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23786
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chicagOS by @isadora_M | Stardance
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isadora_M
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2
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64.87
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478
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T03:31:35Z", "hours": 51.0, "multiplier": 9.34, "payout": 478, "blessing": "neutral", "text": "chicagOS has finally reached completion! I have spent over a month working on this project, and I am really proud of what I have accomplished. While I enjoyed working on all aspects of this project, I had the most fun playing around with CSS and creating fun animated features for the OS. I am no expert in JS or CSS, so there were many learning curves associated with this project. The biggest challenge I faced was converting my file system from localStorage to indexedDB I made this change due to the limitations of localStorage, but indexedDB uses a very different framework, so I ended up needing to completely redo the code for some of my apps. I am really excited about all the new things I learned in this process, and happy to create a fun project themed around my hometown of Chicago!", "repo": "https://github.com/IsaJM111/chicagOS", "demo": "https://isajm111.github.io/chicagOS/"}, {"ship_num": 2, "ts": "2026-07-06T01:01:19Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is the Chicago-themed web OS I made for the WebOS 1 mission. I learned a lot about JS, HTML, and CSS. I have some experience with JS and HTML, but it is my first time using non-inline CSS, which has been fun. I had a great time designing the website and creating all of the features and apps. Some challenges included dealing with importing images, which took a very long time, and making certain UI elements look good.", "repo": "https://github.com/IsaJM111/chicagOS", "demo": "https://isajm111.github.io/chicagOS/"}]...
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[{"post_id": 80052, "ts": "202 [{"post_id": 80052, "ts": "2026-10-16T02:36:27Z", "hours": 1.7725, "text": "chicagOS Devlog #20 - I have added the option to hide the taskbar, and I have also created a setting to toggle the taskbar from being on the bottom to being on the top. There are now 4 different options for the wallpaper, which I think makes the webpage even more fun! I changed some small things with the CSS, but soon I hope to add more fun small features that will make this OS even more useful."}, {"post_id": 78464, "ts": "2026-10-10T21:02:05Z", "hours": 1.0956, "text": "ChicagOS Devlog #19 - I’m reviving this project! I kept thinking of new things I could add to this project, so I will be starting work on this again after 2 months! The only real thing I did today was add new options for wallpapers, including this fun nighttime scene. Soon the first order of business will be getting better app icons, as currently they are just emojis, and adding a taskbar minimize."}, {"post_id": 49340, "ts": "2026-08-18T03:24:34Z", "hours": 1.0381, "text": "chicagOS Devlog #18 - Final devlog before shipping! Not many visual changes, as I have spent a lot of time cleaning up the code, removing unused classes from CSS, deleting temporary console.log() , removing unnecessary comments, etc. I cleaned up some animations in CSS, but other than that, none of the code has really changed. I’ve really enjoyed working on this OS project, but I’m definitely excited to start something new."}, {"post_id": 47842, "ts": "2026-08-16T02:02:58Z", "hours": 6.7161, "text": "chicagOS Devlog #17 - Lots of changes! I’m wrapping up this project soon, so I am putting some final touches on the UI and making some backend changes. The file system now runs entirely using indexedDB instead of localStorage which means all file types can be saved now. The music app and gallery app have been connected to the file system. I also added a small calendar popup when you click on the time element. My biggest visual change was adding a startup screen. It was made almost entirely in CSS, and a single function in JS. I’m not sure if I’m going to add any more features before shipping, so if anyone has any suggestions lmk,"}, {"post_id": 44975, "ts": "2026-08-11T02:54:46Z", "hours": 1.4706, "text": "chicagOS Devlog #16 - I am still being indecisive about possibly adding a new app, so I decided to spruce up one of my simplest apps so far, Gallery. I mainly wanted to change how the photos were displayed, which wasn’t too difficult. The only real new feature I added was the ability to add custom photos, which was pretty easy because I used direct input from the computer. I also added the ability for grid view. At first I tried rebuilding the HTML for grid view, but I decided it would be easier to just have an invisible <div> that contained the grid layout. I don’t have any ideas for other apps to update, so if anyone has new app ideas, lmk cause I ran out days ago."}, {"post_id": 42816, "ts": "2026-08-07T18:48:02Z", "hours": 4.9344, "text": "chicagOS Devlog #15 - I have created the Music player app! You can upload any audio file from your computer and queue it in the playlist on the right. There is volume control, a time slider, play/pause, and skip/reverse. It will automatically load the name of the song, artist, and cover art if it is known. I originally planned on integrating this app with the existing file system, but it turns out audio files cannot be stored in localStorage so I had to scrap that idea. Currently, the playlist is just an array, which means it unfortunately does not save once the page is reloaded. But trust me, I’m going to update the file system so it can store all file types soon! I don’t really know what apps I’m going to add next, so I guess we will see where the wind takes me."}, {"post_id": 38597, "ts": "2026-08-01T02:30:53Z", "hours": 4.5422, "text": "chicagOS- Devlog 14 I’ve added a lot more functionality to the file system. Now you can add new folders, delete folders, and rename folders. You can also drag to reorder the folders in the sidebar. I also added a custom alert/notification center, so alerts such as “cannot delete system folders,” etc will be displayed, along with any other possible notification features I might add. Next, I plan on making a music app."}, {"post_id": 37322, "ts": "2026-07-29T22:57:39Z", "hours": 4.6961, "text": "chicagOS Devlog 13- I have created the file explorer app, and built the new file system. Now, instead of each app being connected directly to localStorage, they all use the same newFile() and getFile() functions from a central file system. Each app has a dedicated folder within the system. Next up, I hope to make a music player app, with the ability to add audio files."}, {"post_id": 35563, "ts": "2026-07-27T02:55:29Z", "hours": 4.02, "text": "chicagOS #Devlog 12- Terminal app is pretty much done! Obviously, I will add new commands as the OS gets more features, but I have some basic commands done! I also added a switch to toggle the quotes visibility in the settings app. Next, I plan on adding a file explorer which will connect all the apps into a single file system!"}, {"post_id": 33291, "ts": "2026-07-23T02:33:15Z", "hours": 4.455, "text": "chicagOS Devlog 11- The Header has been turned into a dock! I tried to reuse my existing code to open apps, but I couldn’t get it to work, so I had to end up redoing it twice. I also added some JS so that when you click on an open window it is put into focus. This is what the dynamic background is looking like so far, hopefully I can improve it more. Next I plan on adding some more apps, possibly including a terminal and a file explorer."}, {"post_id": 30993, "ts": "2026-07-19T00:40:37Z", "hours": 3.1639, "text": "chicagOS Devlog 10- Dynamic wallpaper is done! (kinda) I’ve been having issues trying to use images that have the background removed, so if anyone knows how that works, please lmk! I created a settings app to choose between the classic wallpaper (non-animated) and the dynamic wallpaper (many animated parts). The dynamic wallpaper will probably change once I can figure out the images I’m using. Next up, I am planning on turning the header into a dock! I will probably move the quotes to a widget."}, {"post_id": 28973, "ts": "2026-07-15T16:21:10Z", "hours": 3.5811, "text": "chicagOS Devlog 9- The Mind Map app is finally working! all of the nodes are draggable, and you can zoom in and out. Turns out the issue was that new nodes coordinates were being calculated from the root node instead of their parent node, so the line drawing function couldn’t find the new nodes. Also, I expanded the notes app! Before you could not save notes, but now you can! I added a side bar to display the saved notes, and also added the ability to remove saved notes. Next I plan to make some more UI improvements, maybe even a dynamic background?"}, {"post_id": 27808, "ts": "2026-07-13T18:07:26Z", "hours": 3.3197, "text": "chicagOS Devlog #8 - Browser app is completed! I used i-frame to display the browser window. The search bar takes web addresses, and if what is entered is not a valid web address, it automatically inputs it as a Google search prompt instead. I also added some bookmarked web pages, and forward and backward buttons that work by storing the web history. Next, I want to add more functionality to the notes app, including the ability to save and delete notes."}, {"post_id": 26810, "ts": "2026-07-11T20:20:04Z", "hours": 4.0203, "text": "chicagOS Devlog 7- The Paint app is mostly done! I added functionality to the save and load paintings button. I also updated the UI of the toolbar. I created the UI for the browser app, which currently doesn’t have any functionality. I plan to use an iframe to display webpages and also provide some bookmarked websites."}, {"post_id": 25020, "ts": "2026-07-08T23:01:48Z", "hours": 5.1878, "text": "chicagOS Devlog 6- A lot of progress has been made! I’ve been waiting for my ship to be approved for WebOS1, which it just was! Yay! But in the last 4 days, I have made a lot of changes, so prepare yourselves. #1 - The UI has had major improvements! I went down the W3Schools rabbit hole and added a bunch of things to make the UI look cleaner, including the first animated element of the UI! #2- Paint app! - I added the paint app, and it currently has pretty basic functionality. You can draw, change colors, change brush size, erase, and clear the canvas. I plan to add a save feature soon. (The button currently doesn’t do anything.) #3- I WILL FIGURE OUT THIS MIND MAP APP! I fixed a few things, but some things still aren’t working. Currently, lines don’t get drawn past the root node, and I think it has something to do with the ID hierarchy? We will see. #4- I added a feature of the desktop header that rotates through quotes about Chicago! It has the same animated background as the welcome window. That’s it for now; hopefully I can continue to improve the UI and the paint app!"}, {"post_id": 22565, "ts": "2026-07-05T02:36:53Z", "hours": 0.5222, "text": "chicagOS Devlog #5- Getting ready to complete the guide for WebOS 1! I cleaned up a few things with the UI, and I have decided that the Mind Map app will not be included in this first ship :( But trust, when I get smarter it will be coming back!"}, {"post_id": 16634, "ts": "2026-06-27T01:52:28Z", "hours": 3.0778, "text": "chicagOS devlog #4- Not that much progress recently! Turns out working with images is very frustrating. I created the gallery app, which had its surprising challenges. I figured that the JS logic for cycling between the photos and looping back to the first image would be easy, but I was severely mistaken. I spent at least an hours trying to stop the images from taking up the whole window, repeating, stretching, somehow being mirrored, just about every issue you can imagine. All of these had very simple fixes, but I couldn’t figure out what I should put in the CSS file, and which needed to be in-line (spoiler alert- pretty much none of it). But either way, the images act like normal images now! Yay! More functionality in the notes app is what I have planned next."}, {"post_id": 15389, "ts": "2026-06-25T00:52:48Z", "hours": 3.4053, "text": "chicagOS devlog #3 - Alright so I have changed a few things recently. #1 - I rethemed the whole OS, but later I might add a way to choose a theme in a setting app? idk I haven’t decided yet. // #2, I started working on the Mind Map App, but I quickly realized that its actually more complicated than I originally thought, and since I’m not that good at this I decided that I will come back to that app later. // #3 I made a calculator app, which is fully functioning and (as far as i’m aware) doesn’t have any bugs. // #4 I finished the notes app, but I might add more functionality later. // Thats it in terms of new features, my future plans include possibly some sort of settings app, finishing the Mind Map App, and I would like to add some sort of photo gallery app, which is what I plan to work on next."}, {"post_id": 14041, "ts": "2026-06-23T00:46:53Z", "hours": 2.2753, "text": "chicagOS log 2 - I have since added the actual window for the notes app, and basic functionality including adding notes and writing in them. I plan to add a save feature, and the ability to have multiple notes open at the same time. While working through the guide, it told me to make a “mind map” using paper for brainstorming. I thought about how I didn’t want to get up to grab a piece of paper, and I knew what my next app would be: a Mind Map app! now I will never have to get up again. I haven’t added any functionality to this app yet, but it should be relatively simple. (currently the app icons are placeholders from google, I promise they will be better eventually!)"}, {"post_id": 13747, "ts": "2026-06-22T15:12:35Z", "hours": 1.2672, "text": "The basics of the webOS are done! It is Chicago themed, and all the apps will be useful to someone who lives/is visiting Chicago. I actually sent more time on this project but I couldn’t figure out hackatime :( Regardless, I finished the background, top bar, and welcome screen that is draggable and able to be opened and closed. I plan to work on the first app soon, which will likely be a notes type app."}]...
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Title: chicagOS by @isadora_M | Stardance
Devlogs Title: chicagOS by @isadora_M | Stardance
Devlogs:
The basics of the webOS are done! It is Chicago themed, and all the apps will be useful to someone who lives/is visiting Chicago. I actually sent more time on this project but I couldn’t figure out hackatime :( Regardless, I finished the background, top bar, and welcome screen that is draggable and able to be opened and closed. I plan to work on the first app soon, which will likely be a notes type app.
chicagOS log 2 - I have since added the actual window for the notes app, and basic functionality including adding notes and writing in them. I plan to add a save feature, and the ability to have multiple notes open at the same time. While working through the guide, it told me to make a “mind map” using paper for brainstorming. I thought about how I didn’t want to get up to grab a piece of paper, and I knew what my next app would be: a Mind Map app! now I will never have to get up again. I haven’t added any functionality to this app yet, but it should be relatively simple. (currently the app icons are placeholders from google, I promise they will be better eventually!)
chicagOS devlog #3 - Alright so I have changed a few things recently. #1 - I rethemed the whole OS, but later I might add a way to choose a theme in a setting app? idk I haven’t decided yet. // #2, I started working on the Mind Map App, but I quickly realized that its actually more complicated than I originally thought, and since I’m not that good at this I decided that I will come back to that app later. // #3 I made a calculator app, which is fully functioning and (as far as i’m aware) doesn’t have any bugs. // #4 I finished the notes app, but I might add more functionality later. // Thats it in terms of new features, my future plans include possibly some sort of settings app, finishing the Mind Map App, and I would like to add some sort of photo gallery app, which is what I plan to work on next.
chicagOS devlog #4- Not that much progress recently! Turns out working with images is very frustrating. I created the gallery app, which had its surprising challenges. I figured that the JS logic for cycling between the photos and looping back to the first image would be easy, but I was severely mistaken. I spent at least an hours trying to stop the images from taking up the whole window, repeating, stretching, somehow being mirrored, just about every issue you can imagine. All of these had very simple fixes, but I couldn’t figure out what I should put in the CSS file, and which needed to be in-line (spoiler alert- pretty much none of it). But either way, the images act like normal images now! Yay! More functionality in the notes app is what I have planned next.
chicagOS Devlog #5- Getting ready to complete the guide for WebOS 1! I cleaned up a few things with the UI, and I have decided that the Mind Map app will not be included in this first ship :( But trust, when I get smarter it will be coming back!
chicagOS Devlog 6- A lot of progress has been made! I’ve been waiting for my ship to be approved for WebOS1, which it just was! Yay! But in the last 4 days, I have made a lot of changes, so prepare yourselves. #1 - The UI has had major improvements! I went down the W3Schools rabbit hole and added a bunch of things to make the UI look cleaner, including the first animated element of the UI! #2- Paint app! - I added the paint app, and it currently has pretty basic functionality. You can draw, change colors, change brush size, erase, and clear the canvas. I plan to add a save feature soon. (The button currently doesn’t do anything.) #3- I WILL FIGURE OUT THIS MIND MAP APP! I fixed a few things, but some things still aren’t working. Currently, lines don’t get drawn past the root node, and I think it has something to do with the ID hierarchy? We will see. #4- I added a feature of the desktop header that rotates through quotes about Chicago! It has the same animated background as the welcome window. That’s it for now; hopefully I can continue to improve the UI and the paint app!
chicagOS Devlog 7- The Paint app is mostly done! I added functionality to the save and load paintings button. I also updated the UI of the toolbar. I created the UI for the browser app, which currently doesn’t have any functionality. I plan to use an iframe to display webpages and also provide some bookmarked websites.
chicagOS Devlog #8 - Browser app is completed! I used i-frame to display the browser window. The search bar takes web addresses, and if what is entered is not a valid web address, it automatically inputs it as a Google search prompt instead. I also added some bookmarked web pages, and forward and backward buttons that work by storing the web history. Next, I want to add more functionality to the notes app, including the ability to save and delete notes.
chicagOS Devlog 9- The Mind Map app is finally working! all of the nodes are draggable, and you can zoom in and out. Turns out the issue was that new nodes coordinates were being calculated from the root node instead of their parent node, so the line drawing function couldn’t find the new nodes. Also, I expanded the notes app! Before you could not save notes, but now you can! I added a side bar to display the saved notes, and also added the ability to remove saved notes. Next I plan to make some more UI improvements, maybe even a dynamic background?
chicagOS Devlog 10- Dynamic wallpaper is done! (kinda) I’ve been having issues trying to use images that have the background removed, so if anyone knows how that works, please lmk! I created a settings app to choose between the classic wallpaper (non-animated) and the dynamic wallpaper (many animated parts). The dynamic wallpaper will probably change once I can figure out the images I’m using. Next up, I am planning on turning the header into a dock! I will probably move the quotes to a widget.
chicagOS Devlog 11- The Header has been turned into a dock! I tried to reuse my existing code to open apps, but I couldn’t get it to work, so I had to end up redoing it twice. I also added some JS so that when you click on an open window it is put into focus. This is what the dynamic background is looking like so far, hopefully I can improve it more. Next I plan on adding some more apps, possibly including a terminal and a file explorer.
chicagOS #Devlog 12- Terminal app is pretty much done! Obviously, I will add new commands as the OS gets more features, but I have some basic commands done! I also added a switch to toggle the quotes visibility in the settings app. Next, I plan on adding a file explorer which will connect all the apps into a single file system!
chicagOS Devlog 13- I have created the file explorer app, and built the new file system. Now, instead of each app being connected directly to localStorage, they all use the same newFile() and getFile() functions from a central file system. Each app has a dedicated folder within the system. Next up, I hope to make a music player app, with the ability to add audio files.
chicagOS- Devlog 14 I’ve added a lot more functionality to the file system. Now you can add new folders, delete folders, and rename folders. You can also drag to reorder the folders in the sidebar. I also added a custom alert/notification center, so alerts such as “cannot delete system folders,” etc will be displayed, along with any other possible notification features I might add. Next, I plan on making a music app.
chicagOS Devlog #15 - I have created the Music player app! You can upload any audio file from your computer and queue it in the playlist on the right. There is volume control, a time slider, play/pause, and skip/reverse. It will automatically load the name of the song, artist, and cover art if it is known. I originally planned on integrating this app with the existing file system, but it turns out audio files cannot be stored in localStorage so I had to scrap that idea. Currently, the playlist is just an array, which means it unfortunately does not save once the page is reloaded. But trust me, I’m going to update the file system so it can store all file types soon! I don’t really know what apps I’m going to add next, so I guess we will see where the wind takes me.
chicagOS Devlog #16 - I am still being indecisive about possibly adding a new app, so I decided to spruce up one of my simplest apps so far, Gallery. I mainly wanted to change how the photos were displayed, which wasn’t too difficult. The only real new feature I added was the ability to add custom photos, which was pretty easy because I used direct input from the computer. I also added the ability for grid view. At first I tried rebuilding the HTML for grid view, but I decided it would be easier to just have an invisible <div> that contained the grid layout. I don’t have any ideas for other apps to update, so if anyone has new app ideas, lmk cause I ran out days ago.
chicagOS Devlog #17 - Lots of changes! I’m wrapping up this project soon, so I am putting some final touches on the UI and making some backend changes. The file system now runs entirely using indexedDB instead of localStorage which means all file types can be saved now. The music app and gallery app have been connected to the file system. I also added a small calendar popup when you click on the time element. My biggest visual change was adding a startup screen. It was made almost entirely in CSS, and a single function in JS. I’m not sure if I’m going to add any more features before shipping, so if anyone has any suggestions lmk,
chicagOS Devlog #18 - Final devlog before shipping! Not many visual changes, as I have spent a lot of time cleaning up the code, removing unused classes from CSS, deleting temporary console.log() , removing unnecessary comments, etc. I cleaned up some animations in CSS, but other than that, none of the code has really changed. I’ve really enjoyed working on this OS project, but I’m definitely excited to start something new.
ChicagOS Devlog #19 - I’m reviving this project! I kept thinking of new things I could add to this project, so I will be starting work on this again after 2 months! The only real thing I did today was add new options for wallpapers, including this fun nighttime scene. Soon the first order of business will be getting better app icons, as currently they are just emojis, and adding a taskbar minimize.
chicagOS Devlog #20 - I have added the option to hide the taskbar, and I have also created a setting to toggle the taskbar from being on the bottom to being on the top. There are now 4 different options for the wallpaper, which I think makes the webpage even more fun! I changed some small things with the CSS, but soon I hope to add more fun small features that will make this OS even more useful.
Ships:
This is the Chicago-themed web OS I made for the WebOS 1 mission. I learned a lot about JS, HTML, and CSS. I have some experience with JS and HTML, but it is my first time using non-inline CSS, which has been fun. I had a great time designing the website and creating all of the features and apps. Some challenges included dealing with importing images, which took a very long time, and making certain UI elements look good.
chicagOS has finally reached completion! I have spent over a month working on this project, and I am really proud of what I have accomplished. While I enjoyed working on all aspects of this project, I had the most fun playing around with CSS and creating fun animated features for the OS. I am no expert in JS or CSS, so there were many learning curves associated with this project. The biggest challenge I faced was converting my file system from localStorage to indexedDB I made this change due to the limitations of localStorage, but indexedDB uses a very different framework, so I ended up needing to completely redo the code for some of my apps. I am really excited about all the new things I learned in this process, and happy to create a fun project themed around my hometown of Chicago!...
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1792997544.4451518
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1793083944.4451518
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45757
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SlackSmith by @sebcun | Stardance
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sebcun
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1
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31.0
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476
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T07:59:52Z", "hours": 31.0, "multiplier": 15.53, "payout": 476, "blessing": "neutral", "text": "SlackSmith is a way to build Slack bots with no coding experience needed. Built using Electron, you drag and drop nodes after following a simple Slack setup and your bot is immediately ready. There are features like: Slash commands Scheduled events Send block kit messages HTTP requests Themes and more. Demo/trailer video is here! https://youtu.be/_7V3fs6bPT4", "repo": "https://github.com/sebcun/slacksmith", "demo": "https://github.com/sebcun/slacksmith/releases/tag/main2"}]...
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[{"post_id": 57146, "ts": "202 [{"post_id": 57146, "ts": "2026-08-29T07:50:53Z", "hours": 0.9531, "text": "Read me’s and undos!"}, {"post_id": 57070, "ts": "2026-08-29T05:04:16Z", "hours": 3.4203, "text": "Devlog 13 Added block kit messages, scheduled triggers, and http requests. At first I wasn’t sure how I was going to do block kit messages to make it simple to use, but then I decided it would be best to have a visual esque builder which is what I did. Along with this, http request component has been added allowing you to get, patch, post, etc, as well as scheduled trigger being added to repeat a flow every xx minutes/seconds/hours."}, {"post_id": 56933, "ts": "2026-08-28T23:15:42Z", "hours": 2.0664, "text": "Devlog 13 Tabs, tabs and more tabs! Created a tab system for bots where you can create new tabs/canvases to keep your bot and flows organised."}, {"post_id": 52006, "ts": "2026-08-22T01:03:10Z", "hours": 1.1597, "text": "Added themes. Themes are easy to create and use, with the topbar and simple hex files to create your own."}, {"post_id": 49409, "ts": "2026-08-18T06:59:42Z", "hours": 1.5108, "text": "Devlog 11 I added a seperate window for bot logs for people to open, making it easier to manage their bot. I also added the ability to run bots independently so you don’t need to have SlackSmith open, as well as allowing for you to run bots on cloud hosts. Tbh wasn’t sure how to do this at all at first, so I did do this part with AI assistance."}, {"post_id": 49344, "ts": "2026-08-18T03:35:10Z", "hours": 1.6267, "text": "Devlog 10 Onboarding I have added onboarding. This appears when you first create a bot, prompting you to set it up through the slack API dashboard with easy to follow steps so everything works stress free."}, {"post_id": 49310, "ts": "2026-08-18T01:48:07Z", "hours": 2.9872, "text": "Develop 9 New Components and TopBar I have added full array functionality with array set, array length, array add, array remove, etc as components. I have also added the top bar to the electron app for things such as saving, running, etc."}, {"post_id": 48728, "ts": "2026-08-17T08:01:14Z", "hours": 2.835, "text": "Devlog 8 New Components triggers: user join channel, user left channel, bot mention data: math, random number, random string, date and time, convert, string, string length, string replace, string split, string join, string contains, string case, regex match, regex replace"}, {"post_id": 47982, "ts": "2026-08-16T08:10:03Z", "hours": 2.5394, "text": "Devlog 7 Bot Runtime I create the main runtime of the app which allows for you to actually start building bots! I ran into some issues first before figuring you have to add scopes for pretty much everything in slack, so I have to figure out the best way to handle that to users, however it does work when you add these events and scopes. So far there is only about 5 components that actually work, but I will be working on adding a lot more soon."}, {"post_id": 47866, "ts": "2026-08-16T03:39:03Z", "hours": 1.6106, "text": "Devlog #6 I added the functionality to add your bot to the app, as well as it verifies that it is actually real information. I also updated the basic runtime to have a start/stop/restart instead of ‘starting’ when you open the bot /app."}, {"post_id": 47815, "ts": "2026-08-16T00:51:40Z", "hours": 1.5319, "text": "Devlog #5 I have added the properties as well as node categories and more. Now time to work on actual functionality!"}, {"post_id": 44893, "ts": "2026-08-10T22:56:04Z", "hours": 2.1872, "text": "Devlog #4 Today I added the node editor to the app. Honestly wasn’t sure how I was going to do it yet but after looking at Foblex flow and Reactflow and taking some inspiration and some snippets I managed to make it and are fairly happy with the outcome. Obviously there is still a bit to do but I am going to work on adding all the actions (or at least have proper actions in different categories) before worrying about that."}, {"post_id": 43845, "ts": "2026-08-09T08:37:52Z", "hours": 2.2497, "text": "Devlog #3 I created the backend storage as well as frontend for the basics of creating and managing bots. I had some issues with it refusing to store in app storage however after some sudo commands I managed to get past it."}, {"post_id": 43739, "ts": "2026-08-09T04:49:34Z", "hours": 3.3856, "text": "Devlog #2 Shifted to Electron base and created components. At first I was going to make this completely web based and then refactor to electron later, but decided that would be too much of a hassle so I’ve now gone straight to Electron. Along with that, I’ve custom made elements ill need along the way with a slack like color pallete"}, {"post_id": 43594, "ts": "2026-08-08T23:01:46Z", "hours": 0.5694, "text": "Devlog #1 I have started working working on this project. So far I have only setup the basic setup and basic web server however I am looking forward to making this and continuing."}]...
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Title: SlackSmith by @sebcun | Stardance
Devlogs: Title: SlackSmith by @sebcun | Stardance
Devlogs:
Devlog #1 I have started working working on this project. So far I have only setup the basic setup and basic web server however I am looking forward to making this and continuing.
Devlog #2 Shifted to Electron base and created components. At first I was going to make this completely web based and then refactor to electron later, but decided that would be too much of a hassle so I’ve now gone straight to Electron. Along with that, I’ve custom made elements ill need along the way with a slack like color pallete
Devlog #3 I created the backend storage as well as frontend for the basics of creating and managing bots. I had some issues with it refusing to store in app storage however after some sudo commands I managed to get past it.
Devlog #4 Today I added the node editor to the app. Honestly wasn’t sure how I was going to do it yet but after looking at Foblex flow and Reactflow and taking some inspiration and some snippets I managed to make it and are fairly happy with the outcome. Obviously there is still a bit to do but I am going to work on adding all the actions (or at least have proper actions in different categories) before worrying about that.
Devlog #5 I have added the properties as well as node categories and more. Now time to work on actual functionality!
Devlog #6 I added the functionality to add your bot to the app, as well as it verifies that it is actually real information. I also updated the basic runtime to have a start/stop/restart instead of ‘starting’ when you open the bot /app.
Devlog 7 Bot Runtime I create the main runtime of the app which allows for you to actually start building bots! I ran into some issues first before figuring you have to add scopes for pretty much everything in slack, so I have to figure out the best way to handle that to users, however it does work when you add these events and scopes. So far there is only about 5 components that actually work, but I will be working on adding a lot more soon.
Devlog 8 New Components triggers: user join channel, user left channel, bot mention data: math, random number, random string, date and time, convert, string, string length, string replace, string split, string join, string contains, string case, regex match, regex replace
Develop 9 New Components and TopBar I have added full array functionality with array set, array length, array add, array remove, etc as components. I have also added the top bar to the electron app for things such as saving, running, etc.
Devlog 10 Onboarding I have added onboarding. This appears when you first create a bot, prompting you to set it up through the slack API dashboard with easy to follow steps so everything works stress free.
Devlog 11 I added a seperate window for bot logs for people to open, making it easier to manage their bot. I also added the ability to run bots independently so you don’t need to have SlackSmith open, as well as allowing for you to run bots on cloud hosts. Tbh wasn’t sure how to do this at all at first, so I did do this part with AI assistance.
Added themes. Themes are easy to create and use, with the topbar and simple hex files to create your own.
Devlog 13 Tabs, tabs and more tabs! Created a tab system for bots where you can create new tabs/canvases to keep your bot and flows organised.
Devlog 13 Added block kit messages, scheduled triggers, and http requests. At first I wasn’t sure how I was going to do block kit messages to make it simple to use, but then I decided it would be best to have a visual esque builder which is what I did. Along with this, http request component has been added allowing you to get, patch, post, etc, as well as scheduled trigger being added to repeat a flow every xx minutes/seconds/hours.
Read me’s and undos!
Ships:
SlackSmith is a way to build Slack bots with no coding experience needed. Built using Electron, you drag and drop nodes after following a simple Slack setup and your bot is immediately ready. There are features like: Slash commands Scheduled events Send block kit messages HTTP requests Themes and more. Demo/trailer video is here! https://youtu.be/_7V3fs6bPT4...
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1792961409.1169674
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1793047809.1169674
|
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65381
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webCtfThing by @ellie_wood | Stardance
|
ellie_wood
|
1
|
29.0
|
476
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T12:48:33Z", "hours": 29.0, "multiplier": 16.43, "payout": 476, "blessing": "neutral", "text": "The idea of this page was to create a selection of easy to hard challenges that cover a range of different cryptography ciphers as well as web exploration challenges. Creating a CTF style challenge website to learn, problem solve, and explore some cybersecurity areas. What I found was challenging during this process was the fact that I was having to learn and pick up the javascript as I created the project. Due to having to learn the javascript as I went, since I had very basic knowledge at the start, this added to the time aspect quite a lot. I also did many new things in terms of styling to page which led to more errors and time that I spent learning and fixing as I went. Though I do like how the site turned out and am happy that I was able to create around fourteen challenges in total. I was also quite proud of how the styling did turn out since making many of the elements was new to me. When testing this page and going through the challenges, everything that you need for the cryptography challenges is provided if you need the assistance. To complete the web exploration challenges you will need to be able to use the inspect element tool.", "repo": "https://github.com/elliewoodward2024-ops/CTF_Challenges", "demo": "https://elliewoodward2024-ops.github.io/CTF_Challenges/"}]...
|
[{"post_id": 77813, "ts": "202 [{"post_id": 77813, "ts": "2026-10-08T11:51:01Z", "hours": 2.5253, "text": "Just doing what should hopefully be last edits, bug fixes, read throughs, and styling for the page as a whole."}, {"post_id": 76440, "ts": "2026-10-03T14:59:32Z", "hours": 3.62, "text": "Well I added some challenges and finally got round to editing the home page which I had been putting off for ages now. I want to fix the intro text for the home page but not much else for now. I think I am mostly done and might think about shipping soon but we will see how we go."}, {"post_id": 75528, "ts": "2026-09-30T11:37:00Z", "hours": 4.0186, "text": "Well I decided that it would be good to have a page with all the answers to the challenge so here we are. Each challenge will have a quick description on how to solve it, as well as the final flag. I also did some re-styling and adding little things in here and there."}, {"post_id": 75229, "ts": "2026-09-29T15:11:52Z", "hours": 2.2631, "text": "So I got a couple more challenges done for the site today. I think I may only do 2 more challenges (one in in each section) for now so hopefully that will happen tomorrow. Anyway the pic is from one of the web challenges I made, like the last 3 were."}, {"post_id": 74837, "ts": "2026-09-28T12:31:50Z", "hours": 3.2481, "text": "So that took so much longer than I thought it was going to. Not to mention the challenge that I wanted to compleat is still not done, but I don’t want to continue tonight so here I am. Oh well, I think the base of the entier site is mostly done for now. I am just going though and adding the challenges now. I think I have about ten and half done, but I will be focusing on adding them from now on."}, {"post_id": 74324, "ts": "2026-09-27T05:31:06Z", "hours": 2.5086, "text": "OK so I worked on setting up what I think should work as local storage. While setting that up it messed up something else, which I had to fix. I also linked up the progress/checkbox tracker across all the pages and a way to reset said progress. I also went through and fixed some bugs I came across. (Text may change since some are placeholders still)"}, {"post_id": 74015, "ts": "2026-09-26T15:14:23Z", "hours": 2.3839, "text": "Log four: Well after a lot of reading I got this set up for a backend I think. Very first time doing this so I think will take couple times to fully get it but its working for now so I am gonna take that as a win."}, {"post_id": 73560, "ts": "2026-09-25T12:16:07Z", "hours": 2.6561, "text": "Third log: Well I continued to work on the crypt page. Formatted it so you can see and the challenge and hint with different sections so you can look at challenge without seeing hint. This took me, again, probs longer than it should have. I did other things along with some organisation. Oh and I played around making a couple simple challenges."}, {"post_id": 73459, "ts": "2026-09-25T04:13:28Z", "hours": 2.1225, "text": "Second Log: Doing some more styling since I want to get that mostly set up as I work on starting the challenges. Adding a couple more pages since I am procrastinating doing the actual web challenges and I wanted them anyway. Plus it took me much longer than it should have to just make a nav bar that still needs some work."}, {"post_id": 73101, "ts": "2026-09-24T11:47:50Z", "hours": 3.6472, "text": "Starting the basics, getting the idea and base down along with the basic formatting and styling done (though it may change later). Most of the text is just placeholders for now and again may change later. Later me problems."}]...
|
Title: webCtfThing by @ellie_wood | Stardance
Dev Title: webCtfThing by @ellie_wood | Stardance
Devlogs:
Starting the basics, getting the idea and base down along with the basic formatting and styling done (though it may change later). Most of the text is just placeholders for now and again may change later. Later me problems.
Second Log: Doing some more styling since I want to get that mostly set up as I work on starting the challenges. Adding a couple more pages since I am procrastinating doing the actual web challenges and I wanted them anyway. Plus it took me much longer than it should have to just make a nav bar that still needs some work.
Third log: Well I continued to work on the crypt page. Formatted it so you can see and the challenge and hint with different sections so you can look at challenge without seeing hint. This took me, again, probs longer than it should have. I did other things along with some organisation. Oh and I played around making a couple simple challenges.
Log four: Well after a lot of reading I got this set up for a backend I think. Very first time doing this so I think will take couple times to fully get it but its working for now so I am gonna take that as a win.
OK so I worked on setting up what I think should work as local storage. While setting that up it messed up something else, which I had to fix. I also linked up the progress/checkbox tracker across all the pages and a way to reset said progress. I also went through and fixed some bugs I came across. (Text may change since some are placeholders still)
So that took so much longer than I thought it was going to. Not to mention the challenge that I wanted to compleat is still not done, but I don’t want to continue tonight so here I am. Oh well, I think the base of the entier site is mostly done for now. I am just going though and adding the challenges now. I think I have about ten and half done, but I will be focusing on adding them from now on.
So I got a couple more challenges done for the site today. I think I may only do 2 more challenges (one in in each section) for now so hopefully that will happen tomorrow. Anyway the pic is from one of the web challenges I made, like the last 3 were.
Well I decided that it would be good to have a page with all the answers to the challenge so here we are. Each challenge will have a quick description on how to solve it, as well as the final flag. I also did some re-styling and adding little things in here and there.
Well I added some challenges and finally got round to editing the home page which I had been putting off for ages now. I want to fix the intro text for the home page but not much else for now. I think I am mostly done and might think about shipping soon but we will see how we go.
Just doing what should hopefully be last edits, bug fixes, read throughs, and styling for the page as a whole.
