, Finally- An App Icon, Better Performance, Better Alt + X Capturing, Arrow Key Functionality. It wasn’t easy but not that hard. I definitely had to do a lot of googling. And i finally got Git working properly for the Repo with assistance from Gemini. I worked like 2hr and 30min(From i think 28 Sep), the 10h is just my past Macondo data btw…
Just did some minor UI Changes like now 7 rows instead of 6, improved window size, removed scroll bar while maintaining scroll functionality and globalized some variables…
Ships:
App Launcher helps in finding and launching apps with ease. Many PC’s which are budget, running experimental versions of windows or general may find that Start Menu would lag sometimes. App Launcher is Instant, very minimal resource consumption, Modern Light/Dark Mode, fuzzy search which Start doesn’t support and clear icon view and navigation with arrow keys in the launcher. Its made in Python and compiled using pyinstaller and Setup made using Inno Setup. It essentially replaces the start menu in some way. Its hotkey to launch is Alt+X which is easily accessible. It has a priority system as well as soon as you open the Launcher, the list you see is the recently launched apps by it. Comparitively its much lighter to 99% of other launchers too. I had a lot of difficulty and lot pf googling for this latest update in which i include better quality icons(had do dive into ctypes and stuff) uwp icons(more advanced logics and stuff) and small but good to have UI Changes, theme switcher based on windows modes and much more...
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1793004769.571565
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1793091169.571565
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58539
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ViteOS by @UmarFarooq | Stardance
|
UmarFarooq
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2
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33.31
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117
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T11:05:28Z", "hours": 31.0, "multiplier": 7.46, "payout": 117, "blessing": "neutral", "text": "I’ve updated webOS 1 and added several more apps and new feautres. Features & Apps: Multiple draggable and resizable windows. Windows like interface. Two UI modes: “vite” and “windows98”. Clock app: Analog clock Digital clock Notes app: Create multiple notes. Full CRUD functionality available. Photos app ViteOS Relay: A real-time global chatting platform built using supabase. Node Explorer: Browse, search, and explore npm packages and get insights. Ambience: Play multiple sounds and enjoy the voice. Compiler Browser: Visit different websites. Storage Lab: Visualize, add, edit, delete browser storage (localstorage, session storage, indexedDB)", "repo": "https://github.com/umar-farooq-5757/viteos", "demo": "https://myviteos.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-05T17:08:30Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A WebOS that runs in the browser. Features: Multiple draggable windows. Windows like interface. Notes, Clock and Photos apps available.", "repo": "https://github.com/umar-farooq-5757/viteos", "demo": "https://myviteos.vercel.app/"}]...
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[{"post_id": 71316, "ts": "202 [{"post_id": 71316, "ts": "2026-09-20T16:48:19Z", "hours": 0.3103, "text": "I have removed two apps that were fully generated by AI, because a stardance project reviewer said that my project mostly looks like AI built it. So, i removed the browser and “storage lab” apps."}, {"post_id": 71149, "ts": "2026-09-20T11:01:15Z", "hours": 4.9067, "text": "Final devlog before shipping. I thought I would complete the project after the previous devlog, but then I got idea of two more apps. And I thought they will be really useful and good. But, as I made my mind to ship after the previous devlog, I didn’t had any motivation to develop these apps (“Browser” and “Storage Lab”) myself, so I developed them using AI. Plus, I have also made all the windows resizable. Hope you will like them."}, {"post_id": 69003, "ts": "2026-09-16T06:26:15Z", "hours": 8.3817, "text": "Introducing “Windows 98” mode. I have made changes in every window, and every element to look exactly like the old UI of windows. You can easily switch between the two modes. It took a lot of time!"}, {"post_id": 66469, "ts": "2026-09-12T09:47:58Z", "hours": 2.4478, "text": "Welcome to another devlog of ViteOS. I’ve added a compiler app supporting python and javascript. It uses browser’s built-in WASM (Web Assembly) to run the code and display output."}, {"post_id": 65889, "ts": "2026-09-11T10:20:33Z", "hours": 6.7325, "text": "Welcome to new devlog of ViteOS.I have created “Npm Explorer” app where you can search any npm package and view its details. It uses official npm registry for fetching data. Features included in Npm explorer: Package name and description shown at the top left corner. A button for viewing package on npm. Copy the command for installing package. Keywords, dependencies and maintainers displayed. Formatted readme displayed."}, {"post_id": 64323, "ts": "2026-09-08T16:43:50Z", "hours": 5.2483, "text": "In this devlog, I want to announce a major update to ViteOS: a new global chat app where anyone can connect and talk in real time! I built this application using Supabase. During its development, I learned how Supabase Row Level Security (RLS) works to protect data. Even though Supabase client keys are public, RLS ensures that users can only perform actions explicitly allowed by your policies, keeping the database safe from unauthorized writes or deletions. And I have also integrated a unique clock that I created as a side project in November 2025. Hope you will like it."