Ships:
The idea of this page was to create a selection of easy to hard challenges that cover a range of different cryptography ciphers as well as web exploration challenges. Creating a CTF style challenge website to learn, problem solve, and explore some cybersecurity areas. What I found was challenging during this process was the fact that I was having to learn and pick up the javascript as I created the project. Due to having to learn the javascript as I went, since I had very basic knowledge at the start, this added to the time aspect quite a lot. I also did many new things in terms of styling to page which led to more errors and time that I spent learning and fixing as I went. Though I do like how the site turned out and am happy that I was able to create around fourteen challenges in total. I was also quite proud of how the styling did turn out since making many of the elements was new to me. When testing this page and going through the challenges, everything that you need for the cryptography challenges is provided if you need the assistance. To complete the web exploration challenges you will need to be able to use the inspect element tool....
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1792965165.8200953
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1793051565.8200953
|
|
5840
|
Endless runner game by @martinho4364 | Stardance
|
martinho4364
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1
|
36.0
|
473
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T06:36:02Z", "hours": 36.0, "multiplier": 13.04, "payout": 473, "blessing": "neutral", "text": "An endless runner game focused on movement mechanics. You run through endless rooms carefully managing stamina and ability cooldowns while the world dissolves behind you. A much more detailed description is on the README file on github (click “See source code ->”).", "repo": "https://github.com/MartinH4364/endless-runner-game", "demo": "https://drcooke123.itch.io/endless-runner-test"}]...
|
[{"post_id": 48705, "ts": "202 [{"post_id": 48705, "ts": "2026-08-17T06:45:30Z", "hours": 2.2644, "text": "V1.0 BUILD!! The game is now in a playable state and it is also somewhat fun!!! I added silver upgrades that give you the air jump, wall jump, and slide boost abilities. (WAAAY BETTER THAN JUST HAVING THEM AT THE START) I also rebalanced the speed of the player so that the game actually felt fun but also increased the speed of the world collapse. (spending a couple minutes wondering why nothing was changing before realizing that changing public variables in the code and not in the inspector does nothing) Upgrades were also nerfed as they felt too powerful when I was playtesting, and they now actually reset when you die and start the game (i forgot to add a line to reset the static variables) I’ll probably ship this project soon but I’m still open to adding features after 1.0."}, {"post_id": 46721, "ts": "2026-08-14T05:21:51Z", "hours": 3.3803, "text": "FIRST DEVLOG IN A LOOONG TIME For the possibly zero people who are reading these devlogs, I’m finally gonna finish developing a playable version of the game. I was busy and then I kinda lost motivation. I’m finally back tho. The game is not gonna end up as ambitious as I planned it to have, and I decided to scrap many ideas such as ability recharging orbs and more room types, although maybe I’ll add those in the future if I get enough positive feedback. ANYWAYS heres the actual devlog part of the devlog Added one new ability: Recoil As pictured below, recoil fires something in the direction you are facing that knocks you backwards. I decided to give this ability three charges, so you can use it three times on a full charge. Abilities are now randomly given to the player at the start of the game."}, {"post_id": 28100, "ts": "2026-07-14T04:48:04Z", "hours": 6.0725, "text": "Two New Abilities I added two new abilities to the game, the obstacle destroyer and the teleport. Obstacle Destroyer: Sends out a (kinda) cool orb of particles from the player (which i accidentally deleted the VFX graph for and spent a while remaking). Nearby obstacles will shrink into oblivion, turning complex rooms into flatter ones. The block prefab has a seperate plane for each face so that the material can automatically tile according scale, so I put the script on the main component to simplify calling the method. Teleport: The ability pictured. It launches a ball from the player with added velocity. I used a rigidbody on the ball so that it would be able to bounce off walls and do other fun stuff. After a couple of seconds of bouncing around chaotically, the ball turns into a portal that instantly teleports the player to its position. I used a VFX Graph for the portal effect. I fixed the rigidbodies and colliders so the ball almost never bounces out of the map, teleporting you to your doom. Credits: Gabriel Aguiar Prod on Youtube for VFX Graph tutorials"}, {"post_id": 25133, "ts": "2026-07-09T04:37:12Z", "hours": 4.6536, "text": "Abilities Added The updated movement system allowed me to add more advanced abilities into the game. The two semicircles near the cursor show you the amount of charge you have on that ability. So far, there are two abilities. One makes you accelerate in the direction you are facing, while one gives you a massive horizontal boost but causes your camera to do a flip. I also added double jumps, wall jumps, and a slide ability that converts downwards momentum into forwards momentum. These will eventually be upgrades, but at the moment you have them all at the start for testing purposes."}, {"post_id": 23804, "ts": "2026-07-06T23:19:53Z", "hours": 1.5053, "text": "Broken Rooms + Movement Changes Broken Rooms can now spawn, and the chance of them appearing increases with the amount of upgrades you have. They are more difficult than normal rooms. I also reworked the movement system so that the x and z velocity gradually increase to the maximum speed to prepare for future additions."}, {"post_id": 23261, "ts": "2026-07-06T03:20:50Z", "hours": 6.1453, "text": "Upgrades have now been added alot with some other changes. I used a physics raycast similar to that of the button to select the upgrades. I also decided to not use static variables for changing stats when upgrades occur because they make the variables dissapear from the inspector. Various sound effects have also been added (thanks to pixabay). I used two audio sources on the player to seperate the looping sounds from the sounds that only play one time. (Im also trying out a new devlog format)"}, {"post_id": 3306, "ts": "2026-06-06T05:09:44Z", "hours": 2.4514, "text": "Upgrade Rooms Added upgrade rooms that spawn once in a while, stopping the destruction of the world until you leave them. I spent the bulk of the time deciding on how a button in the 3d space would detect when it was clicked, and finally settled on using a physics raycast. QOL: Added small dot in the middle of the screen denoting the cursor."}, {"post_id": 2850, "ts": "2026-06-05T18:11:04Z", "hours": 4.1478, "text": "Endless Runner Game V0.1.5 Features: Stamina orbs now randomly spawn and will restore half of the players stamina when run into. The effect for the orb was made with the help of some VFX graph tutorials. Options menu now exists and can be used to adjust mouse sensitivity when in the game (dont set sensitivity to zero) Destruction of the rooms speeds up the farther you go (game becomes impossible after 500+ score, will be balanced later). Many other small QOL changes were made but are hardly worth noting. DEVLOG UPDATE: Changed project settings to use WebGPU so that the Visual Effects Graph displays on itch. Still slightly buggy due to WebGPU being experimental."}, {"post_id": 2324, "ts": "2026-06-04T19:15:01Z", "hours": 5.6542, "text": "Endless Runner Game V0.1.4 First Devlog!! The game is now in a somewhat playable condition. So far, the start and death menus, basic movement mechanics, and level generation mechanics are working. I started work on this sometime in the middle of May but I never finished it so I’ll probably continue working on it for this challenge. Fixed issues: Shaders not loading in itch Menus not scaling when going into fullscreen Mouse not unlocking after dying Connected project to github (finally) Deleted a couple of lines causing errors when building the project Here’s the itch.io link if you wanna check it out. https://drcooke123.itch.io/endless-runner-test"}]...
|
Title: Endless runner game by @martinho4364 | Star Title: Endless runner game by @martinho4364 | Stardance
Devlogs:
Endless Runner Game V0.1.4 First Devlog!! The game is now in a somewhat playable condition. So far, the start and death menus, basic movement mechanics, and level generation mechanics are working. I started work on this sometime in the middle of May but I never finished it so I’ll probably continue working on it for this challenge. Fixed issues: Shaders not loading in itch Menus not scaling when going into fullscreen Mouse not unlocking after dying Connected project to github (finally) Deleted a couple of lines causing errors when building the project Here’s the itch.io link if you wanna check it out. https://drcooke123.itch.io/endless-runner-test
Endless Runner Game V0.1.5 Features: Stamina orbs now randomly spawn and will restore half of the players stamina when run into. The effect for the orb was made with the help of some VFX graph tutorials. Options menu now exists and can be used to adjust mouse sensitivity when in the game (dont set sensitivity to zero) Destruction of the rooms speeds up the farther you go (game becomes impossible after 500+ score, will be balanced later). Many other small QOL changes were made but are hardly worth noting. DEVLOG UPDATE: Changed project settings to use WebGPU so that the Visual Effects Graph displays on itch. Still slightly buggy due to WebGPU being experimental.
Upgrade Rooms Added upgrade rooms that spawn once in a while, stopping the destruction of the world until you leave them. I spent the bulk of the time deciding on how a button in the 3d space would detect when it was clicked, and finally settled on using a physics raycast. QOL: Added small dot in the middle of the screen denoting the cursor.
Upgrades have now been added alot with some other changes. I used a physics raycast similar to that of the button to select the upgrades. I also decided to not use static variables for changing stats when upgrades occur because they make the variables dissapear from the inspector. Various sound effects have also been added (thanks to pixabay). I used two audio sources on the player to seperate the looping sounds from the sounds that only play one time. (Im also trying out a new devlog format)
Broken Rooms + Movement Changes Broken Rooms can now spawn, and the chance of them appearing increases with the amount of upgrades you have. They are more difficult than normal rooms. I also reworked the movement system so that the x and z velocity gradually increase to the maximum speed to prepare for future additions.
Abilities Added The updated movement system allowed me to add more advanced abilities into the game. The two semicircles near the cursor show you the amount of charge you have on that ability. So far, there are two abilities. One makes you accelerate in the direction you are facing, while one gives you a massive horizontal boost but causes your camera to do a flip. I also added double jumps, wall jumps, and a slide ability that converts downwards momentum into forwards momentum. These will eventually be upgrades, but at the moment you have them all at the start for testing purposes.
Two New Abilities I added two new abilities to the game, the obstacle destroyer and the teleport. Obstacle Destroyer: Sends out a (kinda) cool orb of particles from the player (which i accidentally deleted the VFX graph for and spent a while remaking). Nearby obstacles will shrink into oblivion, turning complex rooms into flatter ones. The block prefab has a seperate plane for each face so that the material can automatically tile according scale, so I put the script on the main component to simplify calling the method. Teleport: The ability pictured. It launches a ball from the player with added velocity. I used a rigidbody on the ball so that it would be able to bounce off walls and do other fun stuff. After a couple of seconds of bouncing around chaotically, the ball turns into a portal that instantly teleports the player to its position. I used a VFX Graph for the portal effect. I fixed the rigidbodies and colliders so the ball almost never bounces out of the map, teleporting you to your doom. Credits: Gabriel Aguiar Prod on Youtube for VFX Graph tutorials
FIRST DEVLOG IN A LOOONG TIME For the possibly zero people who are reading these devlogs, I’m finally gonna finish developing a playable version of the game. I was busy and then I kinda lost motivation. I’m finally back tho. The game is not gonna end up as ambitious as I planned it to have, and I decided to scrap many ideas such as ability recharging orbs and more room types, although maybe I’ll add those in the future if I get enough positive feedback. ANYWAYS heres the actual devlog part of the devlog Added one new ability: Recoil As pictured below, recoil fires something in the direction you are facing that knocks you backwards. I decided to give this ability three charges, so you can use it three times on a full charge. Abilities are now randomly given to the player at the start of the game.
V1.0 BUILD!! The game is now in a playable state and it is also somewhat fun!!! I added silver upgrades that give you the air jump, wall jump, and slide boost abilities. (WAAAY BETTER THAN JUST HAVING THEM AT THE START) I also rebalanced the speed of the player so that the game actually felt fun but also increased the speed of the world collapse. (spending a couple minutes wondering why nothing was changing before realizing that changing public variables in the code and not in the inspector does nothing) Upgrades were also nerfed as they felt too powerful when I was playtesting, and they now actually reset when you die and start the game (i forgot to add a line to reset the static variables) I’ll probably ship this project soon but I’m still open to adding features after 1.0.
Ships:
An endless runner game focused on movement mechanics. You run through endless rooms carefully managing stamina and ability cooldowns while the world dissolves behind you. A much more detailed description is on the README file on github (click “See source code ->”)....
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1792979476.381923
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1793065876.381923
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44590
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School Tools by @afonso | Stardance
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afonso
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4
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58.0
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472
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T15:31:07Z", "hours": 11.0, "multiplier": 12.51, "payout": 66, "blessing": "neutral", "text": "This update added a new admin dashboard, with it’s endpoints rewritten to be more reliable. It also adds support for password reset, statistics (for admins) and a lot of bug fixes here-and-there.", "repo": "https://github.com/afonsoingles/school-tools", "demo": "https://school-tools.afonsoingles.dev"}, {"ship_num": 2, "ts": "2026-09-07T00:04:15Z", "hours": 1.0, "multiplier": 17.56, "payout": 10, "blessing": "neutral", "text": "This update fixed some bugs in School Tools, and switched the frontend to use bun instead of npm!", "repo": "https://github.com/afonsoingles/school-tools", "demo": "https://school-tools.afonsoingles.dev"}, {"ship_num": 3, "ts": "2026-09-06T01:22:44Z", "hours": 12.0, "multiplier": 13.93, "payout": 168, "blessing": "neutral", "text": "This update majorly adds homework support. You can now create and view your homework! If you let it be overdue, it will also show you. Some other updates include adding icons to subjects and some basic account settings. Making this was fun, and i found really interesting figuring out how to add fields to existing users in prod (since mongodb doesn’t have migrations)", "repo": "https://github.com/afonsoingles/school-tools", "demo": "https://school-tools.afonsoingles.dev"}, {"ship_num": 4, "ts": "2026-08-31T21:17:06Z", "hours": 34.0, "multiplier": 6.7, "payout": 228, "blessing": "neutral", "text": "School Tools is management platform for your study life. You can add your subjects, classes and evaluations. Building this project was so much fun, and I’m really proud of it. I found really challenging creating the ICS feeds and keeping them updated in a reliable way, but that was also fun to learn about.", "repo": "https://github.com/afonsoingles/school-tools", "demo": "https://school-tools.afonsoingles.dev"}]...
|
[{"post_id": 68119, "ts": "202 [{"post_id": 68119, "ts": "2026-09-14T15:21:05Z", "hours": 3.9206, "text": "Heello! I fixed many bugs in the API and frontend, and also added the ability to reset passwords if you lost them! I also improved the login/signup pages."}, {"post_id": 66258, "ts": "2026-09-11T23:59:17Z", "hours": 1.9481, "text": "Heeello! I did a revamp on the admin users page. It is now WAY faster than the previous one, and searching works very well too! And admins can now hit the ban hammer on users. That will send them an email, and block them from accessing School Tools."}, {"post_id": 65659, "ts": "2026-09-10T23:03:33Z", "hours": 4.6875, "text": "Hi! I did a major revamp of the admin page and added statistics to it! You can now see user stats, adoption stats, and content stats (you must have admin, tho). Stats are automatically updated every hour, and can be manually updated by superadmins too. Superadmins also got the ability to nuke the redis db completely in development."}, {"post_id": 63106, "ts": "2026-09-06T18:39:35Z", "hours": 1.1003, "text": "Hello! The frontend now uses bun instead of npm, so it’s very fast now! If you have a profile picture in gravatar, that will now be your profile picture. Also, School Tools has a new logo! Bug fixes: Calendar now displays correctly on mobile DRY (Don’t repeat yourself) the code"}, {"post_id": 62575, "ts": "2026-09-06T01:11:21Z", "hours": 1.1608, "text": "I fixed some bugs around here and there and added basic support for the mobile UI. Mobile UI support was largely done with OpenCode"}, {"post_id": 62337, "ts": "2026-09-05T17:29:57Z", "hours": 2.1417, "text": "I added a new toggle so users can disable ICS generation. The functionality is off by default, tho users can manually enable it in the settings. Existing users will still have it on. QOL things: Change email change rate limit message Styling issues ICS generation now runs in another thread (api route) fix: Busiest day off by one Made more things use the local user timezone instead of the browser one fix animation not showing up on ‘regenerate calendar links’ popup"}, {"post_id": 61847, "ts": "2026-09-04T23:38:52Z", "hours": 4.4167, "text": "Hi! hi! The main point of this updated is that i added Homework support! You can see all your homework in a new shiny homework page. I also revamped the ‘Todays schedule’ in the main dashboard, and added a new homework widget there too A few QOL things: Added toaster responses in many parts of the code Calendar selection now uses the ‘Calendar’ item by shadcn instead of native OS /browser selector bug fixes here and there"}, {"post_id": 60576, "ts": "2026-09-03T00:44:54Z", "hours": 1.1347, "text": "Added a new shinny settings page! You can edit your name, email and password"}, {"post_id": 60294, "ts": "2026-09-02T15:51:00Z", "hours": 3.2308, "text": "New feature: • You can now change the icons of your subjects. If you already had subjects prior to this, its icon will be set as BookOpen. Bug fixes: • added very janky admin endpoints + ui. UI was mostly done by ai because its not public and just needs to work. I made the endpoints myself, even tho they are a bit janky. Will impove in the future.. • added a resend verification link button (only available after 6h) and logout button in the /auth/verify/pending page.."}, {"post_id": 59155, "ts": "2026-08-31T19:44:50Z", "hours": 4.0314, "text": "So, i had OpenCode do a look around the codebase for vulnerabilities and bugs that i should fix before release. However, the edits were done by me. This devlog is basically that: • fixed an IDOR vulnerability that allowed any authenticated user to uncancel any class by just having its ID. . • when trying to log in with an account that does not exist, the api now raises a password incorrect error instead of user_not_found . . • added rate limiting to /v1/auth/pwd (5 per minute) , /v1/auth/signup (20 per hour) and /v1/auth/verify (2 per minute). • Improve email validation on account creation. • Added password requirements on signup.. • Enforce email verified in endpoints. • Fixed a vuln that allowed the ?next=//example.com param to redirect to any website after login. • Added a FAQ in the calendar settings page ‘Why is my calendar not updating?’. • Don’t allow class deletion if used by evaluation. • Add loader and icon to the class deletion modal.. • Don’t allow subject deletion if used by class.. • Rename canceled to cancelled in many parts of the code.. • Ensure character count limit (8-50 in most places). • Relax rate limits. • [OpenCode] Created a migration worker. • Migration to remove depreacted onboarding_status field.. • Made many things TZ aware and added an user timezone field in the IANA format.. • [OpenCode] Tried, and failed to add mobile support.. • Standernize responses in the valid_json decorator. Many of the changes are non-visual, so i put the devlog image as the new FAQ."}, {"post_id": 57677, "ts": "2026-08-29T22:14:38Z", "hours": 5.8628, "text": "Hello! I have added ICS integration support, so now you can add your School Tools calendar in any of your prefered calendars! I started by making the job that generates the ICS per se. After that, i added API routes to integrate around it. I then integrated it into the frontend under /settings/calendar. There is also a tooltip in the normal calendar page!* The way ICS feeds work is basically every time there is a DB edit (such as class creation for example) the user is marked as ‘dirty’. Then, the ICS job that runs every five minutes, gets every dirty user and updates their ICS feeds. It doesn’t really matter that it isn’t updated automatically, since the majority of calendar providers have a long TTL for ICS subscriptions. (Google Calendar has ~12h TTL for example!) I also added a README. *Frontend integration was heavily AI assisted, but i supervised it and edited some things to ensure code quality."}, {"post_id": 55598, "ts": "2026-08-27T15:33:10Z", "hours": 1.8231, "text": "Hi! Recent updates: Added evaluation API routes and support in the UI Evaluations now show up in the calendar view added page names disabled homework (it’s coming in a future update!) small bug fixes"}, {"post_id": 55278, "ts": "2026-08-27T00:15:28Z", "hours": 5.1378, "text": "You can now create and view classes! You can also cancel them individually if anything came up."}, {"post_id": 52620, "ts": "2026-08-22T20:43:22Z", "hours": 4.6503, "text": "Added a scheduler WIP onboarding (import classes, evaluations, etc) Added subject routes and models. Added subjects in the UI under settings* adjusted some sentry configs bug fxes changed the admin icon *This had a lot of opencode assistance making it."}, {"post_id": 50629, "ts": "2026-08-19T21:34:54Z", "hours": 3.1142, "text": "Fix: Show real error messages in API Show real IPs on sentry/logs when behind reverse proxy Fix the redirect loop when stale cookie Let admins clear user caches from redis Add event models (classes, evaluations, schedule)"}, {"post_id": 46397, "ts": "2026-08-13T16:03:19Z", "hours": 8.0358, "text": "Okay, looong devlog. Made a backend (partially reused from old project) Email verification on account creation Dashboard now loads real user data verify email/login/signup email pages* Added sentry to both prod and dev sentry analytics Added logo and name to sidebar* page names and favicon lots of try and fail docker deployment* -> assisted with AI (OpenCode)"}, {"post_id": 41959, "ts": "2026-08-06T14:16:54Z", "hours": 1.4211, "text": "I have made a very WIP frontend"}]...
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Title: School Tools by @afonso | Stardance
Devlog Title: School Tools by @afonso | Stardance
Devlogs:
I have made a very WIP frontend
Okay, looong devlog. Made a backend (partially reused from old project) Email verification on account creation Dashboard now loads real user data verify email/login/signup email pages* Added sentry to both prod and dev sentry analytics Added logo and name to sidebar* page names and favicon lots of try and fail docker deployment* -> assisted with AI (OpenCode)
Fix: Show real error messages in API Show real IPs on sentry/logs when behind reverse proxy Fix the redirect loop when stale cookie Let admins clear user caches from redis Add event models (classes, evaluations, schedule)
Added a scheduler WIP onboarding (import classes, evaluations, etc) Added subject routes and models. Added subjects in the UI under settings* adjusted some sentry configs bug fxes changed the admin icon *This had a lot of opencode assistance making it.
You can now create and view classes! You can also cancel them individually if anything came up.
Hi! Recent updates: Added evaluation API routes and support in the UI Evaluations now show up in the calendar view added page names disabled homework (it’s coming in a future update!) small bug fixes
Hello! I have added ICS integration support, so now you can add your School Tools calendar in any of your prefered calendars! I started by making the job that generates the ICS per se. After that, i added API routes to integrate around it. I then integrated it into the frontend under /settings/calendar. There is also a tooltip in the normal calendar page!* The way ICS feeds work is basically every time there is a DB edit (such as class creation for example) the user is marked as ‘dirty’. Then, the ICS job that runs every five minutes, gets every dirty user and updates their ICS feeds. It doesn’t really matter that it isn’t updated automatically, since the majority of calendar providers have a long TTL for ICS subscriptions. (Google Calendar has ~12h TTL for example!) I also added a README. *Frontend integration was heavily AI assisted, but i supervised it and edited some things to ensure code quality.
So, i had OpenCode do a look around the codebase for vulnerabilities and bugs that i should fix before release. However, the edits were done by me. This devlog is basically that: • fixed an IDOR vulnerability that allowed any authenticated user to uncancel any class by just having its ID. . • when trying to log in with an account that does not exist, the api now raises a password incorrect error instead of user_not_found . . • added rate limiting to /v1/auth/pwd (5 per minute) , /v1/auth/signup (20 per hour) and /v1/auth/verify (2 per minute). • Improve email validation on account creation. • Added password requirements on signup.. • Enforce email verified in endpoints. • Fixed a vuln that allowed the ?next=//example.com param to redirect to any website after login. • Added a FAQ in the calendar settings page ‘Why is my calendar not updating?’. • Don’t allow class deletion if used by evaluation. • Add loader and icon to the class deletion modal.. • Don’t allow subject deletion if used by class.. • Rename canceled to cancelled in many parts of the code.. • Ensure character count limit (8-50 in most places). • Relax rate limits. • [OpenCode] Created a migration worker. • Migration to remove depreacted onboarding_status field.. • Made many things TZ aware and added an user timezone field in the IANA format.. • [OpenCode] Tried, and failed to add mobile support.. • Standernize responses in the valid_json decorator. Many of the changes are non-visual, so i put the devlog image as the new FAQ.
New feature: • You can now change the icons of your subjects. If you already had subjects prior to this, its icon will be set as BookOpen. Bug fixes: • added very janky admin endpoints + ui. UI was mostly done by ai because its not public and just needs to work. I made the endpoints myself, even tho they are a bit janky. Will impove in the future.. • added a resend verification link button (only available after 6h) and logout button in the /auth/verify/pending page..
Added a new shinny settings page! You can edit your name, email and password
Hi! hi! The main point of this updated is that i added Homework support! You can see all your homework in a new shiny homework page. I also revamped the ‘Todays schedule’ in the main dashboard, and added a new homework widget there too A few QOL things: Added toaster responses in many parts of the code Calendar selection now uses the ‘Calendar’ item by shadcn instead of native OS /browser selector bug fixes here and there
I added a new toggle so users can disable ICS generation. The functionality is off by default, tho users can manually enable it in the settings. Existing users will still have it on. QOL things: Change email change rate limit message Styling issues ICS generation now runs in another thread (api route) fix: Busiest day off by one Made more things use the local user timezone instead of the browser one fix animation not showing up on ‘regenerate calendar links’ popup
I fixed some bugs around here and there and added basic support for the mobile UI. Mobile UI support was largely done with OpenCode
Hello! The frontend now uses bun instead of npm, so it’s very fast now! If you have a profile picture in gravatar, that will now be your profile picture. Also, School Tools has a new logo! Bug fixes: Calendar now displays correctly on mobile DRY (Don’t repeat yourself) the code
Hi! I did a major revamp of the admin page and added statistics to it! You can now see user stats, adoption stats, and content stats (you must have admin, tho). Stats are automatically updated every hour, and can be manually updated by superadmins too. Superadmins also got the ability to nuke the redis db completely in development.
Heeello! I did a revamp on the admin users page. It is now WAY faster than the previous one, and searching works very well too! And admins can now hit the ban hammer on users. That will send them an email, and block them from accessing School Tools.
Heello! I fixed many bugs in the API and frontend, and also added the ability to reset passwords if you lost them! I also improved the login/signup pages.
Ships:
School Tools is management platform for your study life. You can add your subjects, classes and evaluations. Building this project was so much fun, and I’m really proud of it. I found really challenging creating the ICS feeds and keeping them updated in a reliable way, but that was also fun to learn about.
This update majorly adds homework support. You can now create and view your homework! If you let it be overdue, it will also show you. Some other updates include adding icons to subjects and some basic account settings. Making this was fun, and i found really interesting figuring out how to add fields to existing users in prod (since mongodb doesn’t have migrations)
This update fixed some bugs in School Tools, and switched the frontend to use bun instead of npm!
This update added a new admin dashboard, with it’s endpoints rewritten to be more reliable. It also adds support for password reset, statistics (for admins) and a lot of bug fixes here-and-there....
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1792983012.3786004
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1793069412.3786004
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28229
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Website by @skyFonix | Stardance
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skyFonix
|
2
|
44.11
|
471
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T18:07:52Z", "hours": 31.0, "multiplier": 15.38, "payout": 471, "blessing": "neutral", "text": "Lots of changes were made Everything that was static before, is now rendered dynamically from a database! Added a dashboard where I can add projects, upload assets, upload images and edit all of the about information. For the gallery I added a tagging system that can be updated from the dashboard. The site also implements exif data storage, so I anyone can view the camera, lens and settings used to make the photo. There is also a description section for notes. The gallery is render in a style similar to unsplash, the site is divided into columns, which are dinamically added and destroyed, based on the viewport width. Each image displayed keeps it’s original aspect ratio.", "repo": "https://github.com/FonixPython/main-site", "demo": "https://skyfonix.cigoria.eu/"}, {"ship_num": 2, "ts": "2026-08-03T15:32:38Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own personal website!", "repo": "https://github.com/FonixPython/main-site", "demo": "https://skyfonix.cigoria.eu/"}]...
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[{"post_id": 78791, "ts": "202 [{"post_id": 78791, "ts": "2026-10-11T16:40:32Z", "hours": 8.1092, "text": "Dashboard redesign! I got fed up with the old design as it was quite uncomfortable to use tbh, everything was layed out vertically, so it felt pretty cramped, so I changed it to a sidebar design! I also replaced most of the inline editing stuff, so creating and editing projects now happen in modals. Uploading and tagging photographs also moved to a modal with real time suggestions too!"}, {"post_id": 45297, "ts": "2026-08-11T17:40:23Z", "hours": 1.0622, "text": "Even though I said I’ll just deploy, I added mass uploads, deployed, and then started filling the site with content! The next major ship is right around the corner!"}, {"post_id": 45164, "ts": "2026-08-11T14:07:42Z", "hours": 2.7383, "text": "Image viewer, yay! I just need to get this whole thing to prod now."}, {"post_id": 44795, "ts": "2026-08-10T20:10:28Z", "hours": 3.7419, "text": "New devlog Things I added: Added the gallery page to the website’s public part with an image display section similar to the one on unsplash.(Mine’s a bit worse, but it’s mine) I also implemented tag based filtering! Also added a friendlier navigation panel for mobile users! Next up: A way to view the image in big in full resolution, I already designed it in figma , so now I just need to implement it! Code base and assets cleanup. Deployment and ship! :)"}, {"post_id": 44055, "ts": "2026-08-09T15:59:50Z", "hours": 2.2181, "text": "Added not too good looking, but functional controls for the dashboard for the gallery feature. I think I’ll redesign the whole page someday, but that won’t be today."}, {"post_id": 43905, "ts": "2026-08-09T10:56:27Z", "hours": 2.3664, "text": "Added the backend side of things for the gallery!"}, {"post_id": 41819, "ts": "2026-08-06T08:32:35Z", "hours": 2.0781, "text": "Added uploads to the site, so I don’t have to rely on external services for assets"}, {"post_id": 41333, "ts": "2026-08-05T14:14:17Z", "hours": 6.415, "text": "Backend updates: Authentication works now Adding projects to the backend and displaying them also works perfectly Added ability to edit the website title, about text, socials, and email"}, {"post_id": 40960, "ts": "2026-08-04T20:27:13Z", "hours": 10.2986, "text": "Making this devlog cause I have to I feel useless :( I wasted so much time on this project today it’s not even funny. 8 hours or so currently, and not even half done with a single very simple feature, I’m usually much much more efficient, I almost gave up on the whole thing a good couple of times, anyways here is a screenshot from the dashboard in it’s current state. I promise the next devlog will actually be a worthy one!"}, {"post_id": 39948, "ts": "2026-08-03T08:54:57Z", "hours": 1.3614, "text": "Finished with the about section, also added a footer!"}, {"post_id": 39685, "ts": "2026-08-02T20:26:20Z", "hours": 3.2778, "text": "Decided on writing my personal, mostly static website in React, because I’ve never used it so I wanted to get a little practice with it! I’m currently making an about section and then I’ll submit it since it qualifies for the personal site, mission, once I submit it I’ll begin working on actual features like an image gallery for my photography and a blogging system, also plan to migrate the project from being static to having their own place in a database which I can edit from a dashboard and stuff. What I’m done with so far: Topbar with navigation Hero section with an animated welcome message Projects section with some projects already placed into it"}]...
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Title: Website by @skyFonix | Stardance
Devlogs:
Title: Website by @skyFonix | Stardance
Devlogs:
Decided on writing my personal, mostly static website in React, because I’ve never used it so I wanted to get a little practice with it! I’m currently making an about section and then I’ll submit it since it qualifies for the personal site, mission, once I submit it I’ll begin working on actual features like an image gallery for my photography and a blogging system, also plan to migrate the project from being static to having their own place in a database which I can edit from a dashboard and stuff. What I’m done with so far: Topbar with navigation Hero section with an animated welcome message Projects section with some projects already placed into it
Finished with the about section, also added a footer!
Making this devlog cause I have to I feel useless :( I wasted so much time on this project today it’s not even funny. 8 hours or so currently, and not even half done with a single very simple feature, I’m usually much much more efficient, I almost gave up on the whole thing a good couple of times, anyways here is a screenshot from the dashboard in it’s current state. I promise the next devlog will actually be a worthy one!
Backend updates: Authentication works now Adding projects to the backend and displaying them also works perfectly Added ability to edit the website title, about text, socials, and email
Added uploads to the site, so I don’t have to rely on external services for assets
Added the backend side of things for the gallery!
Added not too good looking, but functional controls for the dashboard for the gallery feature. I think I’ll redesign the whole page someday, but that won’t be today.
New devlog Things I added: Added the gallery page to the website’s public part with an image display section similar to the one on unsplash.(Mine’s a bit worse, but it’s mine) I also implemented tag based filtering! Also added a friendlier navigation panel for mobile users! Next up: A way to view the image in big in full resolution, I already designed it in figma , so now I just need to implement it! Code base and assets cleanup. Deployment and ship! :)
Image viewer, yay! I just need to get this whole thing to prod now.
Even though I said I’ll just deploy, I added mass uploads, deployed, and then started filling the site with content! The next major ship is right around the corner!
Dashboard redesign! I got fed up with the old design as it was quite uncomfortable to use tbh, everything was layed out vertically, so it felt pretty cramped, so I changed it to a sidebar design! I also replaced most of the inline editing stuff, so creating and editing projects now happen in modals. Uploading and tagging photographs also moved to a modal with real time suggestions too!
Ships:
I made my own personal website!
Lots of changes were made Everything that was static before, is now rendered dynamically from a database! Added a dashboard where I can add projects, upload assets, upload images and edit all of the about information. For the gallery I added a tagging system that can be updated from the dashboard. The site also implements exif data storage, so I anyone can view the camera, lens and settings used to make the photo. There is also a description section for notes. The gallery is render in a style similar to unsplash, the site is divided into columns, which are dinamically added and destroyed, based on the viewport width. Each image displayed keeps it’s original aspect ratio....
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1792972598.933289
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1793058998.933289
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52704
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Noomo by @skue | Stardance
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skue
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1
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27.05
|
469
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T22:24:00Z", "hours": 24.0, "multiplier": 19.73, "payout": 469, "blessing": "neutral", "text": "Presenting Noomo ! Noomo is a game about guessing words generated by an LLM You just input a sentence, then you guess the words that the LLM generated. And how does it work ? The backend : The backend is a cool Python FastAPI server running a model through Transformers ! It generates the 100 top probabilities, deletes the ones that are not usable in the game (non-latin things, duplicates…) and sends the number of words requested ! The frontend : The frontend is a nice NextJS app that will kindly ask the backend the words for the sentence you inputed and will force you to guess words until you die (or when you guessed all the words). Then, if you didn’t die before the end, it will store the stats into the sessionStorage and show them nicely to you as a trophy. But why is it so cooool ? Well, first, it runs on Hackclub Nest ! Which means “only” 2gb of RAM, and 2 cores of CPU. But how ? Well, it’s just using a smoll model, Qwen 2.5 0.5B, which makes it take 600M of RAM on idle . (and no, i did nooot nuked my server 3 times, that was absolutely noooot me…) Second, I learned everything while working on the project ! I knew how to code in Python, but nothing about ML. So uuum I needed to learn from kinda scratch (ngl, it’s not thaaaat hard for the thing I made). I also knew a bit of Javascript, but NextJS is… Something else ? This was pretty hard, and why the heck can’t I change a variable in my useEffect ? All of this means more bugs ! Yayyyyyyyyyyyyy !!! You hyped me, where can I try ? And how ? You can just go to noomo.dino.icu ! Enter your sentence, click enter (or the kool button), and then play ! Ah and yes, to play, you just need to input your word and press enter. And hope it was correct. Alright I’m out, good luck !", "repo": "https://github.com/skueee/noomo", "demo": "https://noomo.dino.icu/"}]...
|
[{"post_id": 69152, "ts": "202 [{"post_id": 69152, "ts": "2026-09-16T14:18:15Z", "hours": 3.0542, "text": "Devlog 6 - Yayyyy thanks reviewers Thanks for the reviews ! I’m already starting to try to improve all I can improve ! This is a small update, but here is the changelog ! I fixed the loading screen (because it was not appearing) I created a ROADMAP for the v2 (check it out at https://github.com/skueee/noomo/blob/main/V2ROADMAP.md ) I changed a bit the layout I added daily challenges ! Because hum I originally wanted them but for the first ship I didn’t implemented it so hum they are here now (kinda) If you have any suggestion, comment or contact me on Slack ! These changes aren’t deployed yet, but it will be coming in the next few days"}, {"post_id": 67696, "ts": "2026-09-13T21:44:18Z", "hours": 6.6597, "text": "Devlog 5 - FINNAAAAL ONE !!!! Yipeee I almost finished everything ! I added clues, refined the generation system, and hosted on Vercel (I also got a lot of bugs, but without bugs you cant make a good project). I alsooo learned to make responsive things, and it looks okay if you dont try it on a very smol phone (I hope so, at least). Now I just do some testiiing and it’s time to ship Try the website out at noomo.dino.icu"}, {"post_id": 66667, "ts": "2026-09-12T15:07:23Z", "hours": 7.2394, "text": "Devlog 4 !!!! I almost finished everything for the game ! I made most of the website. There is now a Game page (like, the most important thing of the whole project) and a Win page ! I also learned a lot about TS and HTML while making this (because this is kinda my first website). It’s almost ready, I just need to do some adjustments to the layout of the website, rebalance the game and fix some generation bugs"}, {"post_id": 65027, "ts": "2026-09-09T20:37:06Z", "hours": 4.8931, "text": "DEVLOG 3 ! I did a looot of things. The backy backend : I configured my Nest server (and I broke it 3 times) ! Now, it should work, but sorry to the Nest team for this :(. I also got some problems with the dockerimage (like, 19gb for a single image ?). I improved the AI too ! It will now lean towards longer words, to make it easier to guess, and will exclude non-latin characters (sorry japanese people, but I had to). I also learned sql (ngl i feel like a dumbass for not understanding this) and made a db ! It will store most popular sentences and maybe daily challenges ? The frontennnnd : Huuummm I didn’t do much but there is a header on top now ig"}, {"post_id": 62133, "ts": "2026-09-05T12:00:07Z", "hours": 3.3086, "text": "[DEVLOG 2] I made the main page ! The buttons dont do anything now, but it’s my first time using HTML… I also done some fixes on the API and I got a Nest server ! Already tested it a bit and it should work if I only host the api on it. Anyway there is still a lot of work to do"}, {"post_id": 60504, "ts": "2026-09-02T21:44:52Z", "hours": 1.6756, "text": "[DEVLOG #1] I’m building Noomo, a game about predicting what an LLM could say. You input a simple sentence, then you need to tell the most “logical” words, generated by a really small llm (currently, Qwen2.5-0.5B). For now, I got a small API backend that can be called to generate the predictions, and it’s running on my machine. I still need to finetune the model so that the game is more interesting, then I need to develop the frontend and host all of that !"}]...
|
Title: Noomo by @skue | Stardance
Devlogs:
[DEVLO Title: Noomo by @skue | Stardance
Devlogs:
[DEVLOG #1] I’m building Noomo, a game about predicting what an LLM could say. You input a simple sentence, then you need to tell the most “logical” words, generated by a really small llm (currently, Qwen2.5-0.5B). For now, I got a small API backend that can be called to generate the predictions, and it’s running on my machine. I still need to finetune the model so that the game is more interesting, then I need to develop the frontend and host all of that !
[DEVLOG 2] I made the main page ! The buttons dont do anything now, but it’s my first time using HTML… I also done some fixes on the API and I got a Nest server ! Already tested it a bit and it should work if I only host the api on it. Anyway there is still a lot of work to do
DEVLOG 3 ! I did a looot of things. The backy backend : I configured my Nest server (and I broke it 3 times) ! Now, it should work, but sorry to the Nest team for this :(. I also got some problems with the dockerimage (like, 19gb for a single image ?). I improved the AI too ! It will now lean towards longer words, to make it easier to guess, and will exclude non-latin characters (sorry japanese people, but I had to). I also learned sql (ngl i feel like a dumbass for not understanding this) and made a db ! It will store most popular sentences and maybe daily challenges ? The frontennnnd : Huuummm I didn’t do much but there is a header on top now ig
Devlog 4 !!!! I almost finished everything for the game ! I made most of the website. There is now a Game page (like, the most important thing of the whole project) and a Win page ! I also learned a lot about TS and HTML while making this (because this is kinda my first website). It’s almost ready, I just need to do some adjustments to the layout of the website, rebalance the game and fix some generation bugs
Devlog 5 - FINNAAAAL ONE !!!! Yipeee I almost finished everything ! I added clues, refined the generation system, and hosted on Vercel (I also got a lot of bugs, but without bugs you cant make a good project). I alsooo learned to make responsive things, and it looks okay if you dont try it on a very smol phone (I hope so, at least). Now I just do some testiiing and it’s time to ship Try the website out at noomo.dino.icu
Devlog 6 - Yayyyy thanks reviewers Thanks for the reviews ! I’m already starting to try to improve all I can improve ! This is a small update, but here is the changelog ! I fixed the loading screen (because it was not appearing) I created a ROADMAP for the v2 (check it out at https://github.com/skueee/noomo/blob/main/V2ROADMAP.md ) I changed a bit the layout I added daily challenges ! Because hum I originally wanted them but for the first ship I didn’t implemented it so hum they are here now (kinda) If you have any suggestion, comment or contact me on Slack ! These changes aren’t deployed yet, but it will be coming in the next few days
Ships:
Presenting Noomo ! Noomo is a game about guessing words generated by an LLM You just input a sentence, then you guess the words that the LLM generated. And how does it work ? The backend : The backend is a cool Python FastAPI server running a model through Transformers ! It generates the 100 top probabilities, deletes the ones that are not usable in the game (non-latin things, duplicates…) and sends the number of words requested ! The frontend : The frontend is a nice NextJS app that will kindly ask the backend the words for the sentence you inputed and will force you to guess words until you die (or when you guessed all the words). Then, if you didn’t die before the end, it will store the stats into the sessionStorage and show them nicely to you as a trophy. But why is it so cooool ? Well, first, it runs on Hackclub Nest ! Which means “only” 2gb of RAM, and 2 cores of CPU. But how ? Well, it’s just using a smoll model, Qwen 2.5 0.5B, which makes it take 600M of RAM on idle . (and no, i did nooot nuked my server 3 times, that was absolutely noooot me…) Second, I learned everything while working on the project ! I knew how to code in Python, but nothing about ML. So uuum I needed to learn from kinda scratch (ngl, it’s not thaaaat hard for the thing I made). I also knew a bit of Javascript, but NextJS is… Something else ? This was pretty hard, and why the heck can’t I change a variable in my useEffect ? All of this means more bugs ! Yayyyyyyyyyyyyy !!! You hyped me, where can I try ? And how ? You can just go to noomo.dino.icu ! Enter your sentence, click enter (or the kool button), and then play ! Ah and yes, to play, you just need to input your word and press enter. And hope it was correct. Alright I’m out, good luck !...
|
1793005011.4199927
|
1793091411.4199927
|
|
19050
|
PennyWise by @DinoLife | Stardance
|
DinoLife
|
2
|
34.0
|
466
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T02:44:32Z", "hours": 0.0, "multiplier": 14.54, "payout": 7, "blessing": "neutral", "text": "I fixed some more of my screen size bug. Like on mobile the baseboard was kinda weird so I fixed it. I also added a like better thing to the dashboard when there was no budgets.", "repo": "https://github.com/karwals/PennyWise", "demo": "https://penny-wise-pu256a31d-karwals-projects.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-23T09:57:21Z", "hours": 34.0, "multiplier": 13.52, "payout": 459, "blessing": "neutral", "text": "I made a Money Management website. That is targeted at 15-19 year old. I made this to solve the problem of people spending money on things they can’t afford and ending up in debt without realizing. So, I wanted to create a product that helped them view and visualize their money in one place. I would love for you to try out signing up and try to create budget and expenses.", "repo": "https://github.com/karwals/PennyWise", "demo": "https://penny-wise-pu256a31d-karwals-projects.vercel.app/"}]...
|
[{"post_id": 73910, "ts": "202 [{"post_id": 73910, "ts": "2026-09-26T09:40:16Z", "hours": 0.4942, "text": "Fixed some different device size display bugs."}, {"post_id": 72595, "ts": "2026-09-23T09:41:20Z", "hours": 3.6022, "text": "I did some testing to make sure everything was nice and worked well on different screen sizes. I also hosted it on vercel. I also made some over all improvement to the layout of the code. I also made my own logo in illustrator"}, {"post_id": 70414, "ts": "2026-09-19T04:30:28Z", "hours": 1.2528, "text": "I found out that if you changed the number and the end of the link when you were in one of the budget’s expenses tab you can access other peoples’ data and edit it. This is a big privacy breach and makes my website not very secure so I fixed it."}, {"post_id": 70029, "ts": "2026-09-18T10:06:05Z", "hours": 0.8919, "text": "I also came across the bug that if you had no budgets created the skeleton loader would still show. This happen because the code was just checking if there was more then 0 budget or not. I changed it to stop after the website had connected with the data base."}, {"post_id": 70019, "ts": "2026-09-18T09:04:59Z", "hours": 2.8569, "text": "Finished the dashboard page on the website. I decided to make it display the Total Budgets, Total Spent, No. of Budgets, Activity, Budgets, and Expenses. If you have any suggestions I would love to hear them."}, {"post_id": 69029, "ts": "2026-09-16T07:48:28Z", "hours": 4.3497, "text": "Did more of the budget tab and learn more. In the budgets tab I made the animation for the graph and looks of the graph a lot better. I also did some Boundary testing for the graph. I also went through and made sure that everything was smaller screen compatible/ easily usable. Love to hear your thoughts."}, {"post_id": 67073, "ts": "2026-09-13T03:47:50Z", "hours": 1.9522, "text": "I started to do the learn more section. and make some improvements to the landing page and other part of the website."}, {"post_id": 64647, "ts": "2026-09-09T06:42:35Z", "hours": 2.2644, "text": "Bid some testing. Started to make the dashboard page."}, {"post_id": 64072, "ts": "2026-09-08T06:56:52Z", "hours": 3.2106, "text": "I added edit and delete buttons to delete or edit budgets. I also made it so you can press enter in the input sections to make it so that if every thing is right it will add the budget or expense. I also make it so that you can only add numbers and not letter and the number has to be above 0."}, {"post_id": 61416, "ts": "2026-09-04T09:57:26Z", "hours": 5.6731, "text": "Testing and improvement. I did some test on the budget and expense creation and found out that I had not really made it that full from like you were able to enter negative number and stuff. I also did some testing on how i was going host the website."}, {"post_id": 21364, "ts": "2026-07-03T08:07:00Z", "hours": 0.3925, "text": "Made the logo"}, {"post_id": 14961, "ts": "2026-06-24T09:21:58Z", "hours": 3.0328, "text": "I made the create expense thing work. I also made them diplay in a table at the bottom. I found that after creating an expense, the text remained in the input boxes. To fix this, I cleared the input field state values after the expense was successfully added to the database. By add setName(“”); setAmount(“”); when with the toast. The date part is nto working right now but that is want i am going to do next."}, {"post_id": 12800, "ts": "2026-06-20T22:40:19Z", "hours": 1.4611, "text": "Started to make the create expenses thing does not work right now. making it work is the next step."}, {"post_id": 11177, "ts": "2026-06-18T08:45:46Z", "hours": 1.4839, "text": "Started on the expenses tab. Made it so that when you click on one of the budgets you get set to the expenses tab for that budget."}, {"post_id": 9821, "ts": "2026-06-16T08:33:43Z", "hours": 1.0094, "text": "I made the text in the background liek more to my liking and i would love to have soem feedback on what you guys think about it. The images also have my current budgets tab and the create budgets popup. I also made it so that when the budgets are still loading there is like a loading animation the gray boxes also like pulse."}, {"post_id": 9566, "ts": "2026-06-15T22:50:55Z", "hours": 0.5014, "text": "Making the login look better."}]...
|
Title: PennyWise by @DinoLife | Stardance
Devlogs Title: PennyWise by @DinoLife | Stardance
Devlogs:
Making the login look better.
I made the text in the background liek more to my liking and i would love to have soem feedback on what you guys think about it. The images also have my current budgets tab and the create budgets popup. I also made it so that when the budgets are still loading there is like a loading animation the gray boxes also like pulse.
Started on the expenses tab. Made it so that when you click on one of the budgets you get set to the expenses tab for that budget.
Started to make the create expenses thing does not work right now. making it work is the next step.
I made the create expense thing work. I also made them diplay in a table at the bottom. I found that after creating an expense, the text remained in the input boxes. To fix this, I cleared the input field state values after the expense was successfully added to the database. By add setName(“”); setAmount(“”); when with the toast. The date part is nto working right now but that is want i am going to do next.
Made the logo
Testing and improvement. I did some test on the budget and expense creation and found out that I had not really made it that full from like you were able to enter negative number and stuff. I also did some testing on how i was going host the website.
I added edit and delete buttons to delete or edit budgets. I also made it so you can press enter in the input sections to make it so that if every thing is right it will add the budget or expense. I also make it so that you can only add numbers and not letter and the number has to be above 0.
Bid some testing. Started to make the dashboard page.
I started to do the learn more section. and make some improvements to the landing page and other part of the website.
Did more of the budget tab and learn more. In the budgets tab I made the animation for the graph and looks of the graph a lot better. I also did some Boundary testing for the graph. I also went through and made sure that everything was smaller screen compatible/ easily usable. Love to hear your thoughts.
Finished the dashboard page on the website. I decided to make it display the Total Budgets, Total Spent, No. of Budgets, Activity, Budgets, and Expenses. If you have any suggestions I would love to hear them.
I also came across the bug that if you had no budgets created the skeleton loader would still show. This happen because the code was just checking if there was more then 0 budget or not. I changed it to stop after the website had connected with the data base.
I found out that if you changed the number and the end of the link when you were in one of the budget’s expenses tab you can access other peoples’ data and edit it. This is a big privacy breach and makes my website not very secure so I fixed it.
I did some testing to make sure everything was nice and worked well on different screen sizes. I also hosted it on vercel. I also made some over all improvement to the layout of the code. I also made my own logo in illustrator
Fixed some different device size display bugs.
Ships:
I made a Money Management website. That is targeted at 15-19 year old. I made this to solve the problem of people spending money on things they can’t afford and ending up in debt without realizing. So, I wanted to create a product that helped them view and visualize their money in one place. I would love for you to try out signing up and try to create budget and expenses.
I fixed some more of my screen size bug. Like on mobile the baseboard was kinda weird so I fixed it. I also added a like better thing to the dashboard when there was no budgets....
|
1793004807.3862
|
1793091207.3862
|
|
26886
|
mast by @toqtu | Stardance
|
toqtu
|
1
|
32.0
|
465
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-18T18:27:27Z", "hours": 32.0, "multiplier": 14.7, "payout": 465, "blessing": "neutral", "text": "I built a parser for mathematical expressions that turns math input into an abstract syntax tree. From there, you can do things like simplifying or differentiating the expression. Learning about parsing methods was genuinely interesting — once I understood the theory behind lexing and parsing, implementation was fairly straightforward. After getting the basic parsing working, I wanted to build a simple web interface for it. Looking back, the interface ended up taking a lot more time than I expected. During this project I learned a lot about compiler design and language theory as well as web development and application deployment. All in all I am quite happy with the result.", "repo": "https://github.com/fritl/mast", "demo": "https://mast.toqtou.me"}]...
|
[{"post_id": 30710, "ts": "202 [{"post_id": 30710, "ts": "2026-07-18T14:50:01Z", "hours": 9.0289, "text": "Finish Website I added the following to the website Button for evaluation an expression Reload ast and LaTeX only if there is no input for 500ms Tutorial on the Home page to show all features Info page for additional information A footer with info about the build (commit, branch, time) Improve colors especially for light mode I also noticed that my project can’t be cloned on windows because windows doesn’t allow * in filenames. I updated the filenames but old commits still can’t be checked out easily."}, {"post_id": 29568, "ts": "2026-07-16T16:29:13Z", "hours": 10.2408, "text": "New Website Starting Over I wasn’t happy with the website Claude generated for me, so instead of iterating on it further, I decided to build it myself from scratch. Why SolidJS I’m not a web dev. I’ve written JavaScript before, but never really worked with a framework on a personal project. For this one I picked SolidJS, for two reasons: I didn’t want to use React, and I’d heard Solid does similar things but better. Building Everything From Scratch One tradeoff with SolidJS became obvious fast: there’s no real ecosystem of UI libraries to lean on. Every component and every line of CSS in this project, I wrote myself. Dev Setup To make local development easier, I added a Dockerfile and a docker-compose setup. What’s Left The site isn’t finished yet. The main thing still missing is buttons for a few actions."}, {"post_id": 22913, "ts": "2026-07-05T15:34:35Z", "hours": 3.0433, "text": "Web demo I wrote a small API for my project using FastAPI, then handed the code to Claude. After a few iterations, I had a fairly good looking web interface for interacting with my project. I also experimented with making all tree nodes circular. It turns out circles grow very quickly as numbers get bigger, so keeping every circle the same size caused the text to overflow. Switching to ellipses solved this. I also spent some time reducing the number of parentheses in the output to make it more readable."}, {"post_id": 22050, "ts": "2026-07-04T09:28:57Z", "hours": 2.2544, "text": "Differentiation My math program can now symbolically compute the derivative of an expression. Challenges One tricky case was finding the derivative of x^x . Since x^x = e^(x*ln(x)) , rewriting it in that form let the existing exponential and product rules handle it correctly. Restrictions Differentiation works well, but outputs aren’t always in the simplest form. Differentiating (x^2)/2 , for instance, currently gives 0.5*2*x instead of the simplified x . Simplifying this is a lot harder than it looks at first because it is really hard to determine whether an action results in a simpler form or not. Next up I’ll pause the AST experiments here for now. There’s a lot more that could be done, but I want to make it demoable. Next step: a small web UI so people can try it out directly."}, {"post_id": 21399, "ts": "2026-07-03T10:06:38Z", "hours": 1.8942, "text": "Functions and Exponents I’ve just added support for exponents and standard mathematical functions, including sin , cos , tan , ln , log , and sqrt . The implementation was fairly straightforward. The lexer simply tokenizes the ^ character into a Power token. Extending the lexer from there was just a matter of adding the token rule and implementing the corresponding evaluation logic. The Precedence Gotcha I did run into one classic mathematical quirk with my parser rules. Currently, -x^2 is parsed as (-x)^2 because the unary minus operator mistakenly has higher precedence than the exponent. Standard mathematical convention dictates it should be evaluated as -(x^2) . While I plan to fix this in the parser proper, the current workaround is just to use explicit parentheses when writing negative exponents. Next Up: Symbolic Differentiation As a final step for this milestone, I want to implement symbolic differentiation utilizing the chain rule. This will allow the engine to take simple expressions like x^2 or sin(2x) and automatically differentiate them into 2*x and 2*cos(2x) respectively."}, {"post_id": 20247, "ts": "2026-07-01T19:53:28Z", "hours": 1.1408, "text": "Simplification I added some trivial simplification rules to my math parser. It checks for simple rules like x+0 -> x or x+x -> 2x . Of course, you could go way deeper on simplification. My current implementation can’t simplify 2*x + 3*x -> 5*x , since my rules only match syntactically identical terms, not terms that differ by a coefficient. To handle cases like this, you’d need some sort of term-collection method that groups like terms together before combining them. You could also expand expressions first and then simplify, which would let the parser recognize things like (x+1)^2 - (x^2+2x+1) -> 0 . My simple rules won’t bring expressions into their absolute simplest form, and they certainly don’t produce a standardized form that lets you check two expressions for equality. But they do make the program’s output noticeably more readable."}, {"post_id": 19462, "ts": "2026-06-30T19:52:16Z", "hours": 0.9978, "text": "Input evaluation You can now evaluate inputs, e.g. (3+2)*6 outputs 30 . This works by recursively evaluating the AST nodes — operator precedence comes for free from the tree structure. All variables found in the input are collected, and the user is prompted to assign a value to each one. This somewhat defeats the purpose of variables for now, but it’s a stepping stone — variables become essential once symbolic differentiation or a proper UI come into play."}, {"post_id": 19155, "ts": "2026-06-30T12:21:49Z", "hours": 3.2844, "text": "Lexing + Parising For my math parser I implemented the lexer and the parser. The lexer splits the mathematical input into tokens. The recursive descent parser parses those tokens into an abstract syntax tree. For me the most interesting part was learning about different parsing techniques which also tought me a lot about compilers. Next up I will implement the evaluation of expressions to calculate inputs like 2 + 3 * 5. Due to the design of the tree it should already respect pemdas."}]...
|
Title: mast by @toqtu | Stardance
Devlogs:
Lexing Title: mast by @toqtu | Stardance
Devlogs:
Lexing + Parising For my math parser I implemented the lexer and the parser. The lexer splits the mathematical input into tokens. The recursive descent parser parses those tokens into an abstract syntax tree. For me the most interesting part was learning about different parsing techniques which also tought me a lot about compilers. Next up I will implement the evaluation of expressions to calculate inputs like 2 + 3 * 5. Due to the design of the tree it should already respect pemdas.
Input evaluation You can now evaluate inputs, e.g. (3+2)*6 outputs 30 . This works by recursively evaluating the AST nodes — operator precedence comes for free from the tree structure. All variables found in the input are collected, and the user is prompted to assign a value to each one. This somewhat defeats the purpose of variables for now, but it’s a stepping stone — variables become essential once symbolic differentiation or a proper UI come into play.
Simplification I added some trivial simplification rules to my math parser. It checks for simple rules like x+0 -> x or x+x -> 2x . Of course, you could go way deeper on simplification. My current implementation can’t simplify 2*x + 3*x -> 5*x , since my rules only match syntactically identical terms, not terms that differ by a coefficient. To handle cases like this, you’d need some sort of term-collection method that groups like terms together before combining them. You could also expand expressions first and then simplify, which would let the parser recognize things like (x+1)^2 - (x^2+2x+1) -> 0 . My simple rules won’t bring expressions into their absolute simplest form, and they certainly don’t produce a standardized form that lets you check two expressions for equality. But they do make the program’s output noticeably more readable.
Functions and Exponents I’ve just added support for exponents and standard mathematical functions, including sin , cos , tan , ln , log , and sqrt . The implementation was fairly straightforward. The lexer simply tokenizes the ^ character into a Power token. Extending the lexer from there was just a matter of adding the token rule and implementing the corresponding evaluation logic. The Precedence Gotcha I did run into one classic mathematical quirk with my parser rules. Currently, -x^2 is parsed as (-x)^2 because the unary minus operator mistakenly has higher precedence than the exponent. Standard mathematical convention dictates it should be evaluated as -(x^2) . While I plan to fix this in the parser proper, the current workaround is just to use explicit parentheses when writing negative exponents. Next Up: Symbolic Differentiation As a final step for this milestone, I want to implement symbolic differentiation utilizing the chain rule. This will allow the engine to take simple expressions like x^2 or sin(2x) and automatically differentiate them into 2*x and 2*cos(2x) respectively.
Differentiation My math program can now symbolically compute the derivative of an expression. Challenges One tricky case was finding the derivative of x^x . Since x^x = e^(x*ln(x)) , rewriting it in that form let the existing exponential and product rules handle it correctly. Restrictions Differentiation works well, but outputs aren’t always in the simplest form. Differentiating (x^2)/2 , for instance, currently gives 0.5*2*x instead of the simplified x . Simplifying this is a lot harder than it looks at first because it is really hard to determine whether an action results in a simpler form or not. Next up I’ll pause the AST experiments here for now. There’s a lot more that could be done, but I want to make it demoable. Next step: a small web UI so people can try it out directly.
Web demo I wrote a small API for my project using FastAPI, then handed the code to Claude. After a few iterations, I had a fairly good looking web interface for interacting with my project. I also experimented with making all tree nodes circular. It turns out circles grow very quickly as numbers get bigger, so keeping every circle the same size caused the text to overflow. Switching to ellipses solved this. I also spent some time reducing the number of parentheses in the output to make it more readable.
New Website Starting Over I wasn’t happy with the website Claude generated for me, so instead of iterating on it further, I decided to build it myself from scratch. Why SolidJS I’m not a web dev. I’ve written JavaScript before, but never really worked with a framework on a personal project. For this one I picked SolidJS, for two reasons: I didn’t want to use React, and I’d heard Solid does similar things but better. Building Everything From Scratch One tradeoff with SolidJS became obvious fast: there’s no real ecosystem of UI libraries to lean on. Every component and every line of CSS in this project, I wrote myself. Dev Setup To make local development easier, I added a Dockerfile and a docker-compose setup. What’s Left The site isn’t finished yet. The main thing still missing is buttons for a few actions.
Finish Website I added the following to the website Button for evaluation an expression Reload ast and LaTeX only if there is no input for 500ms Tutorial on the Home page to show all features Info page for additional information A footer with info about the build (commit, branch, time) Improve colors especially for light mode I also noticed that my project can’t be cloned on windows because windows doesn’t allow * in filenames. I updated the filenames but old commits still can’t be checked out easily.
Ships:
I built a parser for mathematical expressions that turns math input into an abstract syntax tree. From there, you can do things like simplifying or differentiating the expression. Learning about parsing methods was genuinely interesting — once I understood the theory behind lexing and parsing, implementation was fairly straightforward. After getting the basic parsing working, I wanted to build a simple web interface for it. Looking back, the interface ended up taking a lot more time than I expected. During this project I learned a lot about compiler design and language theory as well as web development and application deployment. All in all I am quite happy with the result....
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1792997803.3087907
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1793084203.3087907
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32393
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CanopyWatch by @azure | Stardance
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azure
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1
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28.0
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464
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T05:49:45Z", "hours": 26.0, "multiplier": 17.59, "payout": 464, "blessing": "neutral", "text": "I made an U-net Sentile-2 satellite powered illegal deforestation watch, with agentic legality reasoning. it uses a custom U-net model made in pytorch, Celery for task queues and scheduling, react frontend and fastapi backend. Some challenges which were a lot were spaghetti code base in beginning, model prediction issues, setting up Google Earth Engine, and a lot of model issues, from the original not being confident and MOST accurate, to even after retraining having issues, dataset issues, and just docker in general as I never tested till i got on nest. Im proud of the pivot i made early on, the model getting even better, and a over all challanging and fun ship. Plans for ship #2: i want to retrain model with better sampling and skip connections, Sentinle-1 support, cleaning up frontend a bit more, more regions, and agentic alerting.", "repo": "https://github.com/BraedynL0530/CanopyWatch", "demo": "https://canopywatch.braedyn.hackclub.app/"}]...
|
[{"post_id": 59963, "ts": "202 [{"post_id": 59963, "ts": "2026-09-02T01:17:50Z", "hours": 2.0011, "text": "no more ai css: i re did a lot of the css(colors, some padding, highlights and size) and a good bit of the js(the ai made the skeleton but i changed it for my use so you’ll see bits of it with patterns i did still use ai for the base) + redid the python script that ai made for the reasoning steps for agent, removed unused parts from frontend and minor stuff. less than 30% is js even assuming its all ai made but i did redo it. Only parts ai coded is the sql script, a few lines in docker correcting my mistakes, and some of the js helping me out. Also i added some stuff so scheduling should actually work i noticed there was nothing queued in the logs before hand. back to next ship i made a script to collect me a dataset with both satellites gotta figure out how to label forest vs not forest, and once that’s done ill re do frontend from scratch or ill make it soley an api maybe ill do both either way big changes for ship 2 and no more slop"}, {"post_id": 36226, "ts": "2026-07-28T05:12:36Z", "hours": 6.6561, "text": "Devlog 12: last devlog before i ship! This was mostly bug fixing and polishing. I finally tracked down an issue where the model was outputting 0.0. At first I thought the model itself was broken, but it turned out I was double normalizing the Google Earth Engine test data. After fixing that (and retraining the model), accuracy improved quite a bit. I also realized that green ≠ forest and overall more confidence.The permit querying system also had problems. I originally trusted gemini(clanker) because I couldn’t make sense of the IBAMA(its in portuguese) data, but that ended up sending me down a debugging forever. Even after fixing it, the ML still wasnt perfect, so i added a mask(as seen in img 3)and even after retraining the model i noticed the mask was random globs and lines, after 4 hours of trying to debug it was a few things: the model just isn’t meant for it as an u-net and i thought subtracting the two predictions would work but didn’t, so i added threshold, a bit more accurate but not good enough, missed a ton, what really fixed i t was averaging after sigamoid, binary opening and closing, and a big fix for the models accuracy(before threshold-ing) was fixing the payload, i used the wrong cords in payload so the image wasn’t correct. after all of that i finally fixed the prediction! features i added and fixed:chain of thought, damage %, some frontend overhauls(as you can see), and more. refined prompt for agent, dynamic scanning(no longer hard coded), and chunking for memory. that’s all(all i remember at least)!"}, {"post_id": 31535, "ts": "2026-07-20T00:49:54Z", "hours": 2.3167, "text": "Devlog 11: i was right llms were gonna have an issue: tokens. but so far i;ve completely fixed Machine Learning which was always saying it was deforestation due to it being a u-net classifier. which was pretty pointless so i added before and after images and used mask to tell if deforestation occurred and accounting for if trees grew back it wouldn’t just kill system, i added cot functional, and llm was overthinking but i;ve been working on that lately. im in the home stretch for shipping all i want to do is expand where it scans, and chunking the scans so it doesn’t use too many resources, and possibly upgrading to a database instead of json? ill do that in ship #2 as it’ll add more bands and more. but im gonna widen scanning. at mini um. also just identified a bottle neck with my permit tester so ill fix that as well its messing with llm."}, {"post_id": 31402, "ts": "2026-07-19T18:50:38Z", "hours": 1.7061, "text": "Devlog 10.75 had to fix left over placeholder values, gave up on Sentile-1 for this current ship because couldn’t find datasets and i don’t have time or compute to make my own. and I have been working on frontend, and fixing some task. and added a scan button in frontend for interactivity. im now testing the scans and making sure it actually sends over images as i’ve finally debugged ALMOST everything. i had a hiccup with model because i forgot the scope so it got angry there and i have a feeling llm will give me problems so ill need to test and see if it hallucinates."}, {"post_id": 31002, "ts": "2026-07-19T01:28:16Z", "hours": 0.65, "text": "Devlog 10.5: adding new machine learning, about to train, and added SAR satellite and going to train wont finish till tmrw or 2 days most likely."}, {"post_id": 30501, "ts": "2026-07-18T04:06:14Z", "hours": 1.4508, "text": "Devlog 10: finally go it mainly functional. while it doesn’t look that way im gonna fix that, its just a json not fully adding + API issue on react side and i removed map when removing dummy data so i have to add it back. but other than that fully functional as i know. Some issues i ran into while debugging were, i stupidly forgot to link my .env and google earth engine key to docker, and bigger, i didn’t have a concurrency argument inside of celery workers so i ran into OOM form 96 workers. besides that just some name mix matches, i normalized the time across everything. and just debugged ngnix server to rout correctly, i left it cached and didn’t realize it was broken till i recreated to image. I plan to add sentile-1 SAR satellite to this and cleaning up frontend before i finish the ship. I decied that alerts/messing will come in ship 2 along with a more refined model and possibly more features, contacting NGOs or authorizes is a nice to have but i don’t know how’d i do it? i don’t wanna but a domain for an email and many don’t have apis, slackbot could work if they have any but that will be for ship #2 unless i change my mind."}, {"post_id": 28742, "ts": "2026-07-15T05:54:07Z", "hours": 1.1431, "text": "Devlog 9 : after 10 years of debugging i realized i had to make a sub domain(maybe i should’ve read docs). but after i fixed the nginix server the app was functional i just needed a subdomain to point at it. besides that i had a view errors like apikey instead of api_key, and directors being missing, and a big one requirements.txt being to big, what i did was use a swap file so its not all in memory and build service by service. another issue still on going is celery snit working which is half of my architecture and how i need to test. i think its because i set up config wrong + wrong urls/ ill try to fix it by 4am today because ill miss tmrw and possibly Friday as well(rip to my streak)"}, {"post_id": 28613, "ts": "2026-07-14T23:32:11Z", "hours": 2.1919, "text": "Devlog 8: Docker, so i spent a while debugging, fixing some pipelines with machine learning and sending images and more(static files) over to frontend before i added an api instead of fake data, but now the 2GB of ram isn’t looking like its enough. Before that though i had some issues setting up nginx so ill check nest documents to see if I’m doing anything wrong before i request more resources. ill try to fix instillation or find another way"}, {"post_id": 28099, "ts": "2026-07-14T04:47:08Z", "hours": 0.9228, "text": "Devlog 7.5: revamped frontend to show Where, and before and after, no point of plugging in api yet since i need to deploy before i can even run backend. also added call llm, and agentic loop so that should now be functional. no hiccups or issues just passing time while i wait for nest approval. And since like i said i have yet to run backend once since my computer cant handle it im expecting 1-2 hours more of debugging after i deploy."}, {"post_id": 27930, "ts": "2026-07-13T21:11:10Z", "hours": 1.8739, "text": "Devlog 7: i fixxed some memory issues like a leak and just adding a garbage collector and clearing cache, also fixed ML call confidence was incorrect i think so i changed to a sigmoid, i also added EVI to differentiate vegetation and added a forest mask so NVDI should ignore if grasslands vanishes or similar. also added RGB bands separately so i can show the before and after on frontend as other bands wouldnt help + some scaling so they SHOULD appear correctly. added a health endpoint for ram and cpu usage. Some Issues: i didn’t really need to optimize memory i didn’t think nest would have resources like it doe so i was trying to optimize for free back ends with limited ram, downtime, and such, but nest has all of that but still good to not waste memory. Second more important issue is that Brazil has a lot of clouds, so does the whole world but I’m starting in Brazil, and that will crash/ ruin data because cloud mask will just return a bunch of 0s when there are clouds, so currently i decided to do a median composite over a month, but that’s not good for real time so ill add sentile-1 to go through clouds, but ill need to research how to pair them together well and how sentile-1 can differentiate vegetation or know if they are cut down. And I have yet to plug in api to frontend so still filler data:"}, {"post_id": 27502, "ts": "2026-07-13T03:47:10Z", "hours": 1.6, "text": "devlog 6: I’M A GENIUS(not really but it worked). we finally inference-d with model after training its pretty good, though in the scans I’m gonna pre-process so that it doesn’t confuse grass and trees but its not too bad at that. also added unit test though not complete, renamed a few files, and added a new endpoint to get around downtime/hibernating backed. it took a bit too long for small devlog but next ill finish unit test, dockerfile, likely retrain(possibly with more bands), and optimize so i don’t get any OOM with PyTorch, model and google earth engine. but no hiccups besides i don’t really know what to do so i just did random stuff like unit test, and also visualizing so i can verify my self was a minor hiccup. I’m gonna deploy on backend and so i can run model and earth engine and see how resource intensive it is. maybe implement sentile-1 as well to get around clouds, as you can see the cloud leaves a void with no predictions and illegal loggers use that to advantage in Brazil and log in rainy season."}, {"post_id": 26963, "ts": "2026-07-12T01:51:00Z", "hours": 0.6061, "text": "Devlog 5.5: Ai is currently training so made frontend with some mock data. I’m thinking about condensing it and using a map, maybe further into it. and ofc plugging the actual complete API into it. going to do some other bug fixes and possibly testing. no real issues besides with tailwind, i had Gemini make this frontend so i can plug in API later and apparently tailwind V4 is very angry so i had to downgrade and some other setup stuff in CSS/configs."}, {"post_id": 26939, "ts": "2026-07-12T00:51:20Z", "hours": 1.8383, "text": "Devlog 5: cleaned up ugly architecture and opted for celery task queuing and just calling functions and feeding it to AI, better SOC(separation of concerns) i deleted and refactored various files. such as main.py it now can scan on call while i have a scheduler daily to scan and find deforestation aync. i found a dataset for ML that may work as its GEOtiff, on HF, and has around 500 entries for training? not the best but should work as prototype, ill check for others later. some issues i had was the former agent.py was just circular and dependencies in code base were all over the place so i had to standardize it. another one was that Machine learning wasn’t working out because as mentioned previously i was scammed with kaggle dataset i found or its focused on sentile-1 instead of 2/satellite images. next devlog i plan to have a prototype/toy model, and test frontend pushing to it, and likely more debugging or finishing up/adding features, for now i’m going to the gym."}, {"post_id": 26379, "ts": "2026-07-11T04:14:02Z", "hours": 1.1189, "text": "Devlog 4: I SUCK at coding. i made a task queue for machine learning but we have a couple of issues, One my pipeline for ML/Agents is just all over the place i really need to clean that up not end of world, 2. i didn’t finish push to dashboard or LLM_client. 3. the 11GB kaggle dataset SUCKKSSS. i was wondering why batch sizes were so small it has like no useful data so i need to pivot where i get data, hopefully i can find a better dataset but if worse comes to worse ill use GEE iteratively. good progress was on the queue and slightly cleaning up messy pipeline but i now need to find new data, likely change how dataset is formatted, retrain model, and finish agents and finally make pipeline make sense, for now ill work on pipeline while looking for data."}, {"post_id": 25699, "ts": "2026-07-10T03:50:25Z", "hours": 0.9161, "text": "Devlog 3: Added the training loop in the notebook, fixed a few spelling errors, and added activator function(ReLU). added functionality to agent.py besides call_llm and push to dashboard. and added routing for agents. ill work on training(and likely debugging the model) and finish up agents and routing for frontend."}, {"post_id": 25633, "ts": "2026-07-10T01:18:11Z", "hours": 0.8808, "text": "Made the draft of notebook/model. had chat GPT make a dashboard, and cleaned up other parts. planning to create training loop and likely debug next, and then add agent abilities."}, {"post_id": 24513, "ts": "2026-07-08T03:28:53Z", "hours": 0.4928, "text": "Setting up base architecture, cant begin training till data(11 GB -_-) downloads, and im too lazy to make model before hand till i see what data looks like, gonna use kaggle api next time"}]...