}, {"post_id": 63658, "ts": "2026-09-07T16:13:20Z", "hours": 1.4478, "text": "Welcome to new devlog of ViteOS, in this update, I’ve added an ambient sound mixer app. There are many sound options available, you can play them all at once or any combination you like. And I’ve also added window maximize/minimize feature."}, {"post_id": 63475, "ts": "2026-09-07T11:01:22Z", "hours": 1.1869, "text": "In this devlog, I want to tell that I’ve updated how the notes app works. Now, you can create multiple notes seamlessly and switch between them using a tab-like interface. Full CRUD functionality is available. Plus, images in the Photos app are cached now, so they load instantly when you scroll through them"}, {"post_id": 63099, "ts": "2026-09-06T18:21:10Z", "hours": 1.0839, "text": "Welcome to new devlog of ViteOS. I’ve added analog clock in the clock app. Plus, the photos app is improved also. Now, photos are cycled (when user is on last image, the next button takes to the first image and vice versa)"}, {"post_id": 62324, "ts": "2026-09-05T17:06:17Z", "hours": 0.5008, "text": "Added the photos app where you can view multiple images."}, {"post_id": 62293, "ts": "2026-09-05T16:23:59Z", "hours": 0.3381, "text": "Created clock app and some other UI improvements."}, {"post_id": 62183, "ts": "2026-09-05T13:26:58Z", "hours": 0.9772, "text": "Setup vite project and added a notes app. It is a draggable window with title and a textarea to write notes."}]...
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Title: ViteOS by @UmarFarooq | Stardance
Devlogs: Title: ViteOS by @UmarFarooq | Stardance
Devlogs:
Setup vite project and added a notes app. It is a draggable window with title and a textarea to write notes.
Created clock app and some other UI improvements.
Added the photos app where you can view multiple images.
Welcome to new devlog of ViteOS. I’ve added analog clock in the clock app. Plus, the photos app is improved also. Now, photos are cycled (when user is on last image, the next button takes to the first image and vice versa)
In this devlog, I want to tell that I’ve updated how the notes app works. Now, you can create multiple notes seamlessly and switch between them using a tab-like interface. Full CRUD functionality is available. Plus, images in the Photos app are cached now, so they load instantly when you scroll through them
Welcome to new devlog of ViteOS, in this update, I’ve added an ambient sound mixer app. There are many sound options available, you can play them all at once or any combination you like. And I’ve also added window maximize/minimize feature.
In this devlog, I want to announce a major update to ViteOS: a new global chat app where anyone can connect and talk in real time! I built this application using Supabase. During its development, I learned how Supabase Row Level Security (RLS) works to protect data. Even though Supabase client keys are public, RLS ensures that users can only perform actions explicitly allowed by your policies, keeping the database safe from unauthorized writes or deletions. And I have also integrated a unique clock that I created as a side project in November 2025. Hope you will like it.
Welcome to new devlog of ViteOS.I have created “Npm Explorer” app where you can search any npm package and view its details. It uses official npm registry for fetching data. Features included in Npm explorer: Package name and description shown at the top left corner. A button for viewing package on npm. Copy the command for installing package. Keywords, dependencies and maintainers displayed. Formatted readme displayed.
Welcome to another devlog of ViteOS. I’ve added a compiler app supporting python and javascript. It uses browser’s built-in WASM (Web Assembly) to run the code and display output.
Introducing “Windows 98” mode. I have made changes in every window, and every element to look exactly like the old UI of windows. You can easily switch between the two modes. It took a lot of time!
Final devlog before shipping. I thought I would complete the project after the previous devlog, but then I got idea of two more apps. And I thought they will be really useful and good. But, as I made my mind to ship after the previous devlog, I didn’t had any motivation to develop these apps (“Browser” and “Storage Lab”) myself, so I developed them using AI. Plus, I have also made all the windows resizable. Hope you will like them.
I have removed two apps that were fully generated by AI, because a stardance project reviewer said that my project mostly looks like AI built it. So, i removed the browser and “storage lab” apps.
Ships:
A WebOS that runs in the browser. Features: Multiple draggable windows. Windows like interface. Notes, Clock and Photos apps available.
I’ve updated webOS 1 and added several more apps and new feautres. Features & Apps: Multiple draggable and resizable windows. Windows like interface. Two UI modes: “vite” and “windows98”. Clock app: Analog clock Digital clock Notes app: Create multiple notes. Full CRUD functionality available. Photos app ViteOS Relay: A real-time global chatting platform built using supabase. Node Explorer: Browse, search, and explore npm packages and get insights. Ambience: Play multiple sounds and enjoy the voice. Compiler Browser: Visit different websites. Storage Lab: Visualize, add, edit, delete browser storage (localstorage, session storage, indexedDB)...
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1793087835.4917688
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1793174235.4917688
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