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Title: CanopyWatch by @azure | Stardance
Devlogs: Title: CanopyWatch by @azure | Stardance
Devlogs:
Setting up base architecture, cant begin training till data(11 GB -_-) downloads, and im too lazy to make model before hand till i see what data looks like, gonna use kaggle api next time
Made the draft of notebook/model. had chat GPT make a dashboard, and cleaned up other parts. planning to create training loop and likely debug next, and then add agent abilities.
Devlog 3: Added the training loop in the notebook, fixed a few spelling errors, and added activator function(ReLU). added functionality to agent.py besides call_llm and push to dashboard. and added routing for agents. ill work on training(and likely debugging the model) and finish up agents and routing for frontend.
Devlog 4: I SUCK at coding. i made a task queue for machine learning but we have a couple of issues, One my pipeline for ML/Agents is just all over the place i really need to clean that up not end of world, 2. i didn’t finish push to dashboard or LLM_client. 3. the 11GB kaggle dataset SUCKKSSS. i was wondering why batch sizes were so small it has like no useful data so i need to pivot where i get data, hopefully i can find a better dataset but if worse comes to worse ill use GEE iteratively. good progress was on the queue and slightly cleaning up messy pipeline but i now need to find new data, likely change how dataset is formatted, retrain model, and finish agents and finally make pipeline make sense, for now ill work on pipeline while looking for data.
Devlog 5: cleaned up ugly architecture and opted for celery task queuing and just calling functions and feeding it to AI, better SOC(separation of concerns) i deleted and refactored various files. such as main.py it now can scan on call while i have a scheduler daily to scan and find deforestation aync. i found a dataset for ML that may work as its GEOtiff, on HF, and has around 500 entries for training? not the best but should work as prototype, ill check for others later. some issues i had was the former agent.py was just circular and dependencies in code base were all over the place so i had to standardize it. another one was that Machine learning wasn’t working out because as mentioned previously i was scammed with kaggle dataset i found or its focused on sentile-1 instead of 2/satellite images. next devlog i plan to have a prototype/toy model, and test frontend pushing to it, and likely more debugging or finishing up/adding features, for now i’m going to the gym.
Devlog 5.5: Ai is currently training so made frontend with some mock data. I’m thinking about condensing it and using a map, maybe further into it. and ofc plugging the actual complete API into it. going to do some other bug fixes and possibly testing. no real issues besides with tailwind, i had Gemini make this frontend so i can plug in API later and apparently tailwind V4 is very angry so i had to downgrade and some other setup stuff in CSS/configs.
devlog 6: I’M A GENIUS(not really but it worked). we finally inference-d with model after training its pretty good, though in the scans I’m gonna pre-process so that it doesn’t confuse grass and trees but its not too bad at that. also added unit test though not complete, renamed a few files, and added a new endpoint to get around downtime/hibernating backed. it took a bit too long for small devlog but next ill finish unit test, dockerfile, likely retrain(possibly with more bands), and optimize so i don’t get any OOM with PyTorch, model and google earth engine. but no hiccups besides i don’t really know what to do so i just did random stuff like unit test, and also visualizing so i can verify my self was a minor hiccup. I’m gonna deploy on backend and so i can run model and earth engine and see how resource intensive it is. maybe implement sentile-1 as well to get around clouds, as you can see the cloud leaves a void with no predictions and illegal loggers use that to advantage in Brazil and log in rainy season.
Devlog 7: i fixxed some memory issues like a leak and just adding a garbage collector and clearing cache, also fixed ML call confidence was incorrect i think so i changed to a sigmoid, i also added EVI to differentiate vegetation and added a forest mask so NVDI should ignore if grasslands vanishes or similar. also added RGB bands separately so i can show the before and after on frontend as other bands wouldnt help + some scaling so they SHOULD appear correctly. added a health endpoint for ram and cpu usage. Some Issues: i didn’t really need to optimize memory i didn’t think nest would have resources like it doe so i was trying to optimize for free back ends with limited ram, downtime, and such, but nest has all of that but still good to not waste memory. Second more important issue is that Brazil has a lot of clouds, so does the whole world but I’m starting in Brazil, and that will crash/ ruin data because cloud mask will just return a bunch of 0s when there are clouds, so currently i decided to do a median composite over a month, but that’s not good for real time so ill add sentile-1 to go through clouds, but ill need to research how to pair them together well and how sentile-1 can differentiate vegetation or know if they are cut down. And I have yet to plug in api to frontend so still filler data:
Devlog 7.5: revamped frontend to show Where, and before and after, no point of plugging in api yet since i need to deploy before i can even run backend. also added call llm, and agentic loop so that should now be functional. no hiccups or issues just passing time while i wait for nest approval. And since like i said i have yet to run backend once since my computer cant handle it im expecting 1-2 hours more of debugging after i deploy.
Devlog 8: Docker, so i spent a while debugging, fixing some pipelines with machine learning and sending images and more(static files) over to frontend before i added an api instead of fake data, but now the 2GB of ram isn’t looking like its enough. Before that though i had some issues setting up nginx so ill check nest documents to see if I’m doing anything wrong before i request more resources. ill try to fix instillation or find another way
Devlog 9 : after 10 years of debugging i realized i had to make a sub domain(maybe i should’ve read docs). but after i fixed the nginix server the app was functional i just needed a subdomain to point at it. besides that i had a view errors like apikey instead of api_key, and directors being missing, and a big one requirements.txt being to big, what i did was use a swap file so its not all in memory and build service by service. another issue still on going is celery snit working which is half of my architecture and how i need to test. i think its because i set up config wrong + wrong urls/ ill try to fix it by 4am today because ill miss tmrw and possibly Friday as well(rip to my streak)
Devlog 10: finally go it mainly functional. while it doesn’t look that way im gonna fix that, its just a json not fully adding + API issue on react side and i removed map when removing dummy data so i have to add it back. but other than that fully functional as i know. Some issues i ran into while debugging were, i stupidly forgot to link my .env and google earth engine key to docker, and bigger, i didn’t have a concurrency argument inside of celery workers so i ran into OOM form 96 workers. besides that just some name mix matches, i normalized the time across everything. and just debugged ngnix server to rout correctly, i left it cached and didn’t realize it was broken till i recreated to image. I plan to add sentile-1 SAR satellite to this and cleaning up frontend before i finish the ship. I decied that alerts/messing will come in ship 2 along with a more refined model and possibly more features, contacting NGOs or authorizes is a nice to have but i don’t know how’d i do it? i don’t wanna but a domain for an email and many don’t have apis, slackbot could work if they have any but that will be for ship #2 unless i change my mind.
Devlog 10.5: adding new machine learning, about to train, and added SAR satellite and going to train wont finish till tmrw or 2 days most likely.
Devlog 10.75 had to fix left over placeholder values, gave up on Sentile-1 for this current ship because couldn’t find datasets and i don’t have time or compute to make my own. and I have been working on frontend, and fixing some task. and added a scan button in frontend for interactivity. im now testing the scans and making sure it actually sends over images as i’ve finally debugged ALMOST everything. i had a hiccup with model because i forgot the scope so it got angry there and i have a feeling llm will give me problems so ill need to test and see if it hallucinates.
Devlog 11: i was right llms were gonna have an issue: tokens. but so far i;ve completely fixed Machine Learning which was always saying it was deforestation due to it being a u-net classifier. which was pretty pointless so i added before and after images and used mask to tell if deforestation occurred and accounting for if trees grew back it wouldn’t just kill system, i added cot functional, and llm was overthinking but i;ve been working on that lately. im in the home stretch for shipping all i want to do is expand where it scans, and chunking the scans so it doesn’t use too many resources, and possibly upgrading to a database instead of json? ill do that in ship #2 as it’ll add more bands and more. but im gonna widen scanning. at mini um. also just identified a bottle neck with my permit tester so ill fix that as well its messing with llm.
Devlog 12: last devlog before i ship! This was mostly bug fixing and polishing. I finally tracked down an issue where the model was outputting 0.0. At first I thought the model itself was broken, but it turned out I was double normalizing the Google Earth Engine test data. After fixing that (and retraining the model), accuracy improved quite a bit. I also realized that green ≠ forest and overall more confidence.The permit querying system also had problems. I originally trusted gemini(clanker) because I couldn’t make sense of the IBAMA(its in portuguese) data, but that ended up sending me down a debugging forever. Even after fixing it, the ML still wasnt perfect, so i added a mask(as seen in img 3)and even after retraining the model i noticed the mask was random globs and lines, after 4 hours of trying to debug it was a few things: the model just isn’t meant for it as an u-net and i thought subtracting the two predictions would work but didn’t, so i added threshold, a bit more accurate but not good enough, missed a ton, what really fixed i t was averaging after sigamoid, binary opening and closing, and a big fix for the models accuracy(before threshold-ing) was fixing the payload, i used the wrong cords in payload so the image wasn’t correct. after all of that i finally fixed the prediction! features i added and fixed:chain of thought, damage %, some frontend overhauls(as you can see), and more. refined prompt for agent, dynamic scanning(no longer hard coded), and chunking for memory. that’s all(all i remember at least)!
no more ai css: i re did a lot of the css(colors, some padding, highlights and size) and a good bit of the js(the ai made the skeleton but i changed it for my use so you’ll see bits of it with patterns i did still use ai for the base) + redid the python script that ai made for the reasoning steps for agent, removed unused parts from frontend and minor stuff. less than 30% is js even assuming its all ai made but i did redo it. Only parts ai coded is the sql script, a few lines in docker correcting my mistakes, and some of the js helping me out. Also i added some stuff so scheduling should actually work i noticed there was nothing queued in the logs before hand. back to next ship i made a script to collect me a dataset with both satellites gotta figure out how to label forest vs not forest, and once that’s done ill re do frontend from scratch or ill make it soley an api maybe ill do both either way big changes for ship 2 and no more slop
Ships:
I made an U-net Sentile-2 satellite powered illegal deforestation watch, with agentic legality reasoning. it uses a custom U-net model made in pytorch, Celery for task queues and scheduling, react frontend and fastapi backend. Some challenges which were a lot were spaghetti code base in beginning, model prediction issues, setting up Google Earth Engine, and a lot of model issues, from the original not being confident and MOST accurate, to even after retraining having issues, dataset issues, and just docker in general as I never tested till i got on nest. Im proud of the pivot i made early on, the model getting even better, and a over all challanging and fun ship. Plans for ship #2: i want to retrain model with better sampling and skip connections, Sentinle-1 support, cleaning up frontend a bit more, more regions, and agentic alerting....
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1792878684.5849473
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1793742684.5849473
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21082
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Move It! by @AndyNoob | Stardance
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AndyNoob
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2
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29.0
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463
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T20:53:03Z", "hours": 10.0, "multiplier": 14.58, "payout": 140, "blessing": "neutral", "text": "Move It (DOM front end object manipulation library thingy) This ship includes a few bug fixes and a BIG re-code that cleans up a lot of tech debt (or whatever the correct term) from me adding stuff without planning ahead. Namely, the RectState positioning API actually fully works, as the library now respect the relative-ness, offset, etc. based on the initial format options (see docs). Before, the library tries to do a bunch of coordinate conversations that break down really quickly. Yay- check the other devlogs for screenshots/videos, or try out the demo website!", "repo": "https://github.com/AndyNoob/move-it", "demo": "https://andynoob.github.io/move-it/"}, {"ship_num": 2, "ts": "2026-06-24T03:57:55Z", "hours": 19.0, "multiplier": 17.21, "payout": 323, "blessing": "neutral", "text": "MOVE IT! A library that adds simple PowerPoint like DOM object manipulation: resize, drag, and rotate. Pretty lightweight and comes with (very beautifully) styled controls. This library also provides the means for you to calculate collision via an implementation of oriented bounding boxes. Links The more detailed details can be found on the README: https://github.com/AndyNoob/move-it You can find a simple demo here: https://andynoob.github.io/move-it/ Annoying issues I ran into on the way It’s pretty much just CSS. It’s always CSS. When it is not CSS. I have so much beef with the transform property. For starters, it took me 5 hours to put the transform controls around the target element. And THEN some to get it pixel perfect. Not to mention how RESIZING IS SUCH A PAIN because changing the width and height adjusts the pivot point of the target element. At the very least, I didn’t have to worry about writing unit tests all that much for this project (AI is very good at it). Other stuff I think the most fun part of this project is writing the function that handles overlapping rectangles’ collision resolution. The whole process reminded me of Arcade haha. Check it out if you’re interested/in need of letting users transform objects in DOM.", "repo": "https://github.com/AndyNoob/move-it", "demo": "https://andynoob.github.io/move-it/"}]...
|
[{"post_id": 34322, "ts": "202 [{"post_id": 34322, "ts": "2026-07-24T22:30:55Z", "hours": 6.5381, "text": "RAHHHHHH RECODE (v1.0.0) - Turns out when you keep adding features on the fly into an existing system, things start going haywire because the system was not designed to have those features. - Anyways, after spending like 3 hours trying to fix those haywires, I decided to just do what I should’ve done: rewrite the damn thing. Well, turns out, it wasn’t even that much of a rewrite since all I had to change was like three files…"}, {"post_id": 31166, "ts": "2026-07-19T10:37:39Z", "hours": 1.8336, "text": "YOOO new feature! autoSize option keeps elements anchored at their center when their sizes change. Took a minute but we got here, ha!"}, {"post_id": 28185, "ts": "2026-07-14T09:53:18Z", "hours": 0.3619, "text": "Guide line snapping can now follow resizing! Code lowk getting a little messy, but it’s still borderline acceptable haha. Now on version 0.3.0 :)"}, {"post_id": 26779, "ts": "2026-07-11T19:29:38Z", "hours": 0.6239, "text": "Added a auto resize feature! Not much to say but it took surprisingly little effort to implement. I thought I would’ve had to re-code half the codebase"}, {"post_id": 23287, "ts": "2026-07-06T04:51:13Z", "hours": 0.2692, "text": "Added a way to disable rotate/drag/resize individually!"}, {"post_id": 14855, "ts": "2026-06-24T03:47:36Z", "hours": 0.4014, "text": "MORE WORK On THE README!!!!"}, {"post_id": 14835, "ts": "2026-06-24T03:01:54Z", "hours": 0.9553, "text": "Just… wrote the README. An hour of my life that I will never get back…………. 🙃"}, {"post_id": 13539, "ts": "2026-06-22T04:45:48Z", "hours": 3.8008, "text": "Did some more MATH. Now it collides. Yay! Check video for a quick surface level explanation of the algorithm (if ur interested)"}, {"post_id": 12861, "ts": "2026-06-21T02:02:29Z", "hours": 1.7325, "text": "Did a bunch of chores to cleanup the project a little. Had to get some help from the dark wizard (Chat) for build config stuff. Project demo is also available on Github Pages: https://andynoob.github.io/move-it/"}, {"post_id": 12774, "ts": "2026-06-20T21:43:00Z", "hours": 0.6625, "text": "Added a way to define bounds in which the manipulated object cannot move out of. Took a bit longer than I would’ve liked, but it’s coming along nicely!"}, {"post_id": 12697, "ts": "2026-06-20T18:52:19Z", "hours": 1.2061, "text": "Added grid and rotation snapping! Works pretty well if I do say so myself. On top of that, arrows also work for shifting the element. Nice! (the self glaze continues)"}, {"post_id": 12322, "ts": "2026-06-20T03:18:04Z", "hours": 1.4172, "text": "Ok so, fixed the issue in the last devlog where the rect don’t resize properly when it’s rotated (I used 120% of my brain’s potential). Then, I implemented rotation with some help with atan2 from a certain LLM. Plus changing the cursor on hover while rotated. Check out the beautiful video I threw together (using 4 clips lool)."}, {"post_id": 12241, "ts": "2026-06-19T23:58:08Z", "hours": 8.7136, "text": "Making a front-end library for my other project because the existing ones are annoying to use and are all unmaintained (I am starting to see why…🙃). Anyways, dragging and resizing (when not rotated) are implemented. Attached videos are funny bugs I ran into along the way."}]...
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Title: Move It! by @AndyNoob | Stardance
Devlogs: Title: Move It! by @AndyNoob | Stardance
Devlogs:
Making a front-end library for my other project because the existing ones are annoying to use and are all unmaintained (I am starting to see why…🙃). Anyways, dragging and resizing (when not rotated) are implemented. Attached videos are funny bugs I ran into along the way.
Ok so, fixed the issue in the last devlog where the rect don’t resize properly when it’s rotated (I used 120% of my brain’s potential). Then, I implemented rotation with some help with atan2 from a certain LLM. Plus changing the cursor on hover while rotated. Check out the beautiful video I threw together (using 4 clips lool).
Added grid and rotation snapping! Works pretty well if I do say so myself. On top of that, arrows also work for shifting the element. Nice! (the self glaze continues)
Added a way to define bounds in which the manipulated object cannot move out of. Took a bit longer than I would’ve liked, but it’s coming along nicely!
Did a bunch of chores to cleanup the project a little. Had to get some help from the dark wizard (Chat) for build config stuff. Project demo is also available on Github Pages: https://andynoob.github.io/move-it/
Did some more MATH. Now it collides. Yay! Check video for a quick surface level explanation of the algorithm (if ur interested)
Just… wrote the README. An hour of my life that I will never get back…………. 🙃
MORE WORK On THE README!!!!
Added a way to disable rotate/drag/resize individually!
Added a auto resize feature! Not much to say but it took surprisingly little effort to implement. I thought I would’ve had to re-code half the codebase
Guide line snapping can now follow resizing! Code lowk getting a little messy, but it’s still borderline acceptable haha. Now on version 0.3.0 :)
YOOO new feature! autoSize option keeps elements anchored at their center when their sizes change. Took a minute but we got here, ha!
RAHHHHHH RECODE (v1.0.0) - Turns out when you keep adding features on the fly into an existing system, things start going haywire because the system was not designed to have those features. - Anyways, after spending like 3 hours trying to fix those haywires, I decided to just do what I should’ve done: rewrite the damn thing. Well, turns out, it wasn’t even that much of a rewrite since all I had to change was like three files…
Ships:
MOVE IT! A library that adds simple PowerPoint like DOM object manipulation: resize, drag, and rotate. Pretty lightweight and comes with (very beautifully) styled controls. This library also provides the means for you to calculate collision via an implementation of oriented bounding boxes. Links The more detailed details can be found on the README: https://github.com/AndyNoob/move-it You can find a simple demo here: https://andynoob.github.io/move-it/ Annoying issues I ran into on the way It’s pretty much just CSS. It’s always CSS. When it is not CSS. I have so much beef with the transform property. For starters, it took me 5 hours to put the transform controls around the target element. And THEN some to get it pixel perfect. Not to mention how RESIZING IS SUCH A PAIN because changing the width and height adjusts the pivot point of the target element. At the very least, I didn’t have to worry about writing unit tests all that much for this project (AI is very good at it). Other stuff I think the most fun part of this project is writing the function that handles overlapping rectangles’ collision resolution. The whole process reminded me of Arcade haha. Check it out if you’re interested/in need of letting users transform objects in DOM.
Move It (DOM front end object manipulation library thingy) This ship includes a few bug fixes and a BIG re-code that cleans up a lot of tech debt (or whatever the correct term) from me adding stuff without planning ahead. Namely, the RectState positioning API actually fully works, as the library now respect the relative-ness, offset, etc. based on the initial format options (see docs). Before, the library tries to do a bunch of coordinate conversations that break down really quickly. Yay- check the other devlogs for screenshots/videos, or try out the demo website!...
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1792986846.2803807
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1793073246.2803807
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38139
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Prism - Infinite Workspace Tool by @kakak_ | Stard Prism - Infinite Workspace Tool by @kakak_ | Stardance...
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kakak_
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2
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25.0
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463
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T15:58:44Z", "hours": 11.0, "multiplier": 18.94, "payout": 260, "blessing": "neutral", "text": "Hi!! By the way, if the project doesn’t work on your end, please just don’t rate it… Anyways, this is Prism! An infinite workspace tool designed to focus your thoughts in a digestible format. I’ve added a lot since the last ship, like accounts, a tutorial, and I’m working on a new dashboard and landing page. I would really appreciate it if you could give me constructive feedback, because it really helps me gauge which features are high-priority and which aren’t. The link is https://prism-beta-beige.vercel.app/ and please enjoy!", "repo": "https://github.com/kakak158/infinite-workspace", "demo": "https://prism-beta-beige.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-29T14:58:47Z", "hours": 14.0, "multiplier": 14.8, "payout": 203, "blessing": "neutral", "text": "Infinite Workspace is an interactive, infinite canvas built for organizing ideas, planning projects, tracking tasks, and even relaxing. Drag, drop, connect, and structure your thoughts freely with custom card nodes. Note Card: Write and format notes with titles and rich text support (⌘B, ⌘I,⌘U). Use them to express ideas or add context to surrounding cards. Task Card: Track goals and check off items with a polished, progress-focused UI and fluid task animations. Parent Card: Act as root/folder nodes to group topics and fields together. Features real-time stat stacking from child cards. Image Card: Display visual content directly on the canvas to complement your notes and project layouts. Connect nodes freely across the infinite canvas. Parent-Child Logic: Connect a green connector to a red connector on a Parent Card to establish child dependencies and hierarchy. Aggregated Stats: Parent cards automatically stack and display stats from connected child nodes. Drag-and-Drop Sidebar: Easily spawn new card nodes directly onto the canvas. Auto-Save: Your workspace state persists automatically in your browser’s localStorage. Smooth Animations: Powered by Motion and GSAP for responsive UI interactions, card creation, task buttons, and loading screens. Built With: Frontend: React, TailwindCSS, ReactFlow Persistence: Browser localStorage Hosting: Netlify", "repo": "https://github.com/kakak158/infinite-workspace", "demo": "https://prism-beta-beige.vercel.app/"}]...
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[{"post_id": 47587, "ts": "202 [{"post_id": 47587, "ts": "2026-08-15T15:51:45Z", "hours": 3.3319, "text": "Devlog #8 Sorry for the massive gap in devlogs recently! I’ve been flying all across the world, from the UK to Canada to New York (and soon, Texas)! But… I really didn’t do much in these 3hrs that’s worth talking about… Just a bunch of bug fixes with Supabase (mostly a weird glitch where if you logged in and out and in again on your computer, Supabase would delete all your data from the database), some more work on the new dashboard (and all the Supabase troubles that come with it), and a REBRANDING!!! This web-app is now called “Prism” , an infinite workspace platform that can help you refocus your ideas and make them visible and easy to understand. I’ve also switched hosting platform, from Netlify to Vercel (they kept trying make me pay for AI credits, and when I said no they blocked the website ). I’m really excited about this project, and I hope you can see my love and joy poured into it through the web-app and my devlogs! If this is the first devlog you’ve seen, I highly encourage you to try out the app at https://prism-beta-beige.vercel.app/ Thanks, and see you next time!"}, {"post_id": 40383, "ts": "2026-08-03T21:05:21Z", "hours": 8.1108, "text": "Devlog #7 I did it!!!!! I added: Supabase AND Clerk!! New font Tutorial New routes?! Watch the video to fully appreciate all this"}, {"post_id": 36997, "ts": "2026-07-29T13:29:11Z", "hours": 3.9544, "text": "Devlog #6 Hi! I haven’t made a devlog in a while, but i’ve been up to a lot! Let’s get started! I completely redesigned the parent card from the ground up, because I wasn’t happy with the way it looked. I added: Cool stats! and hierarchy… (by the way I made it so you can style the note card now in any way you like using ⌘B, ⌘I and ⌘U) Because of the nature of having every node be able to connect to every node, there is no natural hierarchy. So how can a parent “folder” card exist if there is no hierarchy? Introducing… the red connector on the parent card! If you connect a green connector to a red one on a different parent card, you make the one with the red connector the child and the green the parent! This allows for: Stacking of stats on the cards Better organisation! There’s also an image card now! You’ll see it in the video. I also did some bug fixing, and changed the icons in the sidebar to match the cards. I’ve been thinking hard about what’s next for this project, and I think I’m very happy with it. That being said, it does run on localStorage, which: Is tiny (~5MB) Only saves to your computer. I want this app to be something you can pull out on someone else’s laptop, or on your phone, and localStorage simply can’t do that. Which is why I’m going to be working very hard over the next few days to switch this project over to Supabase. This is going to be a massive overhaul in Infinite Workspace’s backend, especially since I have never used Supabase before (I’m more of a Firebase kind of guy). This means that these devlogs are going to start to get smaller and sparser (as I have to learn Supabase). I’ll try to show the code I’m working with, but UI changes will be practically non-existent from here on out (unless I feel really passionate about something.)"}, {"post_id": 34836, "ts": "2026-07-25T21:06:06Z", "hours": 3.0689, "text": "Devlog #5 I found out today that you can style your yap sessions devlogs, so i’m going to be doing that now! I added: Saving : your workspace now saves to localStorage automatically Parent node : A root node that you can use to group topics and fields together in your workspace Probably more bug fixes that I forgot to include…"}, {"post_id": 34102, "ts": "2026-07-24T16:05:42Z", "hours": 2.9383, "text": "Devlog #4 I’ve made good progress! There is now: A Sidebar The task card to finished now too General bug fixes Ages spent going back to comment all my code! The sidebar is a new way to add nodes, now a drag-and-drop system! See it in action on the video (it might look like i’m not dragging on the screen recording, but I am)! I made the task card look beautiful, polished and finished too! It looks great I think.I’m gonna put my project goals on there so you can see how it looks!"}, {"post_id": 33139, "ts": "2026-07-22T19:39:39Z", "hours": 2.0122, "text": "Devlog #3: I added a new task card! This took a while… It’s not finished, but it’s close! I’ve also been doing some bug hunting to make this project more perfect. I also added cool new animations, using libraries like Motion and GSAP, including a loading screen, and quality-of-life animations, like: the task button the animation for creating a new task or note"}, {"post_id": 33006, "ts": "2026-07-22T15:28:40Z", "hours": 1.1022, "text": "Devlog #2:Basically the entire devlog is in the video, so read the cards in there, but is short: I’ve gotten the canvas working + the note nodes, and I think i’m ready to start making more node types (e.g tasks, links, imgs, etc)."}, {"post_id": 32723, "ts": "2026-07-22T01:44:23Z", "hours": 0.735, "text": "Just made a drawing of my plan. I think it’s gonna look great."}]...
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Title: Prism - Infinite Workspace Tool by @kakak_ Title: Prism - Infinite Workspace Tool by @kakak_ | Stardance
Devlogs:
Just made a drawing of my plan. I think it’s gonna look great.
Devlog #2:Basically the entire devlog is in the video, so read the cards in there, but is short: I’ve gotten the canvas working + the note nodes, and I think i’m ready to start making more node types (e.g tasks, links, imgs, etc).
Devlog #3: I added a new task card! This took a while… It’s not finished, but it’s close! I’ve also been doing some bug hunting to make this project more perfect. I also added cool new animations, using libraries like Motion and GSAP, including a loading screen, and quality-of-life animations, like: the task button the animation for creating a new task or note
Devlog #4 I’ve made good progress! There is now: A Sidebar The task card to finished now too General bug fixes Ages spent going back to comment all my code! The sidebar is a new way to add nodes, now a drag-and-drop system! See it in action on the video (it might look like i’m not dragging on the screen recording, but I am)! I made the task card look beautiful, polished and finished too! It looks great I think.I’m gonna put my project goals on there so you can see how it looks!
Devlog #5 I found out today that you can style your yap sessions devlogs, so i’m going to be doing that now! I added: Saving : your workspace now saves to localStorage automatically Parent node : A root node that you can use to group topics and fields together in your workspace Probably more bug fixes that I forgot to include…
Devlog #6 Hi! I haven’t made a devlog in a while, but i’ve been up to a lot! Let’s get started! I completely redesigned the parent card from the ground up, because I wasn’t happy with the way it looked. I added: Cool stats! and hierarchy… (by the way I made it so you can style the note card now in any way you like using ⌘B, ⌘I and ⌘U) Because of the nature of having every node be able to connect to every node, there is no natural hierarchy. So how can a parent “folder” card exist if there is no hierarchy? Introducing… the red connector on the parent card! If you connect a green connector to a red one on a different parent card, you make the one with the red connector the child and the green the parent! This allows for: Stacking of stats on the cards Better organisation! There’s also an image card now! You’ll see it in the video. I also did some bug fixing, and changed the icons in the sidebar to match the cards. I’ve been thinking hard about what’s next for this project, and I think I’m very happy with it. That being said, it does run on localStorage, which: Is tiny (~5MB) Only saves to your computer. I want this app to be something you can pull out on someone else’s laptop, or on your phone, and localStorage simply can’t do that. Which is why I’m going to be working very hard over the next few days to switch this project over to Supabase. This is going to be a massive overhaul in Infinite Workspace’s backend, especially since I have never used Supabase before (I’m more of a Firebase kind of guy). This means that these devlogs are going to start to get smaller and sparser (as I have to learn Supabase). I’ll try to show the code I’m working with, but UI changes will be practically non-existent from here on out (unless I feel really passionate about something.)
Devlog #7 I did it!!!!! I added: Supabase AND Clerk!! New font Tutorial New routes?! Watch the video to fully appreciate all this
Devlog #8 Sorry for the massive gap in devlogs recently! I’ve been flying all across the world, from the UK to Canada to New York (and soon, Texas)! But… I really didn’t do much in these 3hrs that’s worth talking about… Just a bunch of bug fixes with Supabase (mostly a weird glitch where if you logged in and out and in again on your computer, Supabase would delete all your data from the database), some more work on the new dashboard (and all the Supabase troubles that come with it), and a REBRANDING!!! This web-app is now called “Prism” , an infinite workspace platform that can help you refocus your ideas and make them visible and easy to understand. I’ve also switched hosting platform, from Netlify to Vercel (they kept trying make me pay for AI credits, and when I said no they blocked the website ). I’m really excited about this project, and I hope you can see my love and joy poured into it through the web-app and my devlogs! If this is the first devlog you’ve seen, I highly encourage you to try out the app at https://prism-beta-beige.vercel.app/ Thanks, and see you next time!
Ships:
Infinite Workspace is an interactive, infinite canvas built for organizing ideas, planning projects, tracking tasks, and even relaxing. Drag, drop, connect, and structure your thoughts freely with custom card nodes. Note Card: Write and format notes with titles and rich text support (⌘B, ⌘I,⌘U). Use them to express ideas or add context to surrounding cards. Task Card: Track goals and check off items with a polished, progress-focused UI and fluid task animations. Parent Card: Act as root/folder nodes to group topics and fields together. Features real-time stat stacking from child cards. Image Card: Display visual content directly on the canvas to complement your notes and project layouts. Connect nodes freely across the infinite canvas. Parent-Child Logic: Connect a green connector to a red connector on a Parent Card to establish child dependencies and hierarchy. Aggregated Stats: Parent cards automatically stack and display stats from connected child nodes. Drag-and-Drop Sidebar: Easily spawn new card nodes directly onto the canvas. Auto-Save: Your workspace state persists automatically in your browser’s localStorage. Smooth Animations: Powered by Motion and GSAP for responsive UI interactions, card creation, task buttons, and loading screens. Built With: Frontend: React, TailwindCSS, ReactFlow Persistence: Browser localStorage Hosting: Netlify
Hi!! By the way, if the project doesn’t work on your end, please just don’t rate it… Anyways, this is Prism! An infinite workspace tool designed to focus your thoughts in a digestible format. I’ve added a lot since the last ship, like accounts, a tutorial, and I’m working on a new dashboard and landing page. I would really appreciate it if you could give me constructive feedback, because it really helps me gauge which features are high-priority and which aren’t. The link is https://prism-beta-beige.vercel.app/ and please enjoy!...
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1792972583.3967214
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1793058983.3967214
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48498
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BlepOS by @ibrahim- | Stardance
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ibrahim-
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3
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27.4
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462
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T16:01:31Z", "hours": 10.0, "multiplier": 18.05, "payout": 176, "blessing": "neutral", "text": "Some WebOSes don’t let you save files, don’t let you drag files around, neither do they let you delete files, BlepOS is not one of those WebOSes. (this is my second ship, just re-iterating some points for new reviewers) . I introduce… BlepOS. BlepOS is a complete web-based operating system. Files that you create or save persist across reloads. . One app can have multiple windows, windows can be minimised, can be brought to the front, and the app itself can be quit (meaning all windows are closed). . Windows can be fullscreened, minimised, or closed. Windows can be resized by holding and dragging the bottom right corner. . The camera app stores files directly on the desktop, files can be renamed, named, created, deleted (sent to trash). All these operations can be performed via the file manager, RIGHT CLICK to see available options, the whole operating system uses a custom context menu! (when in doubt, right click ) . AceEditor allows you to save files in different formats WITH syntax highlighting. . BlepOS has a collection consisting of 3 games, present on the Games folder on the Desktop. (MiniClip’s 8 Ball Pool, a Doom knockoff, and BlockWorlds) + we have installable games now <3, just check the BlepStore. . Somebody said YouTube doesnt work in the browser.. so I added something EVEN BETTER… BlepTube! . The terminal app can be used to perform certain commands, while the settings app can personalise BlepOS for you. . All launched apps appear in the dock, while some apps are pinned. Each active pinned app has a white dot underneath its icon. . BlepOS also has a spotlight/system-wide search feature, give it a spin. Complete list of features: App minimising App fullscreen Camera App Calculator App Web Browser (multi-tab support, home button, reload button) Settings App (customisable background, date/time, battery) Multi-window support Force quitting apps Bringing all app windows to front (by clicking the icon in the dock) Custom context menu Draggable and resizable windows (resize from the bottom right corner) File manager Files persist across reloads and new tabs Files and shortcuts on desktop Creating and removing files Code/text editor that can save stuff Saving camera files onto the files folder itself Terminal Games! (doom knockoff, minecraft knockoff, 8 ball pool) Video player, image preview app Desktop unpinned apps (shows app state - closed or open), with tooltips BlepTube (doomscrolling app) Ability to change date/time format (24 hour or 12 hour, DD/MM/YYYY or MM/DD/YYYY) Built-in battery level fetching (via navigator getBattery() ) Built-in storage calculation (from IndexedDB usage/quota and localStorage) BlepStore, custom app store where you can download and launch apps Downloadable Apps JSPaint (utility) Granny 3: Return the School (game) Mine & Build (game) Subway Surfers (game - the actual one) Cut the Rope (game - the actual one with om nom) Slither.io (game - also the actual one) Spotlight feature (click the search icon in the toolbar)", "repo": "https://github.com/ibfactor/blepos", "demo": "https://blepos.ibfactor.com"}, {"ship_num": 2, "ts": "2026-08-31T11:27:07Z", "hours": 12.0, "multiplier": 19.58, "payout": 286, "blessing": "neutral", "text": "Some WebOSes don’t let you save files, don’t let you drag files around, neither do they let you delete files, BlepOS is not one of those WebOSes. I introduce… BlepOS. BlepOS is a complete web-based operating system. Files that you create or save persist across reloads. One app can have multiple windows, windows can be minimised, can be brought to the front, and the app itself can be quit (meaning all windows are closed). Windows can be fullscreened, minimised, or closed. Windows can be resized by holding and dragging the bottom right corner. The camera app stores files directly on the desktop, files can be renamed, named, created, deleted (sent to trash). All these operations can be performed via the file manager, RIGHT CLICK to see available options, the whole operating system uses a custom context menu! (when in doubt, right click ) AceEditor allows you to save files in different formats WITH syntax highlighting. BlepOS has a collection consisting of 3 games, present on the Games folder on the Desktop. (MiniClip’s 8 Ball Pool, a Doom knockoff, and BlockWorlds) The terminal app can be used to perform certain commands, while the settings app can personalise BlepOS for you. All launched apps appear in the dock, while some apps are pinned. Each active pinned app has a white dot underneath its icon.", "repo": "https://github.com/ibfactor/blepos", "demo": "https://blepos.ibfactor.com"}, {"ship_num": 3, "ts": "2026-08-17T07:45:02Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A simple and easy to use WebOS. (spent a really long time on getting the animations and startup screen right) Features (WebOS 1) App minimising App fullscreen Camera App Calculator App Web Browser Settings App (customisable background) Multi-window support Force quitting apps Bringing all app windows to front (by clicking the icon in the dock) Custom context menu Draggable and resizable windows (resize from the bottom right corner) More features planned for WebOS 2.", "repo": "https://github.com/ibfactor/blepos", "demo": "https://blepos.ibfactor.com"}]...
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[{"post_id": 70433, "ts": "202 [{"post_id": 70433, "ts": "2026-09-19T05:52:14Z", "hours": 0.4039, "text": "Added an alert for both rewritten files and folders, styled it a bit differently than normal windows by removing the minimise and fullscreen buttons + instead of an iframe it uses text."}, {"post_id": 68701, "ts": "2026-09-15T15:58:06Z", "hours": 1.1147, "text": "Devlog #32 This is the final commit (perhaps this is farewell to stardance, but let’s see) I’ve added the spotlight feature, works perfectly (i- i hope) also did you really think i’d face reveal?"}, {"post_id": 67997, "ts": "2026-09-14T10:44:55Z", "hours": 0.2969, "text": "Devlog #31 Added icons for both folder states, full and and empty + one for the “Installed Apps” folder. Also fixed the bug where new windows covered the previous ones completely without an offset. Also improved the BlepStore styles."}, {"post_id": 67983, "ts": "2026-09-14T09:54:04Z", "hours": 0.4669, "text": "Devlog #30 Added another installabe app, JSPaint (view video demo) I also improved the BlepStore, by adding multiple locations where it can save apps, plus made download handling more robust. Also fixed a few bugs here and there (i really want that 3d printer)"}, {"post_id": 66860, "ts": "2026-09-12T19:54:15Z", "hours": 0.5728, "text": "Devlog #29 Added more downloadable games!! ( subway surfers, cut the rope, slither.io) Decided to remove widgets :( Wasn’t satisfied with how they turned out."}, {"post_id": 66821, "ts": "2026-09-12T18:38:53Z", "hours": 0.4919, "text": "Devlog #28 Added widgets! (just need to make them re/movable) Fixed a really annoying bug that came up when switching windows.. it was bugging me in the previous ship too, finally managed to fix it."}, {"post_id": 66717, "ts": "2026-09-12T16:36:39Z", "hours": 0.5797, "text": "Devlog #27 Completed the task manager implementation Made it look پیارا and added the kill process function"}, {"post_id": 66510, "ts": "2026-09-12T10:57:11Z", "hours": 0.5728, "text": "Devlog #26 BlepOS now has a task manager Will be adding options to force quit apps in the next update"}, {"post_id": 66106, "ts": "2026-09-11T18:10:23Z", "hours": 0.3867, "text": "Devlog #25 Fixed the desktop, now the desktop layout is preserved throughout reloads and stuff. This was annoying me quite a bit so glad I was able to fix it"}, {"post_id": 66042, "ts": "2026-09-11T16:26:09Z", "hours": 0.4542, "text": "Devlog #24 Added storage settings and storage breakdown “App Memory” is LocalStorage and “Files” is IndexedDB While the overall percentage is based off of both of them."}, {"post_id": 65968, "ts": "2026-09-11T13:50:09Z", "hours": 1.0039, "text": "Devlog #23 Finally done with BlepStore + added two more games which can be installed. They get saved to the games folder on the desktop on installation Fixed a few bugs while I was at it"}, {"post_id": 65385, "ts": "2026-09-10T14:19:51Z", "hours": 0.7606, "text": "Devlog #22 Done with the BlepStore (just need to add some installable apps), please suggest some I also updated the easter egg"}, {"post_id": 65320, "ts": "2026-09-10T12:13:56Z", "hours": 1.4967, "text": "Devlog #21 I totally over-engineered the browser but it was worth it Multi-tab support, home button, reload button, and more. Next up: BlepStore (app store!)"}, {"post_id": 64812, "ts": "2026-09-09T14:20:58Z", "hours": 0.9292, "text": "Devlog #20 Added date/time format and battery percentage to the settings app The battery percentage thing uses the built-in JavaScript getBattery()"}, {"post_id": 61568, "ts": "2026-09-04T15:27:24Z", "hours": 0.2789, "text": "Devlog #19 Added BlepTube <3, cus somebody said BlepOS doesn’t have YouTube"}, {"post_id": 61540, "ts": "2026-09-04T14:44:19Z", "hours": 0.3636, "text": "Devlog #18 Added a button to clear trash Added tooltips to the dock icons"}, {"post_id": 57658, "ts": "2026-08-29T21:26:33Z", "hours": 0.3517, "text": "Devlog #17 squashed some bugs and we now have a minecraft knockoff :D"}, {"post_id": 57631, "ts": "2026-08-29T20:44:04Z", "hours": 0.5156, "text": "Devlog #16 Done with adding Miniclip’s 8 Ball Pool to BlepOS"}, {"post_id": 57464, "ts": "2026-08-29T16:49:01Z", "hours": 0.8472, "text": "Devlog #15 ACE Editor is now working finally!! i’d really like if you like ts post and follow (optional) <– i wanna get that 3d printer ifykwim"}, {"post_id": 55704, "ts": "2026-08-27T17:46:17Z", "hours": 0.6203, "text": "Devlog #14 Really wild to see how quickly BlepOS transformed from a few lines of CSS and JS to this. AceEditor is (almost) complete."}, {"post_id": 54645, "ts": "2026-08-25T17:52:02Z", "hours": 1.3522, "text": "Devlog #13 The OS file system is now functioning! Pre-existing files can be opened and new files can be added and stored There’s a surprise at the end of the vid Next Up: Saving of ACE Editor files"}, {"post_id": 53851, "ts": "2026-08-24T15:30:39Z", "hours": 0.6664, "text": "Devlog #12 New file and new folder buttons are now fully functional <3 (also squashed some bugs)"}, {"post_id": 52350, "ts": "2026-08-22T13:46:47Z", "hours": 2.4808, "text": "Devlog #11 The file explorer app is (almost) complete! moving, renaming, and deleting files"}, {"post_id": 50965, "ts": "2026-08-20T13:12:40Z", "hours": 0.2944, "text": "Devlog #10 Yay we got doom working on BlepOS (game made by Nicholas Carlini )"}, {"post_id": 50929, "ts": "2026-08-20T12:12:31Z", "hours": 1.5461, "text": "Devlog #9 Did a lot of bug squashing yesterday + we now have Ace Editor on BlepOS <3 (yk i wouldn’t mind you following the project)"}, {"post_id": 49580, "ts": "2026-08-18T13:50:56Z", "hours": 1.2531, "text": "Devlog #8 Finally got done with creating and moving folders on the desktop itself + the files menu accepts file paths to automatically open them (since you’re alr here, i wouldn’t mind a project follow)"}, {"post_id": 49447, "ts": "2026-08-18T09:14:15Z", "hours": 1.5447, "text": "Devlog #7 The files app is here :D Also finally managed to get desktop icon dragging working (turns out I had not imported the script <- wasted a lot of time debugging)"}, {"post_id": 49414, "ts": "2026-08-18T07:36:12Z", "hours": 0.6817, "text": "Devlog #6 WebOS 2 Time!! Added the terminal app"}, {"post_id": 48718, "ts": "2026-08-17T07:31:35Z", "hours": 1.7581, "text": "Devlog #5 I have decided to only add some of the initially planned apps to WebOS 1, and add the remaining in WebOS 2. Nonetheless, some amazing apps have been implemented (including a browser, settings app, calculator, and a camera!). Check it out!"}, {"post_id": 48152, "ts": "2026-08-16T13:29:26Z", "hours": 1.5097, "text": "Devlog #4 Finally got window dragging working smoothly (which broke cus I added a transition and then forgot about it <- debugging nightmare) All added features: smooth window dragging window closing, minimising, fullscreen multiple windows of the same app app state management"}, {"post_id": 48082, "ts": "2026-08-16T11:31:11Z", "hours": 0.8158, "text": "Devlog #3 The contextmenu is working finallyyyyyy Next up: draggable app windows"}, {"post_id": 47775, "ts": "2026-08-15T22:54:03Z", "hours": 0.8142, "text": "Devlog #2 Added context menu, toolbar, and dock."}, {"post_id": 47693, "ts": "2026-08-15T19:29:51Z", "hours": 0.4992, "text": "Devlog #1 Done with the startup animation! Looks good to me."}]...
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Title: BlepOS by @ibrahim- | Stardance
Devlogs:
D Title: BlepOS by @ibrahim- | Stardance
Devlogs:
Devlog #1 Done with the startup animation! Looks good to me.
Devlog #2 Added context menu, toolbar, and dock.
Devlog #3 The contextmenu is working finallyyyyyy Next up: draggable app windows
Devlog #4 Finally got window dragging working smoothly (which broke cus I added a transition and then forgot about it <- debugging nightmare) All added features: smooth window dragging window closing, minimising, fullscreen multiple windows of the same app app state management
Devlog #5 I have decided to only add some of the initially planned apps to WebOS 1, and add the remaining in WebOS 2. Nonetheless, some amazing apps have been implemented (including a browser, settings app, calculator, and a camera!). Check it out!
Devlog #6 WebOS 2 Time!! Added the terminal app
Devlog #7 The files app is here :D Also finally managed to get desktop icon dragging working (turns out I had not imported the script <- wasted a lot of time debugging)
Devlog #8 Finally got done with creating and moving folders on the desktop itself + the files menu accepts file paths to automatically open them (since you’re alr here, i wouldn’t mind a project follow)
Devlog #9 Did a lot of bug squashing yesterday + we now have Ace Editor on BlepOS <3 (yk i wouldn’t mind you following the project)
Devlog #10 Yay we got doom working on BlepOS (game made by Nicholas Carlini )
Devlog #11 The file explorer app is (almost) complete! moving, renaming, and deleting files
Devlog #12 New file and new folder buttons are now fully functional <3 (also squashed some bugs)
Devlog #13 The OS file system is now functioning! Pre-existing files can be opened and new files can be added and stored There’s a surprise at the end of the vid Next Up: Saving of ACE Editor files
Devlog #14 Really wild to see how quickly BlepOS transformed from a few lines of CSS and JS to this. AceEditor is (almost) complete.
Devlog #15 ACE Editor is now working finally!! i’d really like if you like ts post and follow (optional) <– i wanna get that 3d printer ifykwim
Devlog #16 Done with adding Miniclip’s 8 Ball Pool to BlepOS
Devlog #17 squashed some bugs and we now have a minecraft knockoff :D
Devlog #18 Added a button to clear trash Added tooltips to the dock icons
Devlog #19 Added BlepTube <3, cus somebody said BlepOS doesn’t have YouTube
Devlog #20 Added date/time format and battery percentage to the settings app The battery percentage thing uses the built-in JavaScript getBattery()
Devlog #21 I totally over-engineered the browser but it was worth it Multi-tab support, home button, reload button, and more. Next up: BlepStore (app store!)
Devlog #22 Done with the BlepStore (just need to add some installable apps), please suggest some I also updated the easter egg
Devlog #23 Finally done with BlepStore + added two more games which can be installed. They get saved to the games folder on the desktop on installation Fixed a few bugs while I was at it
Devlog #24 Added storage settings and storage breakdown “App Memory” is LocalStorage and “Files” is IndexedDB While the overall percentage is based off of both of them.
Devlog #25 Fixed the desktop, now the desktop layout is preserved throughout reloads and stuff. This was annoying me quite a bit so glad I was able to fix it
Devlog #26 BlepOS now has a task manager Will be adding options to force quit apps in the next update
Devlog #27 Completed the task manager implementation Made it look پیارا and added the kill process function
Devlog #28 Added widgets! (just need to make them re/movable) Fixed a really annoying bug that came up when switching windows.. it was bugging me in the previous ship too, finally managed to fix it.
Devlog #29 Added more downloadable games!! ( subway surfers, cut the rope, slither.io) Decided to remove widgets :( Wasn’t satisfied with how they turned out.
Devlog #30 Added another installabe app, JSPaint (view video demo) I also improved the BlepStore, by adding multiple locations where it can save apps, plus made download handling more robust. Also fixed a few bugs here and there (i really want that 3d printer)
Devlog #31 Added icons for both folder states, full and and empty + one for the “Installed Apps” folder. Also fixed the bug where new windows covered the previous ones completely without an offset. Also improved the BlepStore styles.
Devlog #32 This is the final commit (perhaps this is farewell to stardance, but let’s see) I’ve added the spotlight feature, works perfectly (i- i hope) also did you really think i’d face reveal?
Added an alert for both rewritten files and folders, styled it a bit differently than normal windows by removing the minimise and fullscreen buttons + instead of an iframe it uses text.
Ships:
A simple and easy to use WebOS. (spent a really long time on getting the animations and startup screen right) Features (WebOS 1) App minimising App fullscreen Camera App Calculator App Web Browser Settings App (customisable background) Multi-window support Force quitting apps Bringing all app windows to front (by clicking the icon in the dock) Custom context menu Draggable and resizable windows (resize from the bottom right corner) More features planned for WebOS 2.
Some WebOSes don’t let you save files, don’t let you drag files around, neither do they let you delete files, BlepOS is not one of those WebOSes. I introduce… BlepOS. BlepOS is a complete web-based operating system. Files that you create or save persist across reloads. One app can have multiple windows, windows can be minimised, can be brought to the front, and the app itself can be quit (meaning all windows are closed). Windows can be fullscreened, minimised, or closed. Windows can be resized by holding and dragging the bottom right corner. The camera app stores files directly on the desktop, files can be renamed, named, created, deleted (sent to trash). All these operations can be performed via the file manager, RIGHT CLICK to see available options, the whole operating system uses a custom context menu! (when in doubt, right click ) AceEditor allows you to save files in different formats WITH syntax highlighting. BlepOS has a collection consisting of 3 games, present on the Games folder on the Desktop. (MiniClip’s 8 Ball Pool, a Doom knockoff, and BlockWorlds) The terminal app can be used to perform certain commands, while the settings app can personalise BlepOS for you. All launched apps appear in the dock, while some apps are pinned. Each active pinned app has a white dot underneath its icon.
Some WebOSes don’t let you save files, don’t let you drag files around, neither do they let you delete files, BlepOS is not one of those WebOSes. (this is my second ship, just re-iterating some points for new reviewers) . I introduce… BlepOS. BlepOS is a complete web-based operating system. Files that you create or save persist across reloads. . One app can have multiple windows, windows can be minimised, can be brought to the front, and the app itself can be quit (meaning all windows are closed). . Windows can be fullscreened, minimised, or closed. Windows can be resized by holding and dragging the bottom right corner. . The camera app stores files directly on the desktop, files can be renamed, named, created, deleted (sent to trash). All these operations can be performed via the file manager, RIGHT CLICK to see available options, the whole operating system uses a custom context menu! (when in doubt, right click ) . AceEditor allows you to save files in different formats WITH syntax highlighting. . BlepOS has a collection consisting of 3 games, present on the Games folder on the Desktop. (MiniClip’s 8 Ball Pool, a Doom knockoff, and BlockWorlds) + we have installable games now <3, just check the BlepStore. . Somebody said YouTube doesnt work in the browser.. so I added something EVEN BETTER… BlepTube! . The terminal app can be used to perform certain commands, while the settings app can personalise BlepOS for you. . All launched apps appear in the dock, while some apps are pinned. Each active pinned app has a white dot underneath its icon. . BlepOS also has a spotlight/system-wide search feature, give it a spin. Complete list of features: App minimising App fullscreen Camera App Calculator App Web Browser (multi-tab support, home button, reload button) Settings App (customisable background, date/time, battery) Multi-window support Force quitting apps Bringing all app windows to front (by clicking the icon in the dock) Custom context menu Draggable and resizable windows (resize from the bottom right corner) File manager Files persist across reloads and new tabs Files and shortcuts on desktop Creating and removing files Code/text editor that can save stuff Saving camera files onto the files folder itself Terminal Games! (doom knockoff, minecraft knockoff, 8 ball pool) Video player, image preview app Desktop unpinned apps (shows app state - closed or open), with tooltips BlepTube (doomscrolling app) Ability to change date/time format (24 hour or 12 hour, DD/MM/YYYY or MM/DD/YYYY) Built-in battery level fetching (via navigator getBattery() ) Built-in storage calculation (from IndexedDB usage/quota and localStorage) BlepStore, custom app store where you can download and launch apps Downloadable Apps JSPaint (utility) Granny 3: Return the School (game) Mine & Build (game) Subway Surfers (game - the actual one) Cut the Rope (game - the actual one with om nom) Slither.io (game - also the actual one) Spotlight feature (click the search icon in the toolbar)...
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HyprTools <\> by @THEbluefirestudios | Stard HyprTools <\> by @THEbluefirestudios | Stardance...
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THEbluefirestudios
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1
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31.0
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457
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T11:38:09Z", "hours": 31.0, "multiplier": 14.59, "payout": 457, "blessing": "neutral", "text": "WHAT DID I MAKE? I made HyprTools, an open source suite of tools made for the average Windows PC user, so they can get more done, in less time (Supports only windows 10/11) It contains a bunch of tools, including: One-click “Fix my PC Button” [SFC & DISM] PC Cache cleanser Wi-Fi Cache cleanser One-click “Update all apps and drivers” button Refresh Display Drivers PC stress test Startup app recommendations GUI for building and running terminal commands Folder organiser File converter Fast image editor Spotlight-search-style quick access bar Voice typing helper Image to text [OCR] Auto Typer Fast anywhere-on-screen color picker Web Apps Launcher Auto Clicker Image to ASCII art Webcam feed to ASCII art (you can use this in google meet, zoom, and while streaming!) Fake Windows update and error screen Each of them assists the user in some way WHAT WAS CHALLENGING? Well, a lot of stuff, firstly this app is made in tkinter, which is torture in itself but to make it look good, I needed ICONS, but that is so hard because then you need to download the icons, use Tk.Image and yk, actually place the icons in the final zip, which takes unnecessary space, eventually, I used EMOJIS TO ACCOMPLISH THIS, with the trade-off that now my code looks straight out of GPT-3 Also making the exes with pyinstaller is a hassle, you always forget smth small and have to change it all again. WHAT AM I PROUD OF? The thing I’m most proud of is HyprSearch. Its a spotlight seasrch like app and it is very impressive, I love how managed to handle the searching better than Windows search , because it dosen’t prioritise web search, and is really great when you need to locate something in a pinch. I spent a literal day in school, deciding how the fallback chain for a search string would be (I got punished for not paying attention in class, but WORTH IT). It is the largest tool outside of the launcher, and for good reason!, Also I think I did a good job with the GUI on this one. WHAT PREREQUISITES DO PEOPLE NEED TO KNOW BEFORE TESTING? Well, this suite is made for average windows users, who aren’t tech savvy, so almost all dependencies are bundled in the .zip file in releases. The only one you need to have is VLC Media Player, which most people have, and is only for the fake update screen. Thanks for reviewing my project, I spent a lot of thime on this, and i hope you like it! baiiiiiiiiiiiiiiiii", "repo": "https://github.com/THEbluefirestudios/hyprtools", "demo": "https://github.com/THEbluefirestudios/hyprtools/releases"}]...
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[{"post_id": 64155, "ts": "202 [{"post_id": 64155, "ts": "2026-09-08T11:21:15Z", "hours": 1.0697, "text": "AAAAND ITS DONE the github is ready, I ahve committed all changes, you can download the releases, bugs fixed all done! Now i press ship! Hope it goes well"}, {"post_id": 62197, "ts": "2026-09-05T13:45:50Z", "hours": 0.8464, "text": "I just added a warning saying that you need vlc to use some tools. I need to add a log system. [image unrelated]"}, {"post_id": 62069, "ts": "2026-09-05T09:38:27Z", "hours": 5.2597, "text": "OH MY GOD I JUST SPENT 4 HOURS ON A LAUNCHER APP WTFFF"}, {"post_id": 56553, "ts": "2026-08-28T11:05:15Z", "hours": 0.9831, "text": "Ok I kinda feel ashamed yeah but…. I used AI In my defense it was for a bulk, tedious task - converting all tool.py files to .exes, and then because pyinstaller hates me, delete them and redo it with slightly diff settings for like an hour, so I installed opencode and made the AI go through the suffering, not me, But GLM did a good job with only like 3 prompts so I don,t care, but all works now! Now the only thing left is the main app that handles all tools, and like gives user easy toggle to turn on/turn off/ use all these tools baiiiiiiiiiiiiiii (avengers assemble! ahh screenshot)"}, {"post_id": 55449, "ts": "2026-08-27T09:17:22Z", "hours": 0.8467, "text": "Ok so I made the icons for Hyprtools and saved them, also for the tools that lived in the system tray, I replaced the temp icons with the actual thing, taking some help from my newly acquired github copilot for student! Also uhh, I forgot to down the icons as transparent images so i had to do that later. Lapse recording This is one of the icons, watch the timelapse for the full catalog!"}, {"post_id": 49625, "ts": "2026-08-18T14:46:20Z", "hours": 1.4628, "text": "YEAHH After quite the break, 1 hour, and 24 minutes, HyprOCR is ready! It just reads text from images (uses WindowsOCR engine in the background). There is not really anything special about it so well… baiiiiiiiiiii (image kinda unrelated)"}, {"post_id": 44538, "ts": "2026-08-10T11:26:29Z", "hours": 0.9542, "text": "Okie Hyprsearch is done! It can: Open apps and websites only with name Run commands Solve math Install apps Search for files Search engine query Wikipedia summary bangs for quick results In a very MacOS-like package! I have also started the startup time booster, which will list out all apps in your startup apps that you may or may not need and take action accordingly baiiiiiiiii"}, {"post_id": 43326, "ts": "2026-08-08T15:02:53Z", "hours": 1.1003, "text": "So I have started building the frontend for HyprSearch This is definitely the most largest hyprtool, as it needs the extra code for the titlebarless appearance, pystray integration, spawn on keyboard shortcut, settings, displaying of results, and the ROUNDED CORNERS (dont get me started, basically u need to chroma key out a specific color that is present on the edges of the screen Well, features: You can, via this tool, open websites with only name, search using search engine, fetch wiki summary, install apps, open apps, find files, tell the time, solve math, run commands from this little bar Each search can show multiple results in order of relevance, max five results, for example, searching “Minecraft” will pull up Open app: Minecraft, then open folder “.minecraft”, then open website “ minecraft.net “ then engine search “ minecraft “ Some basic keyboard shortcuts: Alt + Q for spawning the search bar, Esc for closing the search bar, Enter for well, yk (idk how to describe it), like entering the query? (also it automatically opens the top result), and Ctrl + <1 - 5 num row keys> for opening one of the results. It lives in ur system tray! (not a lot to say here) As of writing this devlog, I am just testing stuff, like UI jank, and stuff, ik the border is thick, I am working on it PS: IMPORTANT: im fucked. u see, i am using a python lib called AppOpener for opening apps, but it cannot detect UWP apps or apps in external drives, and I use a lot of UWP apps (yk, like minecraft) and apps on external drives, so I have to remake the entire app-opening part (also i am a responsible dev and i think abt other people’s setup while coding)"}, {"post_id": 39987, "ts": "2026-08-03T10:33:17Z", "hours": 2.8053, "text": "After 2 hours, and 44 minutes, HyprSearch’s backend logic is READYYYYYY!!! This did NOT need to take this less time, but I will briefly go over what it can do: Solve mathematical expressions Run terminal commands Open apps and websites by just their name (not even a URL domain like .com is required!) Install from winget (bang only) Tell the current time (bang only) Perform a file search Fetch a Wikipedia summary (largely bang only) Search on a search engine of your choice Then, there are !bangs - short keywords to put before your query to do a specific thing and a specific thing only: Current list of bangs include: bangs = [ ' !open ' , ' !app ' , ' !web ' , ' !websearch ' , ' !file ' , ' !wiki ' , ' !time ' , ' !install ' , ' !math ' , ' !cmd ' , ] This is kinda a massive shortcut library, disguised as a search bar! baiiiiiiiiiiiiii"}, {"post_id": 37546, "ts": "2026-07-30T10:59:53Z", "hours": 1.2281, "text": "Bruh, Idk what i have been doing lately, I have been sick lately sooo….. I was unable to code or even talk about my other project at the stardance AMA with Jared Isaacman (yes I was invited) The only thing I’ve really been doing, is aimlessly just make functions for a HyprSearch that I decided to revive, so far features are: File search App search Web search + open URL Quick install apps (uses winget ) The current time for some reason Math solver Run command !bangs as a cooler way to search, does the above functions but quicker a single covalent bond (inside joke) btw this is a spotlight search clone baiiiiiii"}, {"post_id": 34524, "ts": "2026-07-25T09:50:15Z", "hours": 1.3994, "text": "Did a BIG one today This is HyprPhotos, a basic, yet fast photo editor, crop images by just clicking on 2 points, rotate, sharpen, upscale, downscale and do so much more in a very short timespan! It just uses PIL s built in functions really, so it wasn’t hard to make the functioning for, and ik the UI looks bad ok baiiiiii"}, {"post_id": 32920, "ts": "2026-07-22T11:55:47Z", "hours": 0.5128, "text": "HyprPicker is done! Its yet again, an I had built before, just had to do some improvements like giving it system tray functionality via pystray , and giving it toast messages and a nice hovering tooltip ( the screenshot ) so that it dosent just give no feedback that it is working. If you are wondering how it works, I just take a screenshot of the full screen, make a tkinter fullscreen window that forces focus, use mouse coords and PIL to get the color at a particular coord, and the entire actual GUI the user sees is just 2 toasts, one spawned at the mouse previewing color and hex code, and a toast showing that the hex code was copied to clipboard As of now, I’m making basic icons with PIL again, but I will surely replace them! baiiiiiiiiiiiiiii"}, {"post_id": 32280, "ts": "2026-07-21T10:57:57Z", "hours": 0.3931, "text": "Hyprtools - Web apps is complete, alongside voice typing! The HyprVoice was almost done yesterday, I just needed to add a Tkinter GUI. As for web apps, it was a completely finished app I made a while ago, so I just had to rebrand it a little with the courier font and - HyprTools in the titlebar. Thats it for the day! baiiiiiiiiii"}, {"post_id": 31738, "ts": "2026-07-20T11:38:30Z", "hours": 1.3083, "text": "Today i made the backend for the voice typing ‘HyprVoice’ It just uses the python lib speech recognition so it wasnt that bad, but….. I spent SOOOOOOOOOOOO long debugging it because it couldn’t actually recognise….. and then I realised my microphone wire got pulled off. bye. (i feel ashamed) (The image is how I plan to make the GUI.)"}, {"post_id": 30751, "ts": "2026-07-18T16:08:50Z", "hours": 1.5092, "text": "Pretend to type is now TypeGhost! Its a better name tbh, as for its features, you can set a typing speed, and % change for a spelling error, when the ‘ghost’ accidentally presses an adjacent key, hits backspace, and corrects itself. There are 3 modes: Boilerplate : For repetitive paragraphs, or statements Code : For code snippets, it ‘thinks’ for a while after opening brackets or hitting enter. It also strips off tab-spaces as IDEs usually autoindent. Essay : For well… essays and large paras of English text, pauses after full stop, excalamation mark, question mark to ‘think’ and also after paragraphs (newlines) baiii for today!"}, {"post_id": 30055, "ts": "2026-07-17T10:29:08Z", "hours": 0.7131, "text": "YESS, vry usefule Today I made the Fileconverter, simple enough, as of now, it supports these filetypes cat_exts = { #cats such a cute shortform for 'category' ^owo^ ' image ' : [ ' jpg ' , ' jpeg ' , ' png ' , ' webp ' , ' bmp ' , ' gif ' , ' ico ' , ' tiff ' ], ' audio ' : [ ' mp3 ' , ' wav ' , ' flac ' , ' ogg ' , ' aac ' , ' m4a ' , ' wma ' ], ' video ' : [ ' mp4 ' , ' mkv ' , ' webm ' , ' avi ' , ' mov ' , ' flv ' , ' wmv ' ],} …and it just works, what can I say? baiiiiii"}, {"post_id": 29422, "ts": "2026-07-16T11:15:32Z", "hours": 0.6317, "text": "Its time i work on this again: Today I just spent some time making the terminal command generator, as of now, it supports 'shutdown', 'echo', 'cd', 'ping', 'mkdir', 'del', 'copy', 'ipconfig', 'dir', 'cls', 'tasklist', 'taskkill', 'netstat', 'systeminfo', 'whoami', 'tree', 'xcopy', 'timeout', 'start', 'attrib', commands, I should add more but this is it as of now! d=====( ̄▽ ̄*)b"}, {"post_id": 24770, "ts": "2026-07-08T15:50:11Z", "hours": 0.6406, "text": "Finally I started working on this again, I am currently working on other features like the Game prioritize, and made ASCII camera more customised and performant! Not a lot of coding as I distributed my time between Candela Shaders and Hyprtools (image unrelated)"}, {"post_id": 22598, "ts": "2026-07-05T04:12:41Z", "hours": 1.1097, "text": "So I am now working on the Pretend to Type autotyper (it needs a better name ik) and you don’t konow how much it escalated, just for some pretend typing, i made functions for calculating distance between keys on a keyboard, a function to do spelling mistakes/fat fingering on purpose, it detects the current window to strip chars like \\t if the curent window is an IDE, AND I decided to put a hard deadline of the 31st of July. I’m so cooked. Also due to copyright, bureaucracy, my incompetence in writing production-ready code, and my refusal to use AI, the features: Desktop Pet, HyprSearch, and ffmpeg GUI will not come in HyprTools. I’m sorry :((( (image unrelated)"}, {"post_id": 21419, "ts": "2026-07-03T11:01:29Z", "hours": 0.7481, "text": "Aaandd. I’m done with the ASCII Camera! Its really jank - you need to open the app, click start, the set the app as a window capture source in OBS, then turn on virtual camera, and then can you use the ASCII camera effect in your desired use case, its also fully local so very laggy, but this is the best I can do as pyvirtualcam refuses to work on my PC"}, {"post_id": 20831, "ts": "2026-07-02T15:15:41Z", "hours": 1.5925, "text": "I added the image to ASCII feature (sample below) and its really nice! Consequentially I am also working on the ASCII camera feature but thats going rough….. Hope I dont die from caffiene overdose…. and now I shall continue to work on it."}, {"post_id": 11885, "ts": "2026-06-19T11:26:34Z", "hours": 0.9511, "text": "I added the fake update and actually autosave for ms office! thats it… byeee…. (image unrelated)"}, {"post_id": 11189, "ts": "2026-06-18T09:37:53Z", "hours": 0.6556, "text": "As of now I have made the fake BSOD, VERY VERY CONVINCING. it has a counter that changes the percent text and it automatically locks your pc the moment it finishes, making it look like your pc just restarted. I am now working on the fake update screen"}, {"post_id": 10551, "ts": "2026-06-17T10:13:03Z", "hours": 0.5925, "text": "I shifted the architecture a little bit: tools that require to be GUIless and run in the background are now seperate .pyw files, so I have made edits to the wraparound feature and made it toggle on shortcut Ctrl (right) + Insert . I also added the fake error screen and it look really convincing! Other features i added include: update all apps, autoclicker, and the PC stress test (some of these were done before the previous devlog but I forgot to mention that). Sadly, my efforts on the Enable EU features and Reset PC are in vail so they may not be added."}, {"post_id": 9994, "ts": "2026-06-16T15:10:10Z", "hours": 0.7431, "text": "These are the features i have decided: Repair & Cleanup Fix my PC ⟵ done Reinstall Windows ⟵ use systemreset.exe or shutdown /r /o into WinRE Clear Cache & Temp Files Clean Registry Keys ⟵ scour Win11Debloat GitHub for safe list + reg files !! Memory Manager !! ⟵ use psutil Deep Uninstall !! Performance & Optimization Update Drivers & Apps ⟵ winget upgrade –all Startup Time Booster ⟵ winreg on Run keys + schtasks Gaming Mode !! ⟵ psutil process list matched against hardcoded game names, psutil.Process.nice() Refresh Display Drivers ⟵ done Stress Test (WinSat) ⟵ winsat subprocess call WiFi Reset ⟵ done Windows Customization Windows Debloat !! ⟵ Win11Debloat GitHub, ship their .reg files as toggles with undo pairs Remove All Windows AI Features ⟵ Win11Debloat GitHub, same .reg toggle approach Actually Autosave (Office) !! ⟵ interval mode: pyautogui.hotkey(‘ctrl’,‘s’) on timer, aggressive mode: watch ~$ temp file mtime with os.path.getmtime Find Similar Files !! ⟵ difflib.SequenceMatcher on filenames, group by similarity score File Management Downloads & Desktop Organizer !! ⟵ os/shutil + extension-to-folder mapping Bulk File Rename ⟵ regex pattern based os.rename loop Local File Converter ⟵ FFmpeg subprocess wrapper FFmpeg GUI ⟵ dropdown UI → FFmpeg subprocess HyprImage ⟵ Pillow wrapper with action picker Productivity Tools Voice Typing ⟵ speech_recognition + pyautogui to paste output OCR: Image to Text ⟵ pytesseract or easyocr Pretend to Type ⟵ pyautogui.typewrite() with interval, probably fold into Macro Creator Macro Creator ⟵ record: keyboard lib + pyautogui polling, playback: screen color check before each click HyprSearch !! ⟵ global hotkey via keyboard lib, fuzzy file search via os.walk + difflib Terminal Command Generator ⟵ dropdown UI → command string builder Colorpicker ⟵ pyautogui.pixel() grab + magnifier overlay Extras & Fun Hyprclicker ⟵ done (existing autoclicker) Mouse Wraparound ⟵ done Image to ASCII ⟵ same approach as Bad Apple project Camera to ASCII (Virtual Cam) ⟵ OpenCV capture → ASCII render → OBS virtual cam, hardest feature overall Desktop Pet !! ⟵ transparent tkinter window + sprite animation, WS_EX_LAYERED for click-through Fake Update Screen ⟵ fullscreen tkinter canvas + fake progress bar Fake Error Screen ⟵ same, BSOD-style overlay (raw list organised by Anything AI) I have finished the simpler features"}, {"post_id": 8654, "ts": "2026-06-14T11:37:44Z", "hours": 1.2525, "text": "Ok i have added the features: mouse wraparound, open Chris Titus Tools, Fix PC button and Reset WIFI button, will add more"}]...
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Title: HyprTools <\> by @THEbluefirestudios Title: HyprTools <\> by @THEbluefirestudios | Stardance
Devlogs:
Ok i have added the features: mouse wraparound, open Chris Titus Tools, Fix PC button and Reset WIFI button, will add more
These are the features i have decided: Repair & Cleanup Fix my PC ⟵ done Reinstall Windows ⟵ use systemreset.exe or shutdown /r /o into WinRE Clear Cache & Temp Files Clean Registry Keys ⟵ scour Win11Debloat GitHub for safe list + reg files !! Memory Manager !! ⟵ use psutil Deep Uninstall !! Performance & Optimization Update Drivers & Apps ⟵ winget upgrade –all Startup Time Booster ⟵ winreg on Run keys + schtasks Gaming Mode !! ⟵ psutil process list matched against hardcoded game names, psutil.Process.nice() Refresh Display Drivers ⟵ done Stress Test (WinSat) ⟵ winsat subprocess call WiFi Reset ⟵ done Windows Customization Windows Debloat !! ⟵ Win11Debloat GitHub, ship their .reg files as toggles with undo pairs Remove All Windows AI Features ⟵ Win11Debloat GitHub, same .reg toggle approach Actually Autosave (Office) !! ⟵ interval mode: pyautogui.hotkey(‘ctrl’,‘s’) on timer, aggressive mode: watch ~$ temp file mtime with os.path.getmtime Find Similar Files !! ⟵ difflib.SequenceMatcher on filenames, group by similarity score File Management Downloads & Desktop Organizer !! ⟵ os/shutil + extension-to-folder mapping Bulk File Rename ⟵ regex pattern based os.rename loop Local File Converter ⟵ FFmpeg subprocess wrapper FFmpeg GUI ⟵ dropdown UI → FFmpeg subprocess HyprImage ⟵ Pillow wrapper with action picker Productivity Tools Voice Typing ⟵ speech_recognition + pyautogui to paste output OCR: Image to Text ⟵ pytesseract or easyocr Pretend to Type ⟵ pyautogui.typewrite() with interval, probably fold into Macro Creator Macro Creator ⟵ record: keyboard lib + pyautogui polling, playback: screen color check before each click HyprSearch !! ⟵ global hotkey via keyboard lib, fuzzy file search via os.walk + difflib Terminal Command Generator ⟵ dropdown UI → command string builder Colorpicker ⟵ pyautogui.pixel() grab + magnifier overlay Extras & Fun Hyprclicker ⟵ done (existing autoclicker) Mouse Wraparound ⟵ done Image to ASCII ⟵ same approach as Bad Apple project Camera to ASCII (Virtual Cam) ⟵ OpenCV capture → ASCII render → OBS virtual cam, hardest feature overall Desktop Pet !! ⟵ transparent tkinter window + sprite animation, WS_EX_LAYERED for click-through Fake Update Screen ⟵ fullscreen tkinter canvas + fake progress bar Fake Error Screen ⟵ same, BSOD-style overlay (raw list organised by Anything AI) I have finished the simpler features
I shifted the architecture a little bit: tools that require to be GUIless and run in the background are now seperate .pyw files, so I have made edits to the wraparound feature and made it toggle on shortcut Ctrl (right) + Insert . I also added the fake error screen and it look really convincing! Other features i added include: update all apps, autoclicker, and the PC stress test (some of these were done before the previous devlog but I forgot to mention that). Sadly, my efforts on the Enable EU features and Reset PC are in vail so they may not be added.
As of now I have made the fake BSOD, VERY VERY CONVINCING. it has a counter that changes the percent text and it automatically locks your pc the moment it finishes, making it look like your pc just restarted. I am now working on the fake update screen
I added the fake update and actually autosave for ms office! thats it… byeee…. (image unrelated)
I added the image to ASCII feature (sample below) and its really nice! Consequentially I am also working on the ASCII camera feature but thats going rough….. Hope I dont die from caffiene overdose…. and now I shall continue to work on it.
Aaandd. I’m done with the ASCII Camera! Its really jank - you need to open the app, click start, the set the app as a window capture source in OBS, then turn on virtual camera, and then can you use the ASCII camera effect in your desired use case, its also fully local so very laggy, but this is the best I can do as pyvirtualcam refuses to work on my PC
So I am now working on the Pretend to Type autotyper (it needs a better name ik) and you don’t konow how much it escalated, just for some pretend typing, i made functions for calculating distance between keys on a keyboard, a function to do spelling mistakes/fat fingering on purpose, it detects the current window to strip chars like \t if the curent window is an IDE, AND I decided to put a hard deadline of the 31st of July. I’m so cooked. Also due to copyright, bureaucracy, my incompetence in writing production-ready code, and my refusal to use AI, the features: Desktop Pet, HyprSearch, and ffmpeg GUI will not come in HyprTools. I’m sorry :((( (image unrelated)
Finally I started working on this again, I am currently working on other features like the Game prioritize, and made ASCII camera more customised and performant! Not a lot of coding as I distributed my time between Candela Shaders and Hyprtools (image unrelated)
Its time i work on this again: Today I just spent some time making the terminal command generator, as of now, it supports 'shutdown', 'echo', 'cd', 'ping', 'mkdir', 'del', 'copy', 'ipconfig', 'dir', 'cls', 'tasklist', 'taskkill', 'netstat', 'systeminfo', 'whoami', 'tree', 'xcopy', 'timeout', 'start', 'attrib', commands, I should add more but this is it as of now! d=====( ̄▽ ̄*)b
YESS, vry usefule Today I made the Fileconverter, simple enough, as of now, it supports these filetypes cat_exts = { #cats such a cute shortform for 'category' ^owo^ ' image ' : [ ' jpg ' , ' jpeg ' , ' png ' , ' webp ' , ' bmp ' , ' gif ' , ' ico ' , ' tiff ' ], ' audio ' : [ ' mp3 ' , ' wav ' , ' flac ' , ' ogg ' , ' aac ' , ' m4a ' , ' wma ' ], ' video ' : [ ' mp4 ' , ' mkv ' , ' webm ' , ' avi ' , ' mov ' , ' flv ' , ' wmv ' ],} …and it just works, what can I say? baiiiiii
Pretend to type is now TypeGhost! Its a better name tbh, as for its features, you can set a typing speed, and % change for a spelling error, when the ‘ghost’ accidentally presses an adjacent key, hits backspace, and corrects itself. There are 3 modes: Boilerplate : For repetitive paragraphs, or statements Code : For code snippets, it ‘thinks’ for a while after opening brackets or hitting enter. It also strips off tab-spaces as IDEs usually autoindent. Essay : For well… essays and large paras of English text, pauses after full stop, excalamation mark, question mark to ‘think’ and also after paragraphs (newlines) baiii for today!
Today i made the backend for the voice typing ‘HyprVoice’ It just uses the python lib speech recognition so it wasnt that bad, but….. I spent SOOOOOOOOOOOO long debugging it because it couldn’t actually recognise….. and then I realised my microphone wire got pulled off. bye. (i feel ashamed) (The image is how I plan to make the GUI.)
Hyprtools - Web apps is complete, alongside voice typing! The HyprVoice was almost done yesterday, I just needed to add a Tkinter GUI. As for web apps, it was a completely finished app I made a while ago, so I just had to rebrand it a little with the courier font and - HyprTools in the titlebar. Thats it for the day! baiiiiiiiiii
HyprPicker is done! Its yet again, an I had built before, just had to do some improvements like giving it system tray functionality via pystray , and giving it toast messages and a nice hovering tooltip ( the screenshot ) so that it dosent just give no feedback that it is working. If you are wondering how it works, I just take a screenshot of the full screen, make a tkinter fullscreen window that forces focus, use mouse coords and PIL to get the color at a particular coord, and the entire actual GUI the user sees is just 2 toasts, one spawned at the mouse previewing color and hex code, and a toast showing that the hex code was copied to clipboard As of now, I’m making basic icons with PIL again, but I will surely replace them! baiiiiiiiiiiiiiii
Did a BIG one today This is HyprPhotos, a basic, yet fast photo editor, crop images by just clicking on 2 points, rotate, sharpen, upscale, downscale and do so much more in a very short timespan! It just uses PIL s built in functions really, so it wasn’t hard to make the functioning for, and ik the UI looks bad ok baiiiiii
Bruh, Idk what i have been doing lately, I have been sick lately sooo….. I was unable to code or even talk about my other project at the stardance AMA with Jared Isaacman (yes I was invited) The only thing I’ve really been doing, is aimlessly just make functions for a HyprSearch that I decided to revive, so far features are: File search App search Web search + open URL Quick install apps (uses winget ) The current time for some reason Math solver Run command !bangs as a cooler way to search, does the above functions but quicker a single covalent bond (inside joke) btw this is a spotlight search clone baiiiiiii
After 2 hours, and 44 minutes, HyprSearch’s backend logic is READYYYYYY!!! This did NOT need to take this less time, but I will briefly go over what it can do: Solve mathematical expressions Run terminal commands Open apps and websites by just their name (not even a URL domain like .com is required!) Install from winget (bang only) Tell the current time (bang only) Perform a file search Fetch a Wikipedia summary (largely bang only) Search on a search engine of your choice Then, there are !bangs - short keywords to put before your query to do a specific thing and a specific thing only: Current list of bangs include: bangs = [ ' !open ' , ' !app ' , ' !web ' , ' !websearch ' , ' !file ' , ' !wiki ' , ' !time ' , ' !install ' , ' !math ' , ' !cmd ' , ] This is kinda a massive shortcut library, disguised as a search bar! baiiiiiiiiiiiiii
So I have started building the frontend for HyprSearch This is definitely the most largest hyprtool, as it needs the extra code for the titlebarless appearance, pystray integration, spawn on keyboard shortcut, settings, displaying of results, and the ROUNDED CORNERS (dont get me started, basically u need to chroma key out a specific color that is present on the edges of the screen Well, features: You can, via this tool, open websites with only name, search using search engine, fetch wiki summary, install apps, open apps, find files, tell the time, solve math, run commands from this little bar Each search can show multiple results in order of relevance, max five results, for example, searching “Minecraft” will pull up Open app: Minecraft, then open folder “.minecraft”, then open website “ minecraft.net “ then engine search “ minecraft “ Some basic keyboard shortcuts: Alt + Q for spawning the search bar, Esc for closing the search bar, Enter for well, yk (idk how to describe it), like entering the query? (also it automatically opens the top result), and Ctrl + <1 - 5 num row keys> for opening one of the results. It lives in ur system tray! (not a lot to say here) As of writing this devlog, I am just testing stuff, like UI jank, and stuff, ik the border is thick, I am working on it PS: IMPORTANT: im fucked. u see, i am using a python lib called AppOpener for opening apps, but it cannot detect UWP apps or apps in external drives, and I use a lot of UWP apps (yk, like minecraft) and apps on external drives, so I have to remake the entire app-opening part (also i am a responsible dev and i think abt other people’s setup while coding)
Okie Hyprsearch is done! It can: Open apps and websites only with name Run commands Solve math Install apps Search for files Search engine query Wikipedia summary bangs for quick results In a very MacOS-like package! I have also started the startup time booster, which will list out all apps in your startup apps that you may or may not need and take action accordingly baiiiiiiiii
YEAHH After quite the break, 1 hour, and 24 minutes, HyprOCR is ready! It just reads text from images (uses WindowsOCR engine in the background). There is not really anything special about it so well… baiiiiiiiiiii (image kinda unrelated)
Ok so I made the icons for Hyprtools and saved them, also for the tools that lived in the system tray, I replaced the temp icons with the actual thing, taking some help from my newly acquired github copilot for student! Also uhh, I forgot to down the icons as transparent images so i had to do that later. Lapse recording This is one of the icons, watch the timelapse for the full catalog!
Ok I kinda feel ashamed yeah but…. I used AI In my defense it was for a bulk, tedious task - converting all tool.py files to .exes, and then because pyinstaller hates me, delete them and redo it with slightly diff settings for like an hour, so I installed opencode and made the AI go through the suffering, not me, But GLM did a good job with only like 3 prompts so I don,t care, but all works now! Now the only thing left is the main app that handles all tools, and like gives user easy toggle to turn on/turn off/ use all these tools baiiiiiiiiiiiiiii (avengers assemble! ahh screenshot)
OH MY GOD I JUST SPENT 4 HOURS ON A LAUNCHER APP WTFFF
I just added a warning saying that you need vlc to use some tools. I need to add a log system. [image unrelated]
AAAAND ITS DONE the github is ready, I ahve committed all changes, you can download the releases, bugs fixed all done! Now i press ship! Hope it goes well
Ships:
WHAT DID I MAKE? I made HyprTools, an open source suite of tools made for the average Windows PC user, so they can get more done, in less time (Supports only windows 10/11) It contains a bunch of tools, including: One-click “Fix my PC Button” [SFC & DISM] PC Cache cleanser Wi-Fi Cache cleanser One-click “Update all apps and drivers” button Refresh Display Drivers PC stress test Startup app recommendations GUI for building and running terminal commands Folder organiser File converter Fast image editor Spotlight-search-style quick access bar Voice typing helper Image to text [OCR] Auto Typer Fast anywhere-on-screen color picker Web Apps Launcher Auto Clicker Image to ASCII art Webcam feed to ASCII art (you can use this in google meet, zoom, and while streaming!) Fake Windows update and error screen Each of them assists the user in some way WHAT WAS CHALLENGING? Well, a lot of stuff, firstly this app is made in tkinter, which is torture in itself but to make it look good, I needed ICONS, but that is so hard because then you need to download the icons, use Tk.Image and yk, actually place the icons in the final zip, which takes unnecessary space, eventually, I used EMOJIS TO ACCOMPLISH THIS, with the trade-off that now my code looks straight out of GPT-3 Also making the exes with pyinstaller is a hassle, you always forget smth small and have to change it all again. WHAT AM I PROUD OF? The thing I’m most proud of is HyprSearch. Its a spotlight seasrch like app and it is very impressive, I love how managed to handle the searching better than Windows search , because it dosen’t prioritise web search, and is really great when you need to locate something in a pinch. I spent a literal day in school, deciding how the fallback chain for a search string would be (I got punished for not paying attention in class, but WORTH IT). It is the largest tool outside of the launcher, and for good reason!, Also I think I did a good job with the GUI on this one. WHAT PREREQUISITES DO PEOPLE NEED TO KNOW BEFORE TESTING? Well, this suite is made for average windows users, who aren’t tech savvy, so almost all dependencies are bundled in the .zip file in releases. The only one you need to have is VLC Media Player, which most people have, and is only for the fake update screen. Thanks for reviewing my project, I spent a lot of thime on this, and i hope you like it! baiiiiiiiiiiiiiiiii...
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Metroid Mania YSWS by @Acidicts | Stardance
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Acidicts
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3
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36.0
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455
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T14:21:29Z", "hours": 21.0, "multiplier": 17.49, "payout": 362, "blessing": "neutral", "text": "Metroid Mania - Ship Summary The project this ship has been focused on order management, admin controls, and user systems. New Key features include: Order & Form Refactoring : The order page was overhauled to use a single dynamic form ( 0e820f21 ), streamlining UI validation and charm slot linking ( f35b58a9 ). Prize order deletion now clears FK references cleanly ( 9b44cb46 ). Admin Enhancements : Admin workflows gained action grouping, force product deletion, and an overlay with legal/NDAs ( eacd0880 ). Superadmin detection was decoupled from environments ( 8dc20948 ). User Systems : A username system was added, alongside approved_seconds for precise credit calculations ( 6db7a580 ). Address management was introduced (then simplified) for physical orders ( c4d89a16 ). UI/UX Polishes : Demo link validation and a .btn-retro-noanim class improved consistency ( 72ce7806 , 1ba61a4f ). Like-button interactions were partially decoupled into partials ( 62203e0e ). Current Status : The project is streamlining legacy code (e.g., removing program keys a03bc008 , test addresses f4c6969d ) while hardening admin workflows. Redis integration and DB schema updates are live ( 783b67c4 ), and form state management remains a focus. Learned : Dynamic form reduction simplifies order handling, but requires careful validation. Admin overlays centralize critical actions, though over-NDAs complicate UX. Dropping the address model highlighted the cost of premature data-collection where you can outsource it to an existing system. The ship is trimming fat, tightening permissions.", "repo": "https://github.com/Acidicts/Metroid-Mania", "demo": "https://metroidmania.bing-bong.uk?demo=true"}, {"ship_num": 2, "ts": "2026-07-17T17:01:54Z", "hours": 5.0, "multiplier": 11.4, "payout": 53, "blessing": "neutral", "text": "Added settings that enabled address collection on start (default: false) Prizes which require a address (physical) ask for you to choose out of your addresses Added a way to manage user addresses (admins cannot see addresses) Added Ship request queue placement so you know how many things have to be reviewed ahead of time", "repo": "https://github.com/Acidicts/Metroid-Mania", "demo": "https://metroidmania.bing-bong.uk?demo=true"}, {"ship_num": 3, "ts": "2026-06-27T11:01:32Z", "hours": 10.0, "multiplier": 3.99, "payout": 40, "blessing": "neutral", "text": "Set Up - Setup my code-server environment, with ruby lsp Added Redis Caching to decrease load time for admin/users and other menus Made new mobile UI, and added Addresses, and changed the Comments to be polymorphic to enable easier adding to other things (devlogs, ships, orders) Added admin changeable messages for when not running and rsvp is enabled", "repo": "https://github.com/Acidicts/Metroid-Mania", "demo": "https://metroidmania.bing-bong.uk?demo=true"}]...
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[{"post_id": 48183, "ts": "202 [{"post_id": 48183, "ts": "2026-08-16T14:08:31Z", "hours": 5.5617, "text": "Metroid Mania Devlog Key Milestones & Features Username System & Legal Compliance : Added user username tracking, NDA setting to prevent address viewing, and an admin overlay displaying legal info(name) (eacd088). This enhances user pii protection by requiring a separate proccess to be done too. Dynamic Order Page : Refactored the order page into a single, dynamic form that adds/removes elements as needed (0e820f2), simplifying user interaction and reducing UI complexity. Encapsulated Connection Logic : Made the connection method a private instance method (0e86db0), improving code modularity and reducing unintended side effects. Admin System Overhaul : Removed environment-based superadmin detection (8dc2094), streamlining admin permissions for better security and maintainability. ** Current Main Focus ** To ensure user data is safe and leaning more on hca for sensitive info (legal_names, phone_number, and addresses)"}, {"post_id": 46317, "ts": "2026-08-13T13:46:11Z", "hours": 3.5772, "text": "Whole lot of reading api docs whilst coding: Removed Addresses from database to use access tokens to fetch from hackclub auth to maintain more up to date info and remove address pii from local database"}, {"post_id": 44253, "ts": "2026-08-09T21:42:29Z", "hours": 0.8358, "text": "Improved styling and added demo link so adding to unified db is easier (all data is on site)"}, {"post_id": 43953, "ts": "2026-08-09T12:27:12Z", "hours": 2.9561, "text": "Devlog: Admin Approved Time Override## SummaryAdded approved_seconds to Ship model, allowing admins to approve a different duration than what was devlogged lets the ysws stay in a budget by removing charm_notches for time that won’t contribute to budget. This enables scenarios where a user logs 4h but admin only approves 2h for credit/charm calculations.## Changes### Database- Added approved_seconds integer column to ships table (defaults to devlogged_seconds if not explicitly set)### Models- Ship : New approved_seconds attribute with default, set_approved_seconds callback (copies from devlogged_seconds on create), and recalculate_charm_notches! method for manual sync- Project : ship_and_award_credits! now uses approved_seconds for credit/notch calculation; removed ship_total_notches validation- ShipRequest : approve! accepts and passes approved_seconds ; reject! now destroys associated charm notches- User : reconcile_charm_notches! uses approved_seconds instead of devlogged_seconds for carryover calculations### Controllers- Admin ProjectsController : Pass approved_seconds param through approve/ship/force_ship actions- Admin ShipRequestsController : Pass approved_seconds param through approve action### Views- Ship request approval form: Added “Approved Time” field (number input, max = devlogged_seconds)- Ship cards: Display “Approved Hours” alongside devlogged hours### Tests- Comprehensive coverage for: - approved_seconds determining notch awards - Devlogged seconds copied to approved seconds when not set - Explicit approved_seconds overriding devlogged_seconds - Carryover hours across multiple ships - Multiplier application on approved_seconds - recalculate_charm_notches! syncing, removing excess, preserving admin_granted - reject! destroying charm notches (owner and recipient) - Controller test: approve respects approved_seconds for notch calculation## Backward CompatibilityThe set_approved_seconds callback defaults to devlogged_seconds when not explicitly set, so existing ships and flows without the new param continue working unchanged."}, {"post_id": 43547, "ts": "2026-08-08T21:34:57Z", "hours": 4.7067, "text": "Add sessions association and related methods, update tests and models- Added has_many :sessions with dependent destroy to User Added del_sessions method and invoked in destroy Updated test suites (created a buncha them) and model validations for sessions, addresses, admin actions, and other features Added base_cost to product for better checkout workflow Fixed issue where you couldn’t get free charm (if charm was set to free it wouldn’t let you redeem it) Fixed product delete and added force delete button Refactor prize order deletion to clear charm slot FK references Refactor charm slot reuse, add Redis service and DB name updatesRename Postgres DB to metroid_mania_test, add Redis container, adjust environment variables, refactor Order model to reuse existing empty charm slots with capacity limits, simplify loadout view logic, and add tests for slot reuse and header loadout. Fix Guide Styling"}, {"post_id": 37819, "ts": "2026-07-30T19:27:40Z", "hours": 2.3794, "text": "Enhanced UI & UX : The like button system now uses a new .btn-retro-noanim class for buttons that you want styled without the hover bob animation, ensuring visual consistency while reducing unnecessary animations commit . A major refactor extracted a reusable button partial and improved flash UI feedback for like/unlike actions, streamlining code and user experience commit . Simplified Admin Flows : Removed redundant User.credits and corrected logic error in views/devlogs/_ships.html.erb Currency recalculation logic was streamlined to reduce redundancy, with UI updates synchronized across admin sections for reliability and performance commit . Backend Normalization : Repository URLs are now consistently formatted, and GitHub identifier handling was improved to reduce errors in integration and dependency management commit . User Experience Polish : Comment form labels were updated, and the comment field was made optional to improve accessibility and reduce friction commit . Current Status : The project is hitting key milestones in user-facing polish and admin tooling, with a strong emphasis on maintainability. Core features like commenting and liking are now more robust, while backend consistency sets the stage for scalable integrations."}, {"post_id": 34656, "ts": "2026-07-25T15:41:20Z", "hours": 0.6544, "text": "Refactor like/unlike actions, extract button partial, improve flash UISkip ensure_user_setup for like and unlike actions, replace redirect with turbo_stream and fallback HTML, extract the like button into a partial, and rewrite the flash partial with a fixed position, close button and fade‑out animation."}, {"post_id": 28577, "ts": "2026-07-14T22:16:45Z", "hours": 0.5161, "text": "Key Milestones & Features The project has introduced a foundational system for managing ship deployments with the implementation of a queue placement for ship requests . This feature ensures organized handling of ship allocation, likely addressing scenarios where players or systems request ships (e.g., resource management, combat, or exploration mechanics). The queue system likely prevents overlaps or conflicts, enabling smoother gameplay and logical progression. Current Status The core queue logic is now part of the codebase (commit: 2bc9e46 by Acidicts). While this marks a critical step in structuring backend mechanics, the project remains in early development. No UI or full integration details are visible yet, suggesting future work will tie this system into gameplay loops, player actions, or event triggers. Things Learnt This iteration highlights the importance of asynchronous request handling in game systems, especially for resource-heavy actions like deploying ships. Implementing a queue likely involved balancing performance, fairness, and user expectations. The team may have explored patterns for prioritization, delay handling, or concurrency, which will be key as complexity scales."}, {"post_id": 23640, "ts": "2026-07-06T18:34:48Z", "hours": 3.75, "text": "feat(address): add address management system for physical products- create Address model with country enum and has_many :orders association add AddressController with CRUD operations supporting JSON and HTML formats add AddressesController with create, update, destroy actions and reload parameter add address association to Order model (belongs_to :address, required: false) add physical attribute to Product model with physical? helper method update User model to use has_many :address association with nested attributes add migrations for addresses table and order address reference (address_id) add address modal UI with form for creating addresses (HTML/JS) add address picker and delete functionality in user edit view add address selection dropdown for physical product orders in order forms add address display in order details view add CSS styles for address modal, form elements, and utility classes add JavaScript for modal interactions, address deletion, and form submission add trash-bin.svg icon for delete button update routes to include destroy action for addresses refactor(order): improve address handling in order creation fix conditional logic for accessory cost calculation (separate if blocks) add address assignment for physical products during order creation update product form to include physical item checkbox fix(validation): improve form field warning animations add fade-out transition for field validation warnings via fade-out class add timer-based warning auto-clear functionality (3s delay, 400ms fade) add transition properties for border-color and box-shadow on field-invalid style(application): add CSS utility classes and address styling add transition properties for field-invalid class (border-color, box-shadow) add fade-out animation for field-validation-warning (opacity transition) add .apf-section-darken, .address-trigger-btn, .del-btn utility classes add .inline, .jsb, .w100p, .g2r layout utility classes"}, {"post_id": 20343, "ts": "2026-07-01T22:23:24Z", "hours": 0.4053, "text": "Added toggle to disable the address page in the guide/ popup thing, this allows admins to disable collecting addresses immediately and lets people do it later on, eg when ordering a physical prize"}, {"post_id": 16561, "ts": "2026-06-26T22:39:51Z", "hours": 0.55, "text": "Added admin changable messages, allows admins to change the rsvp message"}, {"post_id": 15339, "ts": "2026-06-24T22:26:53Z", "hours": 6.4028, "text": "Made new mobile UI, and added Addresses, and changed the Comments to be polymorphic to enable easier adding to other things (devlogs, ships, orders) - (allows many different models to have comments)"}, {"post_id": 5933, "ts": "2026-06-09T22:20:17Z", "hours": 0.4317, "text": "Making Ruby-lsp work on my code-server setup"}, {"post_id": 5910, "ts": "2026-06-09T21:46:45Z", "hours": 1.2281, "text": "Continue on caching for faster mass user loading"}, {"post_id": 5188, "ts": "2026-06-08T21:40:53Z", "hours": 0.3869, "text": "Added Redis Caching to enable rapid user loading"}, {"post_id": 4982, "ts": "2026-06-08T17:04:50Z", "hours": 1.4683, "text": "Setting up coder enviroment"}]...
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Title: Metroid Mania YSWS by @Acidicts | Stardance Title: Metroid Mania YSWS by @Acidicts | Stardance
Devlogs:
Setting up coder enviroment
Added Redis Caching to enable rapid user loading
Continue on caching for faster mass user loading
Making Ruby-lsp work on my code-server setup
Made new mobile UI, and added Addresses, and changed the Comments to be polymorphic to enable easier adding to other things (devlogs, ships, orders) - (allows many different models to have comments)
Added admin changable messages, allows admins to change the rsvp message
Added toggle to disable the address page in the guide/ popup thing, this allows admins to disable collecting addresses immediately and lets people do it later on, eg when ordering a physical prize
feat(address): add address management system for physical products- create Address model with country enum and has_many :orders association add AddressController with CRUD operations supporting JSON and HTML formats add AddressesController with create, update, destroy actions and reload parameter add address association to Order model (belongs_to :address, required: false) add physical attribute to Product model with physical? helper method update User model to use has_many :address association with nested attributes add migrations for addresses table and order address reference (address_id) add address modal UI with form for creating addresses (HTML/JS) add address picker and delete functionality in user edit view add address selection dropdown for physical product orders in order forms add address display in order details view add CSS styles for address modal, form elements, and utility classes add JavaScript for modal interactions, address deletion, and form submission add trash-bin.svg icon for delete button update routes to include destroy action for addresses refactor(order): improve address handling in order creation fix conditional logic for accessory cost calculation (separate if blocks) add address assignment for physical products during order creation update product form to include physical item checkbox fix(validation): improve form field warning animations add fade-out transition for field validation warnings via fade-out class add timer-based warning auto-clear functionality (3s delay, 400ms fade) add transition properties for border-color and box-shadow on field-invalid style(application): add CSS utility classes and address styling add transition properties for field-invalid class (border-color, box-shadow) add fade-out animation for field-validation-warning (opacity transition) add .apf-section-darken, .address-trigger-btn, .del-btn utility classes add .inline, .jsb, .w100p, .g2r layout utility classes
Key Milestones & Features The project has introduced a foundational system for managing ship deployments with the implementation of a queue placement for ship requests . This feature ensures organized handling of ship allocation, likely addressing scenarios where players or systems request ships (e.g., resource management, combat, or exploration mechanics). The queue system likely prevents overlaps or conflicts, enabling smoother gameplay and logical progression. Current Status The core queue logic is now part of the codebase (commit: 2bc9e46 by Acidicts). While this marks a critical step in structuring backend mechanics, the project remains in early development. No UI or full integration details are visible yet, suggesting future work will tie this system into gameplay loops, player actions, or event triggers. Things Learnt This iteration highlights the importance of asynchronous request handling in game systems, especially for resource-heavy actions like deploying ships. Implementing a queue likely involved balancing performance, fairness, and user expectations. The team may have explored patterns for prioritization, delay handling, or concurrency, which will be key as complexity scales.
Refactor like/unlike actions, extract button partial, improve flash UISkip ensure_user_setup for like and unlike actions, replace redirect with turbo_stream and fallback HTML, extract the like button into a partial, and rewrite the flash partial with a fixed position, close button and fade‑out animation.
Enhanced UI & UX : The like button system now uses a new .btn-retro-noanim class for buttons that you want styled without the hover bob animation, ensuring visual consistency while reducing unnecessary animations commit . A major refactor extracted a reusable button partial and improved flash UI feedback for like/unlike actions, streamlining code and user experience commit . Simplified Admin Flows : Removed redundant User.credits and corrected logic error in views/devlogs/_ships.html.erb Currency recalculation logic was streamlined to reduce redundancy, with UI updates synchronized across admin sections for reliability and performance commit . Backend Normalization : Repository URLs are now consistently formatted, and GitHub identifier handling was improved to reduce errors in integration and dependency management commit . User Experience Polish : Comment form labels were updated, and the comment field was made optional to improve accessibility and reduce friction commit . Current Status : The project is hitting key milestones in user-facing polish and admin tooling, with a strong emphasis on maintainability. Core features like commenting and liking are now more robust, while backend consistency sets the stage for scalable integrations.
Add sessions association and related methods, update tests and models- Added has_many :sessions with dependent destroy to User Added del_sessions method and invoked in destroy Updated test suites (created a buncha them) and model validations for sessions, addresses, admin actions, and other features Added base_cost to product for better checkout workflow Fixed issue where you couldn’t get free charm (if charm was set to free it wouldn’t let you redeem it) Fixed product delete and added force delete button Refactor prize order deletion to clear charm slot FK references Refactor charm slot reuse, add Redis service and DB name updatesRename Postgres DB to metroid_mania_test, add Redis container, adjust environment variables, refactor Order model to reuse existing empty charm slots with capacity limits, simplify loadout view logic, and add tests for slot reuse and header loadout. Fix Guide Styling
Devlog: Admin Approved Time Override## SummaryAdded approved_seconds to Ship model, allowing admins to approve a different duration than what was devlogged lets the ysws stay in a budget by removing charm_notches for time that won’t contribute to budget. This enables scenarios where a user logs 4h but admin only approves 2h for credit/charm calculations.## Changes### Database- Added approved_seconds integer column to ships table (defaults to devlogged_seconds if not explicitly set)### Models- Ship : New approved_seconds attribute with default, set_approved_seconds callback (copies from devlogged_seconds on create), and recalculate_charm_notches! method for manual sync- Project : ship_and_award_credits! now uses approved_seconds for credit/notch calculation; removed ship_total_notches validation- ShipRequest : approve! accepts and passes approved_seconds ; reject! now destroys associated charm notches- User : reconcile_charm_notches! uses approved_seconds instead of devlogged_seconds for carryover calculations### Controllers- Admin ProjectsController : Pass approved_seconds param through approve/ship/force_ship actions- Admin ShipRequestsController : Pass approved_seconds param through approve action### Views- Ship request approval form: Added “Approved Time” field (number input, max = devlogged_seconds)- Ship cards: Display “Approved Hours” alongside devlogged hours### Tests- Comprehensive coverage for: - approved_seconds determining notch awards - Devlogged seconds copied to approved seconds when not set - Explicit approved_seconds overriding devlogged_seconds - Carryover hours across multiple ships - Multiplier application on approved_seconds - recalculate_charm_notches! syncing, removing excess, preserving admin_granted - reject! destroying charm notches (owner and recipient) - Controller test: approve respects approved_seconds for notch calculation## Backward CompatibilityThe set_approved_seconds callback defaults to devlogged_seconds when not explicitly set, so existing ships and flows without the new param continue working unchanged.
Improved styling and added demo link so adding to unified db is easier (all data is on site)
Whole lot of reading api docs whilst coding: Removed Addresses from database to use access tokens to fetch from hackclub auth to maintain more up to date info and remove address pii from local database
Metroid Mania Devlog Key Milestones & Features Username System & Legal Compliance : Added user username tracking, NDA setting to prevent address viewing, and an admin overlay displaying legal info(name) (eacd088). This enhances user pii protection by requiring a separate proccess to be done too. Dynamic Order Page : Refactored the order page into a single, dynamic form that adds/removes elements as needed (0e820f2), simplifying user interaction and reducing UI complexity. Encapsulated Connection Logic : Made the connection method a private instance method (0e86db0), improving code modularity and reducing unintended side effects. Admin System Overhaul : Removed environment-based superadmin detection (8dc2094), streamlining admin permissions for better security and maintainability. ** Current Main Focus ** To ensure user data is safe and leaning more on hca for sensitive info (legal_names, phone_number, and addresses)
Ships:
Set Up - Setup my code-server environment, with ruby lsp Added Redis Caching to decrease load time for admin/users and other menus Made new mobile UI, and added Addresses, and changed the Comments to be polymorphic to enable easier adding to other things (devlogs, ships, orders) Added admin changeable messages for when not running and rsvp is enabled
Added settings that enabled address collection on start (default: false) Prizes which require a address (physical) ask for you to choose out of your addresses Added a way to manage user addresses (admins cannot see addresses) Added Ship request queue placement so you know how many things have to be reviewed ahead of time
Metroid Mania - Ship Summary The project this ship has been focused on order management, admin controls, and user systems. New Key features include: Order & Form Refactoring : The order page was overhauled to use a single dynamic form ( 0e820f21 ), streamlining UI validation and charm slot linking ( f35b58a9 ). Prize order deletion now clears FK references cleanly ( 9b44cb46 ). Admin Enhancements : Admin workflows gained action grouping, force product deletion, and an overlay with legal/NDAs ( eacd0880 ). Superadmin detection was decoupled from environments ( 8dc20948 ). User Systems : A username system was added, alongside approved_seconds for precise credit calculations ( 6db7a580 ). Address management was introduced (then simplified) for physical orders ( c4d89a16 ). UI/UX Polishes : Demo link validation and a .btn-retro-noanim class improved consistency ( 72ce7806 , 1ba61a4f ). Like-button interactions were partially decoupled into partials ( 62203e0e ). Current Status : The project is streamlining legacy code (e.g., removing program keys a03bc008 , test addresses f4c6969d ) while hardening admin workflows. Redis integration and DB schema updates are live ( 783b67c4 ), and form state management remains a focus. Learned : Dynamic form reduction simplifies order handling, but requires careful validation. Admin overlays centralize critical actions, though over-NDAs complicate UX. Dropping the address model highlighted the cost of premature data-collection where you can outsource it to an existing system. The ship is trimming fat, tightening permissions....
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1792982895.6511447
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1793069295.6511447
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23222
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Climate Shield by @HackerDpro | Stardance
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HackerDpro
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3
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55.0
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452
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T13:30:29Z", "hours": 26.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Dear voters, I made “CLIMATE SHIELD”, an interactive dashboard with real-time natural disasters (focussed mostly on fires) from NASA API’s being shown. Why: I made this project because I was surprised by hearing so much fire incidents on the news, I liked the idea of being able to see all fires and data in one place and easy-to-read. I also liked the idea of using NASA data for my project, as this Stardance challenge is sponsored by NASA. During the process of creating this project, I learn a lot about how to use API’s and merge multiple APIs into one dashboard. The difference between this and the previous ship I got lots of ideas and inspirations from the previous ship. So I did my best to implement them all into this ship, some examples: A canvas tutorial that explains the basics from my page to new users. You can replay it in the TELEMETRY page! Added more sources, this way some areas that weren’t covered before have also data (although I have done my best to only use free API’s, that means that it may not contain ALL the data there currently is). In my previous ship I added another way of seeing the world (if you click on the “RECON” buttons), now it is also a map you can select as standard-view. There was a bug that I can’t explain this short (you can see more info about it in my devlogs), but I mostly fixed it! I hope you have a great day, and thanks for voting!!!", "repo": "https://github.com/HackerDpro/climate-shield", "demo": "https://climate-shield.netlify.app/"}, {"ship_num": 2, "ts": "2026-10-08T20:49:50Z", "hours": 25.0, "multiplier": 15.5, "payout": 385, "blessing": "neutral", "text": "I made a web page with NASA live data (API’s) to track natural problems around the world. CLIMATE SHIELD! I am proud of it being one of my biggest projects. I got the idea of doing this by seeing in the news all the wildfires happening right now, it was perfect timing as I was searching for ideas of what I could make for Startdance. Even though I knew there are already bunch of other sites that do this and may be 100x better than mine I just thought thta I woudl be so proud if I were able to make one myself. To be honest I did use AI, maybe a little bit too much some times. But I tried my best to participate as much as I can on the project, I know that AI shouldn’t be doing this for me. I learnt about all the back end things and API’s (I was frontend dev before but had low experience of back end, so this learnt me much too). So dear reviewer, I hope you like, enjoy and support my project as much as I do, have fun reviewing all the parts of it. If even like this my project would dissapoint you, I’d be glad to be able to get a feedback so I can make it even better! P.S. I appear to sometimes still have problems with the backend, it is hosted on the hack club Nest servers that should run 24/7 but I sometimes have connection errors with it so if the backend data doesn’t show directly after reloading the site please don’t check my project as failed, I am doing my best to make it work! Oh and yeah, I ma sorry for this looking so unstructurised but I didn’t really know how this be represented to you, if I maybe should write this the same layout as a README or a DEVBLOG", "repo": "https://github.com/HackerDpro/climate-shield", "demo": "https://climate-shield.netlify.app/"}, {"ship_num": 3, "ts": "2026-06-21T19:03:22Z", "hours": 4.0, "multiplier": 17.74, "payout": 67, "blessing": "neutral", "text": "I built Climate Shield, an AI-enhanced dashboard for global wildfire prediction. What I made: A high-performance Command Center that tracks 6,000+ real-time wildfire events. It integrates NASA satellite data with Open-Meteo elevation and OpenWeatherMap metrics to predict fire spread behaviors based on terrain and wind vectors. What was challenging: Scaling! Rendering 6k+ fires crashed my browser initially. I solved this by migrating the map engine to HTML5 Canvas for instant performance. I also had to implement an ‘on-demand’ API fetching strategy to bypass rate limits while maintaining deep-dive analytics. What I’m proud of: The ‘Terrain AI.’ By calculating elevation data in real-time, the dashboard now identifies ‘Critical Uphill Alignment’ a major factor in wildfire spread, and generates a 24-hour linear projection for dangerous outbreaks. How to test: Visit the Live Dashboard. ( https://climate-shield.netlify.app/ ) Toggle between Tactical (full data), Orbital (map focus), and Telemetry (deep analytics) modes. Click any fire marker to view specific wind, elevation, and hazard score data. Have fun discovering all the data.", "repo": "https://github.com/HackerDpro/climate-shield", "demo": "https://climate-shield.netlify.app/"}]...
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[{"post_id": 79522, "ts": "202 [{"post_id": 79522, "ts": "2026-10-14T13:05:26Z", "hours": 6.2528, "text": "ALL BUGS SOLVED (I think) This is my last devlog before 3rd ship! It was hard but I think I have done everything my 2nd ship’s voters told me to, I am exited to see what my 3rd ship’s voters will think of my project. I am happy with how my project turned out (Although I always like people giving me ideas and inspirations for future features and more)!"}, {"post_id": 79467, "ts": "2026-10-14T05:10:56Z", "hours": 8.4911, "text": "8 hours later = BUG FIXED After 8 hours of coding later and some frustrations: I finally fixed the annoying bug that I had (more info of the bug is to be seen in my previous devlogs). I am making my final changes before shipping, fixing a new smaller bug I found recently “NASA FIRMS data not loading”. After making all these changes: the bug fix, tutorial implementation, adding new sources and merging them, … I expect my 3rd ship to be soon!!!"}, {"post_id": 78883, "ts": "2026-10-11T21:15:19Z", "hours": 5.4208, "text": "More progress with merging Today I’ve mostly made progress with the codes to merge multiple API’s into the same details pup-up. I also did my best on finding a solution for the bug that has been happening when a fire pop-up shows and it touches the top of the page and dissapears. My only solution right now is to minimize the page (“ctrl” + “-”). Come back to see tomorrow’s devlog!"}, {"post_id": 78459, "ts": "2026-10-10T20:51:07Z", "hours": 6.0917, "text": "POST-SHIP PROGRESS I’ve been working on satisfying the reviews I got from my last shipment’s voters. I have been making a tutorial for first-timers on my page, it will show the basics of how to navigate and use my Climate-Shield project, a replay will be availble in the “TELEMETRY” tab. (view picture below). I am doing my best on fixing a very annoying bug that makes the details from a fire show for a split second and dissapear. It has been hard to fix that bug for now… I am working on adding more resources so I don’t only rely on 1 API but multiple (some may have more data than others). The difficult part has been trying to merge same fires from different api’s in one fire (to not have duplicates). These are my main issues I am working on right now, tomorrow I’ll continue, have a good day!"}, {"post_id": 77931, "ts": "2026-10-08T20:33:39Z", "hours": 7.9175, "text": "After coming back to Climate Shield I found that the backend (hack club Nest) had stopped, so the dashboard could no longer load its data. I got it running again (with PM2 and systemd), then replaced the map that suddenly was asking for an API key with another one (Esri tiles). When the fires still seemed missing, I checked the live data and found 7,130 valid reports. On the new map, the markers were just too small and hard to see, so I made them bigger and with a dark outline. I then tested the Netlify page with the API and saw that everything worked. I also updated the README and wrote my use of AI assistance (I am not sure if I would’ve been able to revive the project without it)."}, {"post_id": 22753, "ts": "2026-07-05T10:28:33Z", "hours": 2.4594, "text": "I have been a bit quiet lately, here is what is happening: I am on holidays with my family in Spain, this is what is keeping my time limited. I also don’t have a desktop here so that makes working and coding a bit more difficult (I work on a 14” schoollaptop). I am working on a very big update, about adding satelite cams and nearby webcams to visualize fires and maybe other things. This is a bit harder than expected but I expect it to be done in some hours, this would be the special update for celebrating my 25 or 30 hours in total coding time. I am also trying to make the feedback recieved from the shipping true, removing some bugs users found, … If you are reading this maybe you would like to try it out, I really appreciate feedback because it helps me improve what I don’t see. https://climate-shield.netlify.app/"}, {"post_id": 16198, "ts": "2026-06-26T10:01:54Z", "hours": 8.3156, "text": "Changing to a real server & a new TACTICAL UI Added a new Dropdown menu to the TACTICAL page to filter threats by layers and fully changed the backend to the Hack Club Nest server! The biggest friction this week was dealing with my old Render backend constantly going to sleep, which made the web app feel broken to new users. I finally set up my FastAPI app with PM2 so it stays awake 24/7. On the frontend, I built a sleek new dropdown to change between Earthquakes, Floods, Storms, and Volcanoes. The hard part was getting the map layers to play nicely together, toggling the new NASA API’s kept overwriting my core 6,000+ wildfire array! I had to rewrite the logic to separate the Leaflet layers so the map can stays fast and doesn’t wipe your data when you switch views. Right now, I am still trying to fix some bugs and improving the CO2 graph, I am also planning on updating my README.md to explain the new features (better). THANK YOU FOR READING! (I am almost at 20 hours of coding omg, I may need to add a special feature for when it happens. Any ideas or improvements are really appreciated!)"}, {"post_id": 15016, "ts": "2026-06-24T12:13:11Z", "hours": 0.7833, "text": "I hit 10 hours of coding! Here is what i lately changed: I just made a clock in the Tactical page (who doesn’t need a clock). I changed the font-family to Roboto. And I also changed the colors and some styling to feel more personal (I got much comments saying that I used AI so I am currently rewriting the most of the css to feel more like me)."}, {"post_id": 14306, "ts": "2026-06-23T11:47:37Z", "hours": 1.7369, "text": "Lastly I’ve remade the whole (first section) of the README.md, no more AI is used in it. I have made some improvement on the Orbital to be able to display the extra sensors too (btw extra sensors is a new feature too, read the README.md to learn more about it). I also made a costum favicon. Right now I am gathering API’s for more data and info comming soon, and also trying to categorize the things better so my site doesn’t look too messy (to new users)."}, {"post_id": 13910, "ts": "2026-06-22T20:14:16Z", "hours": 3.6611, "text": "Here is a summary of what I added on Day 3: Orbital Engine: Implemented a 3D WebGL globe with hardware-accelerated solar shading and physical height-mapped thermal pillars. Predictive “Pre-Crime” Scanning: Created a sector-based scan that analyzes soil moisture and weather data to calculate ignition probability for any empty landmass. Tactical Evacuation Routing: Integrated the Open Source Routing Machine (OSRM) to automatically generate safe civilian escape paths based on wind direction and terrain. Multi-Hazard Sensor Array: Added specialized monitoring layers for Mudslides (soil hydrophobicity), Cyclones (SST anomalies), Volcanic Ash (stratospheric tracking), and Seismic Activity (USGS lithospheric data). Raw Radiometry Engine: Added the ability to ingest NASA MODAPS CSV data to measure physical fire intensity in Megawatts (FRP), rather than just visual location. Performance Engineering: Optimized massive dataset rendering by offloading complex physics calculations to background CPU Web Workers to ensure zero UI lag. More info in https://github.com/HackerDpro/climate-shield"}, {"post_id": 13270, "ts": "2026-06-21T18:44:58Z", "hours": 2.8814, "text": "Read the README.dm for a full resume but here is a shortened version of my day 2: I’ve hit a major milestone in the development of Climate Shield. Scaling a dashboard to handle 6,000+ live wildfire events while maintaining a responsive user interface required a total re-architecture of my data pipeline. Technical Challenges & Solutions: Performance Scaling: To prevent browser crashes, I migrated from standard map markers to an HTML5 Canvas rendering engine. This allows for thousands of data points to load near-instantly without lag. API Intelligence: To handle 6,000+ potential weather requests without triggering rate limits, I implemented an “on-demand” fetching model. Wind vectors and elevation-based terrain analytics now trigger only when a user interacts with a specific fire, ensuring the dashboard remains fast and efficient. Terrain-Aware Analytics: I integrated elevation data to model fire spread. The engine now calculates whether a fire is on a “Critical Uphill Alignment”—a major factor in real-world wildfire behavior—providing a 24-hour linear projection for the most dangerous incidents. Dashboard Evolution: I’ve evolved the UI into a true Command Center with three distinct view modes:Tactical: The default full-dashboard view.Orbital: A map-focused mode for spatial tracking. Telemetry: A high-level data engine featuring carbon flux calculations, predictive risk averages, and hazard distribution matrices. This transition from a simple map to a multi-layered predictive engine has significantly improved the tool’s utility. Whether it’s tracking global CO2 trajectories or specific uphill fire spread, Climate Shield is now a high-performance asset for wildfire visualization."}, {"post_id": 13006, "ts": "2026-06-21T08:24:12Z", "hours": 0.9553, "text": "Spent our first session setting up the entire architecture for Climate Shield. Instead of just building a static map, we built a live data bridge. We successfully connected a Python backend engine using FastAPI to NASA’s live EONET satellite network, pulling in over 6,000 active global wildfires! To bypass cloud firewalls and handle messy data, we engineered a custom data-cleaning filter. Then, we linked the coordinates to the OpenWeatherMap API to calculate real-time wind speed and direction. Right now, the frontend map isn’t just displaying fire locations—it is actively rendering dynamic Risk Vectors (yellow trajectory lines) showing exactly where the wind is driving the fire spread. Next up: building the AI hazard scoring system!"}]...
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Title: Climate Shield by @HackerDpro | Stardance
Title: Climate Shield by @HackerDpro | Stardance
Devlogs:
Spent our first session setting up the entire architecture for Climate Shield. Instead of just building a static map, we built a live data bridge. We successfully connected a Python backend engine using FastAPI to NASA’s live EONET satellite network, pulling in over 6,000 active global wildfires! To bypass cloud firewalls and handle messy data, we engineered a custom data-cleaning filter. Then, we linked the coordinates to the OpenWeatherMap API to calculate real-time wind speed and direction. Right now, the frontend map isn’t just displaying fire locations—it is actively rendering dynamic Risk Vectors (yellow trajectory lines) showing exactly where the wind is driving the fire spread. Next up: building the AI hazard scoring system!
Read the README.dm for a full resume but here is a shortened version of my day 2: I’ve hit a major milestone in the development of Climate Shield. Scaling a dashboard to handle 6,000+ live wildfire events while maintaining a responsive user interface required a total re-architecture of my data pipeline. Technical Challenges & Solutions: Performance Scaling: To prevent browser crashes, I migrated from standard map markers to an HTML5 Canvas rendering engine. This allows for thousands of data points to load near-instantly without lag. API Intelligence: To handle 6,000+ potential weather requests without triggering rate limits, I implemented an “on-demand” fetching model. Wind vectors and elevation-based terrain analytics now trigger only when a user interacts with a specific fire, ensuring the dashboard remains fast and efficient. Terrain-Aware Analytics: I integrated elevation data to model fire spread. The engine now calculates whether a fire is on a “Critical Uphill Alignment”—a major factor in real-world wildfire behavior—providing a 24-hour linear projection for the most dangerous incidents. Dashboard Evolution: I’ve evolved the UI into a true Command Center with three distinct view modes:Tactical: The default full-dashboard view.Orbital: A map-focused mode for spatial tracking. Telemetry: A high-level data engine featuring carbon flux calculations, predictive risk averages, and hazard distribution matrices. This transition from a simple map to a multi-layered predictive engine has significantly improved the tool’s utility. Whether it’s tracking global CO2 trajectories or specific uphill fire spread, Climate Shield is now a high-performance asset for wildfire visualization.
Here is a summary of what I added on Day 3: Orbital Engine: Implemented a 3D WebGL globe with hardware-accelerated solar shading and physical height-mapped thermal pillars. Predictive “Pre-Crime” Scanning: Created a sector-based scan that analyzes soil moisture and weather data to calculate ignition probability for any empty landmass. Tactical Evacuation Routing: Integrated the Open Source Routing Machine (OSRM) to automatically generate safe civilian escape paths based on wind direction and terrain. Multi-Hazard Sensor Array: Added specialized monitoring layers for Mudslides (soil hydrophobicity), Cyclones (SST anomalies), Volcanic Ash (stratospheric tracking), and Seismic Activity (USGS lithospheric data). Raw Radiometry Engine: Added the ability to ingest NASA MODAPS CSV data to measure physical fire intensity in Megawatts (FRP), rather than just visual location. Performance Engineering: Optimized massive dataset rendering by offloading complex physics calculations to background CPU Web Workers to ensure zero UI lag. More info in https://github.com/HackerDpro/climate-shield
Lastly I’ve remade the whole (first section) of the README.md, no more AI is used in it. I have made some improvement on the Orbital to be able to display the extra sensors too (btw extra sensors is a new feature too, read the README.md to learn more about it). I also made a costum favicon. Right now I am gathering API’s for more data and info comming soon, and also trying to categorize the things better so my site doesn’t look too messy (to new users).
I hit 10 hours of coding! Here is what i lately changed: I just made a clock in the Tactical page (who doesn’t need a clock). I changed the font-family to Roboto. And I also changed the colors and some styling to feel more personal (I got much comments saying that I used AI so I am currently rewriting the most of the css to feel more like me).
Changing to a real server & a new TACTICAL UI Added a new Dropdown menu to the TACTICAL page to filter threats by layers and fully changed the backend to the Hack Club Nest server! The biggest friction this week was dealing with my old Render backend constantly going to sleep, which made the web app feel broken to new users. I finally set up my FastAPI app with PM2 so it stays awake 24/7. On the frontend, I built a sleek new dropdown to change between Earthquakes, Floods, Storms, and Volcanoes. The hard part was getting the map layers to play nicely together, toggling the new NASA API’s kept overwriting my core 6,000+ wildfire array! I had to rewrite the logic to separate the Leaflet layers so the map can stays fast and doesn’t wipe your data when you switch views. Right now, I am still trying to fix some bugs and improving the CO2 graph, I am also planning on updating my README.md to explain the new features (better). THANK YOU FOR READING! (I am almost at 20 hours of coding omg, I may need to add a special feature for when it happens. Any ideas or improvements are really appreciated!)
I have been a bit quiet lately, here is what is happening: I am on holidays with my family in Spain, this is what is keeping my time limited. I also don’t have a desktop here so that makes working and coding a bit more difficult (I work on a 14” schoollaptop). I am working on a very big update, about adding satelite cams and nearby webcams to visualize fires and maybe other things. This is a bit harder than expected but I expect it to be done in some hours, this would be the special update for celebrating my 25 or 30 hours in total coding time. I am also trying to make the feedback recieved from the shipping true, removing some bugs users found, … If you are reading this maybe you would like to try it out, I really appreciate feedback because it helps me improve what I don’t see. https://climate-shield.netlify.app/
After coming back to Climate Shield I found that the backend (hack club Nest) had stopped, so the dashboard could no longer load its data. I got it running again (with PM2 and systemd), then replaced the map that suddenly was asking for an API key with another one (Esri tiles). When the fires still seemed missing, I checked the live data and found 7,130 valid reports. On the new map, the markers were just too small and hard to see, so I made them bigger and with a dark outline. I then tested the Netlify page with the API and saw that everything worked. I also updated the README and wrote my use of AI assistance (I am not sure if I would’ve been able to revive the project without it).
POST-SHIP PROGRESS I’ve been working on satisfying the reviews I got from my last shipment’s voters. I have been making a tutorial for first-timers on my page, it will show the basics of how to navigate and use my Climate-Shield project, a replay will be availble in the “TELEMETRY” tab. (view picture below). I am doing my best on fixing a very annoying bug that makes the details from a fire show for a split second and dissapear. It has been hard to fix that bug for now… I am working on adding more resources so I don’t only rely on 1 API but multiple (some may have more data than others). The difficult part has been trying to merge same fires from different api’s in one fire (to not have duplicates). These are my main issues I am working on right now, tomorrow I’ll continue, have a good day!
More progress with merging Today I’ve mostly made progress with the codes to merge multiple API’s into the same details pup-up. I also did my best on finding a solution for the bug that has been happening when a fire pop-up shows and it touches the top of the page and dissapears. My only solution right now is to minimize the page (“ctrl” + “-”). Come back to see tomorrow’s devlog!
8 hours later = BUG FIXED After 8 hours of coding later and some frustrations: I finally fixed the annoying bug that I had (more info of the bug is to be seen in my previous devlogs). I am making my final changes before shipping, fixing a new smaller bug I found recently “NASA FIRMS data not loading”. After making all these changes: the bug fix, tutorial implementation, adding new sources and merging them, … I expect my 3rd ship to be soon!!!
ALL BUGS SOLVED (I think) This is my last devlog before 3rd ship! It was hard but I think I have done everything my 2nd ship’s voters told me to, I am exited to see what my 3rd ship’s voters will think of my project. I am happy with how my project turned out (Although I always like people giving me ideas and inspirations for future features and more)!
Ships:
I built Climate Shield, an AI-enhanced dashboard for global wildfire prediction. What I made: A high-performance Command Center that tracks 6,000+ real-time wildfire events. It integrates NASA satellite data with Open-Meteo elevation and OpenWeatherMap metrics to predict fire spread behaviors based on terrain and wind vectors. What was challenging: Scaling! Rendering 6k+ fires crashed my browser initially. I solved this by migrating the map engine to HTML5 Canvas for instant performance. I also had to implement an ‘on-demand’ API fetching strategy to bypass rate limits while maintaining deep-dive analytics. What I’m proud of: The ‘Terrain AI.’ By calculating elevation data in real-time, the dashboard now identifies ‘Critical Uphill Alignment’ a major factor in wildfire spread, and generates a 24-hour linear projection for dangerous outbreaks. How to test: Visit the Live Dashboard. ( https://climate-shield.netlify.app/ ) Toggle between Tactical (full data), Orbital (map focus), and Telemetry (deep analytics) modes. Click any fire marker to view specific wind, elevation, and hazard score data. Have fun discovering all the data.
I made a web page with NASA live data (API’s) to track natural problems around the world. CLIMATE SHIELD! I am proud of it being one of my biggest projects. I got the idea of doing this by seeing in the news all the wildfires happening right now, it was perfect timing as I was searching for ideas of what I could make for Startdance. Even though I knew there are already bunch of other sites that do this and may be 100x better than mine I just thought thta I woudl be so proud if I were able to make one myself. To be honest I did use AI, maybe a little bit too much some times. But I tried my best to participate as much as I can on the project, I know that AI shouldn’t be doing this for me. I learnt about all the back end things and API’s (I was frontend dev before but had low experience of back end, so this learnt me much too). So dear reviewer, I hope you like, enjoy and support my project as much as I do, have fun reviewing all the parts of it. If even like this my project would dissapoint you, I’d be glad to be able to get a feedback so I can make it even better! P.S. I appear to sometimes still have problems with the backend, it is hosted on the hack club Nest servers that should run 24/7 but I sometimes have connection errors with it so if the backend data doesn’t show directly after reloading the site please don’t check my project as failed, I am doing my best to make it work! Oh and yeah, I ma sorry for this looking so unstructurised but I didn’t really know how this be represented to you, if I maybe should write this the same layout as a README or a DEVBLOG
Dear voters, I made “CLIMATE SHIELD”, an interactive dashboard with real-time natural disasters (focussed mostly on fires) from NASA API’s being shown. Why: I made this project because I was surprised by hearing so much fire incidents on the news, I liked the idea of being able to see all fires and data in one place and easy-to-read. I also liked the idea of using NASA data for my project, as this Stardance challenge is sponsored by NASA. During the process of creating this project, I learn a lot about how to use API’s and merge multiple APIs into one dashboard. The difference between this and the previous ship I got lots of ideas and inspirations from the previous ship. So I did my best to implement them all into this ship, some examples: A canvas tutorial that explains the basics from my page to new users. You can replay it in the TELEMETRY page! Added more sources, this way some areas that weren’t covered before have also data (although I have done my best to only use free API’s, that means that it may not contain ALL the data there currently is). In my previous ship I added another way of seeing the world (if you click on the “RECON” buttons), now it is also a map you can select as standard-view. There was a bug that I can’t explain this short (you can see more info about it in my devlogs), but I mostly fixed it! I hope you have a great day, and thanks for voting!!!...
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1793008365.5155494
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1793872365.5155494
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48047
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WildOS by @Raphel | Stardance
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Raphel
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2
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37.0
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452
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T12:17:29Z", "hours": 31.0, "multiplier": 14.67, "payout": 452, "blessing": "neutral", "text": "WILDOS at last i completed WildOS for the WebOS 2 JAM . WildOS is a web-based but nature-themed OS and my second WebOS. My first WebOS helped me understand how a WebOS works, so this time i wanted to make something bigger and more functional. What I Built I made 9 apps : Wild Notes - write notes Wild Music Player - play music Wild Files - explore and download files Wild Settings - change the appearance Wild Weather - shows the weather of the Amazon Rainforest Wild Store - download and install apps Wild Gallery - view pictures Wild Sounds - play some crazy sounds Wildo - the personal assistant of WildOS The Music Player and Wild Store took me the most time. While making them, i learned more about JavaScript , app structures and how different parts of the OS connect together. Features Custom backgrounds Appearance settings Background sounds Boot animation Boot percentage Boot music Filters Custom cursor 3 new songs Draggable windows Fullscreen support App downloading and installation I also completely changed Wildo . Now he can give guides about WildOS and generate 2 images using JavaScript . Problems I Faced One big problem i faced was having 1000+ lines of HTML in one file . As the project became bigger, it became harder to find things and fix bugs. I spent time aligning and organising the code. I also faced some lag and dragging bugs while building it. This helped me learn how important it is to keep the code organised when a project gets bigger. How It Works mainly WildOS works like a small OS inside the browser. You can open apps from the dock, move the windows around, change the appearance, play music and download apps from the Store. You can play it directly in the browser. Use fullscreen and headphones for a better experience. Easter Eggs There are some Easter Eggs hidden inside WildOS. Double-click the tree icon on the top Double-click the WildOS text on the top There are also some more things hidden around the WildOS. I really enjoyed building WildOS and learned a lot about JavaScript, app structures, dragging windows, music players and fixing bugs . That’s it for WebOS 2 . check it out, ya tried!", "repo": "https://github.com/RaphelReji/WildOS", "demo": "https://raphelreji.github.io/WildOS/"}, {"ship_num": 2, "ts": "2026-09-09T03:07:49Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "WildOS It was so cool to complete the WebOS 1 JAM. I made WildOS, a web-based but nature-themed OS. Thanks to MeowOS for inspiring me to build one too. Also thanks to the WebOS Guide that helped me understand what to build, and thanks to the team that built that guide. So what I built is a nature-themed OS called WildOS. It is fully nature-themed and has some awesome features. This one is web playable, so anyone can test it directly in the browser. I added 5 apps to it. The first one is WildNotes, where you can write your notes. The second one is a music player that lets you play some cool music. The third one is Files, which is just a simple file window. The fourth one is Settings, where you can change the theme. And the fifth one is WILDO, WildOS’s personal assistant, but it is always unreachable. I also added a booting window, text animations, a live clock, customizable themes, and draggable windows. This is my second WebOS. The first one gave me an idea of how a WebOS could work, and while building WildOS I learned more about JavaScript, especially dragging windows and making the booting screen. I also took a little inspiration from macOS for the dock and some of the icons, but I tried to make the rest of the design my own and keep everything around the nature theme. It was really interesting to build and I learned a lot from it. That’s it for WebOS 1. let’s see what I can build for WebOS 2.", "repo": "https://github.com/RaphelReji/WildOS", "demo": "https://raphelreji.github.io/WildOS/"}]...
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[{"post_id": 68944, "ts": "202 [{"post_id": 68944, "ts": "2026-09-16T02:53:40Z", "hours": 1.4153, "text": "completed the readme for the project and made it properly written with the project details and everything needed. it took some time to arrange everything in the readme so it looks clean and understandable. i also aligned the 1000 line html code properly because it was not properly aligned before and it was hard to read and work with. now the readme is completed and the html code is properly aligned."}, {"post_id": 68735, "ts": "2026-09-15T17:19:06Z", "hours": 7.9703, "text": "WILDOS FINAL-DEVLOG at last i completed the wildos. i completed the store and the rest of the apps . the store took a long time to make but at last i completed it and made it functional. i also changed some app styles from webos1, made my own backgrounds for the boot and main window, added filters and a cursor image. also added boot percentage, boot music, some easter eggs and 3 new songs. i completely changed wildo and now he can give guides and generate 2 images. i also aligned the 1000 line html code and added the wifi logo. at last everything is done. ready to ship..!"}, {"post_id": 67756, "ts": "2026-09-14T00:10:29Z", "hours": 3.3075, "text": "WEBOS 2 today was another interesting day of working on my webos 2. i added two more apps to the webos — Gallery and Sounds . i also somehow managed to fix the lag bug that was happening when using the webos. it was a really annoying bug because sometimes the ui would get stuck or become slow, but after working on it i finally got it working much better. after that i completed the design of the Store app . the store is going to be one of the bigger parts of the webos because it can be used to show and add different apps. the design part is now completed and i also started working on the JS for it. i also added a click sound when interacting with things in the webos. its a small feature but it makes the experience feel much better and gives the webos a little more life. added Gallery app added Sounds app fixed the lag bug completed the Store design started the Store JS added click sounds today also taught me a lot about JavaScript, app structures, bugs and how different parts of the webos connect together . the wildos is slowly becoming bigger and more complete with every update. there is still a lot left to build I am trying to make it fast ,bye!"}, {"post_id": 67245, "ts": "2026-09-13T09:32:47Z", "hours": 5.0822, "text": "Devlog WildOS Today I worked on APP STORE mostly and sometime on settings as well. I added store app struture and details for apps in store . I also have some lag bugs with web but i am trying to resolve that Next, I am going to: resolve the lag bug finish the store app with js build sounds and galllery app yay bugs bugs let me complete this one"}, {"post_id": 66588, "ts": "2026-09-12T13:13:04Z", "hours": 3.57, "text": "wildOS Worked on settings today. I added appearance , customisable backgrounds and background music . I also worked on fixing javascript bugs and learned more about music ,dragging etc . Next, I am going to: completeing settings app store some music Getting closer to completing my WebOS2"}, {"post_id": 66357, "ts": "2026-09-12T04:37:35Z", "hours": 2.8344, "text": "I ADDED MUSIC PLAYER ,THE FILES- ALL BUTTONS IS WORKING ADDED A STORE BUT NOT COMPLTED ALSO FIXED SOME BUGS OF DRAGGING WINDOW"}, {"post_id": 65689, "ts": "2026-09-11T00:38:15Z", "hours": 2.0319, "text": "worked on music player added the javascript now adding the store app and inside that some apps to download also added new fonts , changed all macos style icons in green icons more comming"}, {"post_id": 65408, "ts": "2026-09-10T15:02:23Z", "hours": 4.5831, "text": "I started working on WebOS 2.Today, I added some new things:Added a new structure for the Music Player Added a Weather app Added file downloading in the File app Added full-size windows for all apps Next, I’m going to finish the Music Player and start working on a Store app."}, {"post_id": 64587, "ts": "2026-09-09T02:59:52Z", "hours": 5.2072, "text": "At last i completed it.It was so cool to complete the WebOS 1 JAM. I made WildOS, a web-based but nature-themed OS.Thanks to MeowOS for inspiring me to build one too, and also thanks to the WebOS Guide that helped me understand what to build. Also thanks to the team that built that guide.So what i built is a nature-themed OS called WildOS.It is fully nature-themed and has some awesome features. This one is web-playable, so anyone can test it directly in the browser.I added 5 apps to it. The first one is WildNotes, where you can write your notes. The second one is a music player that lets you play some cool music. The third one is Files, which is just a simple file window. The fourth one is Settings, where you can change the theme. And the fifth one is WILDO, WildOS’s personal assistant, but it is always unreachable.I also added a clock based on the WebOS Guide.I took a little inspiration from macOS, mainly for the dock and the icons, but most of the design is based around my own nature theme.Overall, it was really fun to build WildOS and learn how a WebOS works while making it.Now I’m ready for WebOS 2."}, {"post_id": 58221, "ts": "2026-08-30T16:04:35Z", "hours": 0.7883, "text": "WILDOS Hi i am using my free time to complete the webos i am mainly using html,css,and some javascript.So i making the first webOS so a very simple.btw i created the booting screen and a dragable window now i want to style it and thanks to the guide by stardance and meowos , i take it a inspiration to bulid this . see ya"}, {"post_id": 54947, "ts": "2026-08-26T11:25:46Z", "hours": 0.4189, "text": "WildOS — 2DayDevlog Day 1 The Beginning Today I started working on WildOS, The main goal is to create an OS with a unique identity SO I began by planning the overall design, user interface, and the features I want WildOS to have.I worked on the basic structure of the project and thought about how the desktop, applications, settings, and navigation should work together. I also started experimenting with the visual style and layout.There is still a lot to build, but getting the foundation started feels like a big step. Day 1 progress :Started the WildOS project Planned the basic OS structureDesigned the initial UI conceptStarted working on the desktop experienceListed features for future versions Day 2 — Building the WildOS focused more on turning the initial idea into something that actually feels like an operating system.I worked on the interface and started connecting different parts of the system together. I also thought about how users will interact with WildOS, including the desktop, applications, menus, and settings.The project is still in an early stage, but the direction is becoming much clearer. There are plenty of things left to improve. so at last i created the desktop booting and the first window ,still a lot more"}]...
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Title: WildOS by @Raphel | Stardance
Devlogs:
Wil Title: WildOS by @Raphel | Stardance
Devlogs:
WildOS — 2DayDevlog Day 1 The Beginning Today I started working on WildOS, The main goal is to create an OS with a unique identity SO I began by planning the overall design, user interface, and the features I want WildOS to have.I worked on the basic structure of the project and thought about how the desktop, applications, settings, and navigation should work together. I also started experimenting with the visual style and layout.There is still a lot to build, but getting the foundation started feels like a big step. Day 1 progress :Started the WildOS project Planned the basic OS structureDesigned the initial UI conceptStarted working on the desktop experienceListed features for future versions Day 2 — Building the WildOS focused more on turning the initial idea into something that actually feels like an operating system.I worked on the interface and started connecting different parts of the system together. I also thought about how users will interact with WildOS, including the desktop, applications, menus, and settings.The project is still in an early stage, but the direction is becoming much clearer. There are plenty of things left to improve. so at last i created the desktop booting and the first window ,still a lot more
WILDOS Hi i am using my free time to complete the webos i am mainly using html,css,and some javascript.So i making the first webOS so a very simple.btw i created the booting screen and a dragable window now i want to style it and thanks to the guide by stardance and meowos , i take it a inspiration to bulid this . see ya
At last i completed it.It was so cool to complete the WebOS 1 JAM. I made WildOS, a web-based but nature-themed OS.Thanks to MeowOS for inspiring me to build one too, and also thanks to the WebOS Guide that helped me understand what to build. Also thanks to the team that built that guide.So what i built is a nature-themed OS called WildOS.It is fully nature-themed and has some awesome features. This one is web-playable, so anyone can test it directly in the browser.I added 5 apps to it. The first one is WildNotes, where you can write your notes. The second one is a music player that lets you play some cool music. The third one is Files, which is just a simple file window. The fourth one is Settings, where you can change the theme. And the fifth one is WILDO, WildOS’s personal assistant, but it is always unreachable.I also added a clock based on the WebOS Guide.I took a little inspiration from macOS, mainly for the dock and the icons, but most of the design is based around my own nature theme.Overall, it was really fun to build WildOS and learn how a WebOS works while making it.Now I’m ready for WebOS 2.
I started working on WebOS 2.Today, I added some new things:Added a new structure for the Music Player Added a Weather app Added file downloading in the File app Added full-size windows for all apps Next, I’m going to finish the Music Player and start working on a Store app.
worked on music player added the javascript now adding the store app and inside that some apps to download also added new fonts , changed all macos style icons in green icons more comming
I ADDED MUSIC PLAYER ,THE FILES- ALL BUTTONS IS WORKING ADDED A STORE BUT NOT COMPLTED ALSO FIXED SOME BUGS OF DRAGGING WINDOW
wildOS Worked on settings today. I added appearance , customisable backgrounds and background music . I also worked on fixing javascript bugs and learned more about music ,dragging etc . Next, I am going to: completeing settings app store some music Getting closer to completing my WebOS2
Devlog WildOS Today I worked on APP STORE mostly and sometime on settings as well. I added store app struture and details for apps in store . I also have some lag bugs with web but i am trying to resolve that Next, I am going to: resolve the lag bug finish the store app with js build sounds and galllery app yay bugs bugs let me complete this one
WEBOS 2 today was another interesting day of working on my webos 2. i added two more apps to the webos — Gallery and Sounds . i also somehow managed to fix the lag bug that was happening when using the webos. it was a really annoying bug because sometimes the ui would get stuck or become slow, but after working on it i finally got it working much better. after that i completed the design of the Store app . the store is going to be one of the bigger parts of the webos because it can be used to show and add different apps. the design part is now completed and i also started working on the JS for it. i also added a click sound when interacting with things in the webos. its a small feature but it makes the experience feel much better and gives the webos a little more life. added Gallery app added Sounds app fixed the lag bug completed the Store design started the Store JS added click sounds today also taught me a lot about JavaScript, app structures, bugs and how different parts of the webos connect together . the wildos is slowly becoming bigger and more complete with every update. there is still a lot left to build I am trying to make it fast ,bye!
WILDOS FINAL-DEVLOG at last i completed the wildos. i completed the store and the rest of the apps . the store took a long time to make but at last i completed it and made it functional. i also changed some app styles from webos1, made my own backgrounds for the boot and main window, added filters and a cursor image. also added boot percentage, boot music, some easter eggs and 3 new songs. i completely changed wildo and now he can give guides and generate 2 images. i also aligned the 1000 line html code and added the wifi logo. at last everything is done. ready to ship..!
completed the readme for the project and made it properly written with the project details and everything needed. it took some time to arrange everything in the readme so it looks clean and understandable. i also aligned the 1000 line html code properly because it was not properly aligned before and it was hard to read and work with. now the readme is completed and the html code is properly aligned.
Ships:
WildOS It was so cool to complete the WebOS 1 JAM. I made WildOS, a web-based but nature-themed OS. Thanks to MeowOS for inspiring me to build one too. Also thanks to the WebOS Guide that helped me understand what to build, and thanks to the team that built that guide. So what I built is a nature-themed OS called WildOS. It is fully nature-themed and has some awesome features. This one is web playable, so anyone can test it directly in the browser. I added 5 apps to it. The first one is WildNotes, where you can write your notes. The second one is a music player that lets you play some cool music. The third one is Files, which is just a simple file window. The fourth one is Settings, where you can change the theme. And the fifth one is WILDO, WildOS’s personal assistant, but it is always unreachable. I also added a booting window, text animations, a live clock, customizable themes, and draggable windows. This is my second WebOS. The first one gave me an idea of how a WebOS could work, and while building WildOS I learned more about JavaScript, especially dragging windows and making the booting screen. I also took a little inspiration from macOS for the dock and some of the icons, but I tried to make the rest of the design my own and keep everything around the nature theme. It was really interesting to build and I learned a lot from it. That’s it for WebOS 1. let’s see what I can build for WebOS 2.
WILDOS at last i completed WildOS for the WebOS 2 JAM . WildOS is a web-based but nature-themed OS and my second WebOS. My first WebOS helped me understand how a WebOS works, so this time i wanted to make something bigger and more functional. What I Built I made 9 apps : Wild Notes - write notes Wild Music Player - play music Wild Files - explore and download files Wild Settings - change the appearance Wild Weather - shows the weather of the Amazon Rainforest Wild Store - download and install apps Wild Gallery - view pictures Wild Sounds - play some crazy sounds Wildo - the personal assistant of WildOS The Music Player and Wild Store took me the most time. While making them, i learned more about JavaScript , app structures and how different parts of the OS connect together. Features Custom backgrounds Appearance settings Background sounds Boot animation Boot percentage Boot music Filters Custom cursor 3 new songs Draggable windows Fullscreen support App downloading and installation I also completely changed Wildo . Now he can give guides about WildOS and generate 2 images using JavaScript . Problems I Faced One big problem i faced was having 1000+ lines of HTML in one file . As the project became bigger, it became harder to find things and fix bugs. I spent time aligning and organising the code. I also faced some lag and dragging bugs while building it. This helped me learn how important it is to keep the code organised when a project gets bigger. How It Works mainly WildOS works like a small OS inside the browser. You can open apps from the dock, move the windows around, change the appearance, play music and download apps from the Store. You can play it directly in the browser. Use fullscreen and headphones for a better experience. Easter Eggs There are some Easter Eggs hidden inside WildOS. Double-click the tree icon on the top Double-click the WildOS text on the top There are also some more things hidden around the WildOS. I really enjoyed building WildOS and learned a lot about JavaScript, app structures, dragging windows, music players and fixing bugs . That’s it for WebOS 2 . check it out, ya tried!...
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1793004577.4665127
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1793090977.4665127
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1846
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N-body sim by @indcader | Stardance
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indcader
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2
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31.0
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451
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T21:57:17Z", "hours": 6.0, "multiplier": 18.6, "payout": 116, "blessing": "neutral", "text": "I wrote a N-body simulation in Pygame. The project allows users to mess with gravitational bodies and create interesting systems. After recieving feedback from the last ship, I made modifications to the project which will allow the program to be more easy to use. I made new sub buttons on the screen which only appear after clicking on a main button. These buttons allow the user to do certain specialized tasks such as placing bodies, putting bodies in orbit, or shooting them into the abyss. I also reconfigured the controls to be more comfortable to the user (Q is now to pause since its easier to reach than P during play time). I also changed the system that allows users to modify variables like mass or time during playtime. Previously, in order to change values in the simulation, they had to bring their mouse over the text and scroll. This had major problems like the fact that it took forever to reach values, it was imprecise, and it wasn’t user-friendly. So I changed it so that the user instead clicks on the variable and types out the input they desire. Changes like this and others were made to make the project more user-friendly and fun. I also added new features as well such as the new orbit tool to allow users to make interesting systems easily and a few other new options. This update doesn’t have too many new features mainly due to the limited programming schedule I have but I hope yall enjoy it though!!!! :3", "repo": "https://github.com/Indcader56/N-body-Sim", "demo": "https://indcader56.itch.io/n-body-sim"}, {"ship_num": 2, "ts": "2026-06-28T20:59:44Z", "hours": 25.0, "multiplier": 13.6, "payout": 335, "blessing": "neutral", "text": "I made an N-body sim in which people can mess around with planetary bodies in an infinite area. Everything uses Euler’s approximation to simulate each body and the simulation allows users to add, delete, and manipulate bodies as they move around. The simulation supports up to 100-200 bodies due to it being O(n^2) and it also has cool features like zooming, variable time-steps, and a moveable player. Hope you guys can have fun with this and burn some time messing around with it! :D", "repo": "https://github.com/Indcader56/N-body-Sim", "demo": "https://indcader56.itch.io/n-body-sim"}]...
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[{"post_id": 58366, "ts": "202 [{"post_id": 58366, "ts": "2026-08-30T19:27:25Z", "hours": 2.9086, "text": "I’ve been working on a bunch of stuff in this update! I added the ability to put things in orbit just by clicking around the body in orbit mode. No more guessing using the trajectory tool!!! This has also allowed me to make the system below which is similar to the Earth Moon Sun system! After this I plan to add other tools and polish."}, {"post_id": 38507, "ts": "2026-07-31T22:43:27Z", "hours": 1.5156, "text": "I added trails to the game! They follow every body and last for awhile. I also added some polish to the typing system and did some bug fixing. The image below shows how cool trails make basic interactions between bodies look!"}, {"post_id": 37428, "ts": "2026-07-30T04:49:30Z", "hours": 1.8106, "text": "First devlog after ship! Thank you guys for bringing in feedback about the game! I’m sorry that it took a month for me to actually fix and ship the project. I was traveling and dealing with some things. ANYWAYS! I’ve read the feedback and one of the main, reoccurring complaints was trouble with the controls. So, I decided to work on making the simulation easier to use before implementing new things. One thing I changed was the way that the user changes the mass and time variables. Throughout the project I’ve had trouble figuring out how the user should be able to modify them. By the time I shipped, the solution wasn’t clear and a bit weird (scrolling on the text). So I made it so that when the user clicks on the text, they can type in whatever they want and confirm by pressing enter. This way, users don’t have to spend forever scrolling to a desired value, that value is more precise, and it isolates the scrolling controls for zooming only. I hope to add more improvements like this before optimizing the simulation and adding things like trails to the bodies."}, {"post_id": 17906, "ts": "2026-06-28T20:51:32Z", "hours": 0.77, "text": "I have been setting everything up for the ship!!!!"}, {"post_id": 16503, "ts": "2026-06-26T21:01:17Z", "hours": 4.6617, "text": "I added a layer of polish to the game. Also got rid of the sliders! They’re too finicky and ugly and take up too much code. I also added a bunch of hotkeys to make the user’s life a bit better. Next thing I post should be the ship!!!!"}, {"post_id": 14191, "ts": "2026-06-23T05:47:17Z", "hours": 5.0042, "text": "I added a bunch of new things as well as restructuring the code a bit. I added the ability to manipulate time mainly. I also separated the code a bit so all the physics logic is in its separate file. Hope to ship soon!!!!!!!"}, {"post_id": 10234, "ts": "2026-06-16T21:16:25Z", "hours": 1.395, "text": "I made the bodies colorful! I also added a slider for the mass so the scroll wheel is just for zoom. Also going to clean up the code soon (I keep procrastinating lol) and this might be the version where I ship et!"}, {"post_id": 9730, "ts": "2026-06-16T04:59:50Z", "hours": 4.6567, "text": "Sorry I haven’t posted in awhile, but I got a BIGGIE UPDATEEEEEEEEE I added the ability to move around the world and zoom in and out of the play area. No more do you have to witness your beautiful 2 body system go off screen into oblivion! Now, you can follow it to the ends of the universe!!!!!! After this, I plan to clean up the code a bit and change the controls since now the scroll wheel is mixed up with the zooming. I plan to keep adding things to the game until its fun"}, {"post_id": 6672, "ts": "2026-06-11T05:39:00Z", "hours": 2.2294, "text": "BIGGE UPDATE ALERT I added a bunch of buttons on screen that can now be used to place and delete bodies. I also made a bunch of underlying changes so I could do this! The next thing to add is wasd controls for a player that can move around and follow bodies as they follow their trajectories. After that I may or may not add a rocket to the game. who knows!"}, {"post_id": 4719, "ts": "2026-06-08T04:33:47Z", "hours": 2.1283, "text": "I fixed a few bugs including one where the masses were added twice in collisions. I also tweaked the colors and added a mass counter so that the user can see the exact mass before placing a body. After doing this, I plan to fix any more bugs and clean up the code. Then I will implement a camera that can follow the bodies and a small ship the player can spawn. After that I (might!) be good night for this project"}, {"post_id": 2343, "ts": "2026-06-04T19:45:49Z", "hours": 0.7792, "text": "I finally figured out Github (yayayay!!!) and now my workflow is (hopefully) gud. I also added the proper formula for momentum when a body gets hit. Will need to clean up the code though."}, {"post_id": 1099, "ts": "2026-06-02T22:34:26Z", "hours": 0.6903, "text": "I changed the color of the planets (cyan is kinda getting tired) and I made it so that the planets can gobble each other up"}, {"post_id": 412, "ts": "2026-06-01T20:16:56Z", "hours": 1.0275, "text": "I added user inputs and the ability to shoot your bodies and set their sizes"}, {"post_id": 384, "ts": "2026-06-01T18:55:27Z", "hours": 1.3953, "text": "I’m working on a N-body sim"}]...
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Title: N-body sim by @indcader | Stardance
Devlog Title: N-body sim by @indcader | Stardance
Devlogs:
I’m working on a N-body sim
I added user inputs and the ability to shoot your bodies and set their sizes
I changed the color of the planets (cyan is kinda getting tired) and I made it so that the planets can gobble each other up
I finally figured out Github (yayayay!!!) and now my workflow is (hopefully) gud. I also added the proper formula for momentum when a body gets hit. Will need to clean up the code though.
I fixed a few bugs including one where the masses were added twice in collisions. I also tweaked the colors and added a mass counter so that the user can see the exact mass before placing a body. After doing this, I plan to fix any more bugs and clean up the code. Then I will implement a camera that can follow the bodies and a small ship the player can spawn. After that I (might!) be good night for this project
BIGGE UPDATE ALERT I added a bunch of buttons on screen that can now be used to place and delete bodies. I also made a bunch of underlying changes so I could do this! The next thing to add is wasd controls for a player that can move around and follow bodies as they follow their trajectories. After that I may or may not add a rocket to the game. who knows!
Sorry I haven’t posted in awhile, but I got a BIGGIE UPDATEEEEEEEEE I added the ability to move around the world and zoom in and out of the play area. No more do you have to witness your beautiful 2 body system go off screen into oblivion! Now, you can follow it to the ends of the universe!!!!!! After this, I plan to clean up the code a bit and change the controls since now the scroll wheel is mixed up with the zooming. I plan to keep adding things to the game until its fun
I made the bodies colorful! I also added a slider for the mass so the scroll wheel is just for zoom. Also going to clean up the code soon (I keep procrastinating lol) and this might be the version where I ship et!
I added a bunch of new things as well as restructuring the code a bit. I added the ability to manipulate time mainly. I also separated the code a bit so all the physics logic is in its separate file. Hope to ship soon!!!!!!!
I added a layer of polish to the game. Also got rid of the sliders! They’re too finicky and ugly and take up too much code. I also added a bunch of hotkeys to make the user’s life a bit better. Next thing I post should be the ship!!!!
I have been setting everything up for the ship!!!!
First devlog after ship! Thank you guys for bringing in feedback about the game! I’m sorry that it took a month for me to actually fix and ship the project. I was traveling and dealing with some things. ANYWAYS! I’ve read the feedback and one of the main, reoccurring complaints was trouble with the controls. So, I decided to work on making the simulation easier to use before implementing new things. One thing I changed was the way that the user changes the mass and time variables. Throughout the project I’ve had trouble figuring out how the user should be able to modify them. By the time I shipped, the solution wasn’t clear and a bit weird (scrolling on the text). So I made it so that when the user clicks on the text, they can type in whatever they want and confirm by pressing enter. This way, users don’t have to spend forever scrolling to a desired value, that value is more precise, and it isolates the scrolling controls for zooming only. I hope to add more improvements like this before optimizing the simulation and adding things like trails to the bodies.
I added trails to the game! They follow every body and last for awhile. I also added some polish to the typing system and did some bug fixing. The image below shows how cool trails make basic interactions between bodies look!
I’ve been working on a bunch of stuff in this update! I added the ability to put things in orbit just by clicking around the body in orbit mode. No more guessing using the trajectory tool!!! This has also allowed me to make the system below which is similar to the Earth Moon Sun system! After this I plan to add other tools and polish.
Ships:
I made an N-body sim in which people can mess around with planetary bodies in an infinite area. Everything uses Euler’s approximation to simulate each body and the simulation allows users to add, delete, and manipulate bodies as they move around. The simulation supports up to 100-200 bodies due to it being O(n^2) and it also has cool features like zooming, variable time-steps, and a moveable player. Hope you guys can have fun with this and burn some time messing around with it! :D
I wrote a N-body simulation in Pygame. The project allows users to mess with gravitational bodies and create interesting systems. After recieving feedback from the last ship, I made modifications to the project which will allow the program to be more easy to use. I made new sub buttons on the screen which only appear after clicking on a main button. These buttons allow the user to do certain specialized tasks such as placing bodies, putting bodies in orbit, or shooting them into the abyss. I also reconfigured the controls to be more comfortable to the user (Q is now to pause since its easier to reach than P during play time). I also changed the system that allows users to modify variables like mass or time during playtime. Previously, in order to change values in the simulation, they had to bring their mouse over the text and scroll. This had major problems like the fact that it took forever to reach values, it was imprecise, and it wasn’t user-friendly. So I changed it so that the user instead clicks on the variable and types out the input they desire. Changes like this and others were made to make the project more user-friendly and fun. I also added new features as well such as the new orbit tool to allow users to make interesting systems easily and a few other new options. This update doesn’t have too many new features mainly due to the limited programming schedule I have but I hope yall enjoy it though!!!! :3...
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1792972121.6591053
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1793058521.6591053
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24254
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Miniature Mars Rover by @PRIKLY | Stardance
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PRIKLY
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1
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24.0
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451
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T05:02:28Z", "hours": 24.0, "multiplier": 18.84, "payout": 451, "blessing": "neutral", "text": "I made a Miniature Mars Rover, to stop costs and make rovers mass produced so we can find out more about Mars. I am really proud of myself because I made everything except for a wheel and camera by myself as a beginner Onshape user, I feel like I’ve done well. I went through a lot of problems and glitches but somehow resolved those after watching intense YouTube videos on solutions. I hope all of you see all the hard work I’ve put in the past month and give me a nice vote so I can get a pound of fudge :DDD hehehe. Thanks everybody and whoever supported me on this mission!", "repo": "https://github.com/PriklyParthiki/Mars-Rover", "demo": "https://makerworld.com/en/models/3211802-miniature-mars-rover"}]...
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[{"post_id": 45016, "ts": "202 [{"post_id": 45016, "ts": "2026-08-11T04:51:22Z", "hours": 0.3517, "text": "Mini Mars Rover It’s shortened, cuz of rules so read the actual readme What Is It? It is a Mars rover, made to be small and basically a mini version of a rover. Why is it mini? This is because regular-sized rovers are about 10 feet long; this rover is about 3 feet. Big rovers cost lots of money, effort, and time because they are huge and cannot be mass-produced, not to mention the amount of effort required to make sure this 10-foot gargantuan lands properly. What Does It Contain? Rocker-Bogie System & Wheels Let’s start with the structure that holds up the rover and helps it roll through the Martian environment. This structure is called a Rocker-Bogie system . It consists of 2 parts of the wheel framework that attach to each other and rotate. The two parts allow the whole vehicle to be stable, which is extremely important on Mars. This rotation allows the rover to go over several bumps or tiny high hills without crashing. Next are the wheels: heavy-duty wheels scaled to fit the robot. They rotate and feature grooves for better grip, made with plastic and metal. Cameras, Antennas & Power If you turn my robot around, on the back it has cameras that allow the vehicle to see behind it. On top of the body, at the very top, there is a Pancam Mast Assembly (PMA) —a tall elevated mast used on my rover to hold panoramic and navigation cameras (similar to the Spirit and Opportunity rovers). The top also contains a solar panel so these mini ’lil bots can harvest solar energy to work. I decided against using radioactive plutonium as a power/heat source because it would be expensive and difficult to use. Next, it has a Low Gain Antenna that looks like a stick. It serves as a backup or failsafe to receive direct-from-Earth commands without needing to precisely point, unlike the High Gain Antenna (which looks like a broken pickleball paddle) that concentrates its signal in a focused beam. Internal Mechanisms & Robotic Arms Inside the front of the rover’s body, there is a pair of hinged doors that open and close to protect the interior. Behind those doors are two rods and two mechanical arms: Claw Arm: Made of 3 parts (2 long metal strips connected together and a claw that can adjust its grip size). Drill Arm: Equipped with a drill bit used to break martian materials for sample storage. Each arm stands on a rod, allowing them to change direction vertically and making the process of extracting materials very easy. Additionally, two solar panels attach to a cylindrical piston that expands and retracts to push the panels out or pull them inside safely at night. Mars Ascent Vehicles (MAV) Finally, stored at the back are 4 Mars Ascent Vehicles (MAV) . The robot stores collected samples inside these rockets, allowing them to eject and safely travel back to Earth for further experimentation. Have fun, and be sure to give me a nice rating so I can get some nice prizes!! :D"}, {"post_id": 44763, "ts": "2026-08-10T19:15:54Z", "hours": 0.5322, "text": "Devlog #7 OH GOLLY GEE! GUYS I AM VERY CLOSE TO FINISHING THIS PROJECT!! For the past hour, I have been designing one of my last attributes to my mini mars rover, which is MAV!! AKA The Mars Ascent Vehicle used to store samples to ship them back to Earth! They are placed in the very bottom of my Rover, and will be ejected out of the rover when samples are collected successfully!! What do you guys think of my project!!"}, {"post_id": 42742, "ts": "2026-08-07T16:47:54Z", "hours": 4.0042, "text": "DEVLOG #5 HI GUYS!! For the last 4 hours I have been designing a High-Gain Antenna, like the one in Perseverance, it has a flat panel antenna that revolves and focuses power in a beam . It allows the rover to send info like pictures to Earth and receive commands and instructions. I have also redesigned the claws , by adding a long stick so the claw can move up and down. I un-glitched the original claw that I was crashing out on, (The devlog thats after 2, but behind 3) and added limits so the claw wouldn’t turn on itself I then made another instrument- a claw- but this time it had a drill bit , so the rover could interact with Martian material and drill through it. I also fixed up the rover and made sure there were no errors. THANKS FOR READING!!!"}, {"post_id": 42098, "ts": "2026-08-06T17:42:07Z", "hours": 3.8094, "text": "Devlog #4 HI GUYS! For the last 4 hours , I was planning and designing an ACTUAL “Rocker-Bogie” system. What is a “Rocker-Bogie” system? “A specialized, spring-less suspension arrangement used on wheeled vehicles—most famously NASA’s Mars rovers like Curiosity and Perseverance . It uses clever geometry and pivoting arms to climb over large rocks and rough ground while keeping all wheels firmly on the surface,” (According to several sources) . Progress & Changes In the past, I only had a simple framework, with no joints, just a few bars that would hold the wheels without any suspension , but now I have deleted my old design and turned it into a more complicated but better design. I had to put parts together and find a way to keep it the same size with a different design. Here’s how it turned out!"}, {"post_id": 40353, "ts": "2026-08-03T20:01:04Z", "hours": 4.3903, "text": "DEVLOG 3 Hi everyone! How are y’all doing? I’m keeping this one short so our fried attention spans actually can read this!! Progress Update (Past 5 Hours): Solar Panel Implementation: Added top solar panels and worked on retractable versions. Mechanism Iteration: * Initially tried a 4-arm bending mechanism to unfold the solar panels, but the arms wouldn’t fold or extend properly. Switched to a piston-like cylinder mechanism that extends the panels smoothly instead. Playability: You guys can play around with this mechanism once I’m done! Antenna Work: Partially created a low-gain antenna. THANKS FOR READING! FEEL FREE TO ASK QUESTIONS!!! (this pic is the retractable part that didn’t ) work"}, {"post_id": 39684, "ts": "2026-08-02T20:21:59Z", "hours": 3.0975, "text": "😭😭😭 I am genuinely suffering in hell because of freaking onshape, my eyes are going to fall out of my head , that’s how frustrated I am. For those wondering why, I was designing a claw for the robot and all was going well until it started glitching and phasing thru each other, so I am now trying to fix that. On top of that my time isn’t logged so I may have just spent 3 hours just for it to not get logged. AHHHHGGHHHH!!! 😭😭😭 genuinely what is this BTW:this is devlog #3"}, {"post_id": 30088, "ts": "2026-07-17T12:01:50Z", "hours": 3.56, "text": "DEVLOG: 02 HI GUYS!! How are y’all doing? For those who don’t know, I am creating a mini Mars rover - ALL FROM SCRATCH (AHHHGHH) - on Onshape (a cad software), while I am importing a few parts like the cameras and wheels, everything else is made by myself. My Mars rover is based off of a rover called “Perseverance”, which is a famous Mars rover. Previously, I did lots of research on the wheels and what type of build it should be to be successful on Mars. Anyway ~ Right now, I have added the wheels and the wheel framework to attach these beautiful bluish saucers onto this beautiful structure!! “YAy, iT finAlLy looKS liKe an actual roBoT ANd NoT A WEIRd MICroWAVe!!” Yes, I know, I know guys, thanks for your compliments😏😏!! I ran into a couple of problems on Onshape: my first being that the Assembly tab wouldn’t update even when I changed my parts in my part studio. Basically, this meant that I had to undo all of the mates and redo the build and redo the mates again!! I tried to troubleshoot and watched a ton of videos to try and change the settings or use weird tools but nothing worked, so I basically wasted hours just trying to find a solution. SIGH (For those who don’t use CAD, a mate is something that connects your parts together, you make things in the Part Studio, and you build and assemble in the Assembly studio!) I also had to redesign my parts in the part studio because the mates wouldn’t stick on the weird cylindrical surface, and I couldn’t add a mate connector because… well I still don’t know, but what’s a little mystery to spice up life? Eh?! Soon, I stumbled upon a mysterious tool that allowed me to swap out my parts in the Assembly studio, called “Replace Instance” which basically replaced any part in my Assembly studio, which basically saved me a ton of time!! So far, I have also added WORKING HINGE DOORS YAY! As well as a few different parts to ensure all of my parts stuck to each other! Anyway, that’s it, and here are some pics!!!😆😆😆"}, {"post_id": 18854, "ts": "2026-06-30T01:49:27Z", "hours": 4.1825, "text": "Mars Rover I decided to try and recreate Perseverance (a type of Mars rover ), except my rover would be more small and cost efficient meaning I would try and use the least amount of material so in theory more of my small rovers could be mass produced. I carefully researched Perseverance and kept the parts that were absolutely needed for a Rover, and discarded the ones that wouldn’t be needed as much. As of now, I need a camera for surveillance and observations, while I need to keep some in the front and back so my Rover knows where to avoid and go. My rover also needs solar panels for energy, and arms to interact with Mars’s environment. So far I have made the cameras, the main body, figured out the proportions and sizes, and framework. I think this project may take 10+ hours, but stay tuned to find out!! :D"}]...
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Title: Miniature Mars Rover by @PRIKLY | Stardance Title: Miniature Mars Rover by @PRIKLY | Stardance
Devlogs:
Mars Rover I decided to try and recreate Perseverance (a type of Mars rover ), except my rover would be more small and cost efficient meaning I would try and use the least amount of material so in theory more of my small rovers could be mass produced. I carefully researched Perseverance and kept the parts that were absolutely needed for a Rover, and discarded the ones that wouldn’t be needed as much. As of now, I need a camera for surveillance and observations, while I need to keep some in the front and back so my Rover knows where to avoid and go. My rover also needs solar panels for energy, and arms to interact with Mars’s environment. So far I have made the cameras, the main body, figured out the proportions and sizes, and framework. I think this project may take 10+ hours, but stay tuned to find out!! :D
DEVLOG: 02 HI GUYS!! How are y’all doing? For those who don’t know, I am creating a mini Mars rover - ALL FROM SCRATCH (AHHHGHH) - on Onshape (a cad software), while I am importing a few parts like the cameras and wheels, everything else is made by myself. My Mars rover is based off of a rover called “Perseverance”, which is a famous Mars rover. Previously, I did lots of research on the wheels and what type of build it should be to be successful on Mars. Anyway ~ Right now, I have added the wheels and the wheel framework to attach these beautiful bluish saucers onto this beautiful structure!! “YAy, iT finAlLy looKS liKe an actual roBoT ANd NoT A WEIRd MICroWAVe!!” Yes, I know, I know guys, thanks for your compliments😏😏!! I ran into a couple of problems on Onshape: my first being that the Assembly tab wouldn’t update even when I changed my parts in my part studio. Basically, this meant that I had to undo all of the mates and redo the build and redo the mates again!! I tried to troubleshoot and watched a ton of videos to try and change the settings or use weird tools but nothing worked, so I basically wasted hours just trying to find a solution. SIGH (For those who don’t use CAD, a mate is something that connects your parts together, you make things in the Part Studio, and you build and assemble in the Assembly studio!) I also had to redesign my parts in the part studio because the mates wouldn’t stick on the weird cylindrical surface, and I couldn’t add a mate connector because… well I still don’t know, but what’s a little mystery to spice up life? Eh?! Soon, I stumbled upon a mysterious tool that allowed me to swap out my parts in the Assembly studio, called “Replace Instance” which basically replaced any part in my Assembly studio, which basically saved me a ton of time!! So far, I have also added WORKING HINGE DOORS YAY! As well as a few different parts to ensure all of my parts stuck to each other! Anyway, that’s it, and here are some pics!!!😆😆😆
😭😭😭 I am genuinely suffering in hell because of freaking onshape, my eyes are going to fall out of my head , that’s how frustrated I am. For those wondering why, I was designing a claw for the robot and all was going well until it started glitching and phasing thru each other, so I am now trying to fix that. On top of that my time isn’t logged so I may have just spent 3 hours just for it to not get logged. AHHHHGGHHHH!!! 😭😭😭 genuinely what is this BTW:this is devlog #3
DEVLOG 3 Hi everyone! How are y’all doing? I’m keeping this one short so our fried attention spans actually can read this!! Progress Update (Past 5 Hours): Solar Panel Implementation: Added top solar panels and worked on retractable versions. Mechanism Iteration: * Initially tried a 4-arm bending mechanism to unfold the solar panels, but the arms wouldn’t fold or extend properly. Switched to a piston-like cylinder mechanism that extends the panels smoothly instead. Playability: You guys can play around with this mechanism once I’m done! Antenna Work: Partially created a low-gain antenna. THANKS FOR READING! FEEL FREE TO ASK QUESTIONS!!! (this pic is the retractable part that didn’t ) work
Devlog #4 HI GUYS! For the last 4 hours , I was planning and designing an ACTUAL “Rocker-Bogie” system. What is a “Rocker-Bogie” system? “A specialized, spring-less suspension arrangement used on wheeled vehicles—most famously NASA’s Mars rovers like Curiosity and Perseverance . It uses clever geometry and pivoting arms to climb over large rocks and rough ground while keeping all wheels firmly on the surface,” (According to several sources) . Progress & Changes In the past, I only had a simple framework, with no joints, just a few bars that would hold the wheels without any suspension , but now I have deleted my old design and turned it into a more complicated but better design. I had to put parts together and find a way to keep it the same size with a different design. Here’s how it turned out!
DEVLOG #5 HI GUYS!! For the last 4 hours I have been designing a High-Gain Antenna, like the one in Perseverance, it has a flat panel antenna that revolves and focuses power in a beam . It allows the rover to send info like pictures to Earth and receive commands and instructions. I have also redesigned the claws , by adding a long stick so the claw can move up and down. I un-glitched the original claw that I was crashing out on, (The devlog thats after 2, but behind 3) and added limits so the claw wouldn’t turn on itself I then made another instrument- a claw- but this time it had a drill bit , so the rover could interact with Martian material and drill through it. I also fixed up the rover and made sure there were no errors. THANKS FOR READING!!!
Devlog #7 OH GOLLY GEE! GUYS I AM VERY CLOSE TO FINISHING THIS PROJECT!! For the past hour, I have been designing one of my last attributes to my mini mars rover, which is MAV!! AKA The Mars Ascent Vehicle used to store samples to ship them back to Earth! They are placed in the very bottom of my Rover, and will be ejected out of the rover when samples are collected successfully!! What do you guys think of my project!!
Mini Mars Rover It’s shortened, cuz of rules so read the actual readme What Is It? It is a Mars rover, made to be small and basically a mini version of a rover. Why is it mini? This is because regular-sized rovers are about 10 feet long; this rover is about 3 feet. Big rovers cost lots of money, effort, and time because they are huge and cannot be mass-produced, not to mention the amount of effort required to make sure this 10-foot gargantuan lands properly. What Does It Contain? Rocker-Bogie System & Wheels Let’s start with the structure that holds up the rover and helps it roll through the Martian environment. This structure is called a Rocker-Bogie system . It consists of 2 parts of the wheel framework that attach to each other and rotate. The two parts allow the whole vehicle to be stable, which is extremely important on Mars. This rotation allows the rover to go over several bumps or tiny high hills without crashing. Next are the wheels: heavy-duty wheels scaled to fit the robot. They rotate and feature grooves for better grip, made with plastic and metal. Cameras, Antennas & Power If you turn my robot around, on the back it has cameras that allow the vehicle to see behind it. On top of the body, at the very top, there is a Pancam Mast Assembly (PMA) —a tall elevated mast used on my rover to hold panoramic and navigation cameras (similar to the Spirit and Opportunity rovers). The top also contains a solar panel so these mini ’lil bots can harvest solar energy to work. I decided against using radioactive plutonium as a power/heat source because it would be expensive and difficult to use. Next, it has a Low Gain Antenna that looks like a stick. It serves as a backup or failsafe to receive direct-from-Earth commands without needing to precisely point, unlike the High Gain Antenna (which looks like a broken pickleball paddle) that concentrates its signal in a focused beam. Internal Mechanisms & Robotic Arms Inside the front of the rover’s body, there is a pair of hinged doors that open and close to protect the interior. Behind those doors are two rods and two mechanical arms: Claw Arm: Made of 3 parts (2 long metal strips connected together and a claw that can adjust its grip size). Drill Arm: Equipped with a drill bit used to break martian materials for sample storage. Each arm stands on a rod, allowing them to change direction vertically and making the process of extracting materials very easy. Additionally, two solar panels attach to a cylindrical piston that expands and retracts to push the panels out or pull them inside safely at night. Mars Ascent Vehicles (MAV) Finally, stored at the back are 4 Mars Ascent Vehicles (MAV) . The robot stores collected samples inside these rockets, allowing them to eject and safely travel back to Earth for further experimentation. Have fun, and be sure to give me a nice rating so I can get some nice prizes!! :D
Ships:
I made a Miniature Mars Rover, to stop costs and make rovers mass produced so we can find out more about Mars. I am really proud of myself because I made everything except for a wheel and camera by myself as a beginner Onshape user, I feel like I’ve done well. I went through a lot of problems and glitches but somehow resolved those after watching intense YouTube videos on solutions. I hope all of you see all the hard work I’ve put in the past month and give me a nice vote so I can get a pound of fudge :DDD hehehe. Thanks everybody and whoever supported me on this mission!...
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1793001062.214891
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1793087462.214891
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39674
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LOCK IN by @Emanuela | Stardance
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Emanuela
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2
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32.0
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451
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T12:22:46Z", "hours": 13.0, "multiplier": 16.8, "payout": 225, "blessing": "neutral", "text": "Since I finished ‘The basic’ of my app well now I got to do some feature. Here I going to list em all: -Random images in the intro screen -Adding tooltips -Adding buttons Add site and Add app -Cue sound for text ‘LOCK IN’ -Pomodoro timer -Guide for Pomodoro Timer and other features -Youtube break music (only pomodoro timer) It was fun making this more than making the app itself. It was really beutiful to see the review of other people on my last ship it gave motivation and new ideas. What I feel the most proud of is the Youtube music break, It was complicated. Really the biggest nightmare after The pomodoro Timer. At one point I ruined the code in the start fuction and I had to ask help to the Ai because there I started having nightmares about this thing. PS. In guide inside the pomodoro timer I left some sites you can use to change the cue sound! It would be cool if someone would check that out :)", "repo": "https://github.com/emanuelaportella09-hub/LOCK-IN", "demo": "https://github.com/emanuelaportella09-hub/LOCK-IN/releases/tag/v1.1.0"}, {"ship_num": 2, "ts": "2026-08-23T20:53:38Z", "hours": 19.0, "multiplier": 11.63, "payout": 226, "blessing": "neutral", "text": "This desktop app was made by me, and it actually helps me lock in, no cap. You enter into the blacklist section the sites or apps you know you shouldn’t be on while working. If you still decide to go on the blacklisted sites or apps, the “LOCK IN” text takes over, forcing you to switch back. Giving accountability, no more unemployed. For this project I had to use Electron, so I learned JavaScript from scratch. Ngl, that was the hardest part. I spent 19 hours on this project, not accounting all the learning. Worth it. Quality-of-life improvement: Now you’ll actually stay locked in while you work, because the app is basically calling you out in real time whenever you start slacking. Here are my 3+ major QoL improvements: Automatic website blocking feature Automatic application blocking feature Configurable timer Persistent data (sites, apps, time, mode) Overlay readable on every background WHAT AM I PROUD OF? Before shipping, I tried out some weird websites like the Epic Games Store website with my friend. I noticed that my logic was straight garbage. I needed to install a dependency called psl in Electron to resolve the issue — that thing gave me the biggest headache of the entire project, hands down.", "repo": "https://github.com/emanuelaportella09-hub/LOCK-IN", "demo": "https://github.com/emanuelaportella09-hub/LOCK-IN/releases/tag/v1.1.0"}]...
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[{"post_id": 64919, "ts": "202 [{"post_id": 64919, "ts": "2026-09-09T17:15:41Z", "hours": 1.6589, "text": "FINAL DEVLOG I’m sorry that I couldn’t devlog like I should’ve. But since I need to keep my streak, I felt like making a rushed post. I wanted to make one huge last devlog with everything I’ve done in the last 7 hours. First add: I added random images to the ‘intro’ screen, you’ll see images other than the cat now. Second add: I made a choosable cue sound for the LOCK IN text. And the final add was the Pomodoro timer with break music. My stupid mistakes: I lost a lot of time on the preload because I always got something spelled wrong, and since I forgot to open devtools, it was a nightmare. Then, for fileName, I typed __filename instead. Node already uses that for something else. And while I was fixing the blacklist and adding some tooltips, I deleted an important div. Everything was sitting sideways for some reason. The Pomodoro timer made me crazy. The code was hard, but figuring out what to do was harder. I went round in circles debating whether to divide by 4, or use fixed 25-minute blocks, or wondering if the time you write down is the total duration or just the work itself. In the end, this is what I settled on: the number you write down is ONLY the work time, it doesn’t include breaks, so the actual session always takes longer. 25-minute blocks, a short break in between, and a long break at the end. There are some minor tweaks I did, but I think I’m going to write those in the shiplog instead. That’s it. Bye"}, {"post_id": 64301, "ts": "2026-09-08T16:19:37Z", "hours": 4.3261, "text": "I’ve done something and I am in hurry today"}, {"post_id": 62989, "ts": "2026-09-06T15:40:41Z", "hours": 1.975, "text": "I made progress -made some tooltip -and tried adding sound"}, {"post_id": 57360, "ts": "2026-08-29T14:20:31Z", "hours": 0.4761, "text": "MADE SPECIAL VERSION FOR REVIEWER."}, {"post_id": 56211, "ts": "2026-08-27T21:20:41Z", "hours": 4.9447, "text": "PUBLISHED VIDEO GUIDE ON YOUTUBE https://www.youtube.com/watch?v=KYm0ztkC648"}, {"post_id": 53099, "ts": "2026-08-23T15:12:25Z", "hours": 2.03, "text": "FIXING ISSUES I FOUND WITH FRIEND -fixed some websites recognition problem -added addition dialog message at the start of the session -added more paragraph descrition"}, {"post_id": 52581, "ts": "2026-08-22T19:19:33Z", "hours": 9.1644, "text": "I NEED HELP I ’ve done everything, I want some feedback on my work. Should I add more features, like a color palette for the remainder? I added many things and perfected them: -I added a save load sistem for the apps , sites and timer -I added the settings, -I added an Icon -I updated my github -I fixed my blacklist, the warning, and the finish warning If someone will look into my projects and give me some feedback I’ll perhaps decide to add that feature if possible."}, {"post_id": 47008, "ts": "2026-08-14T16:15:27Z", "hours": 6.9775, "text": "PROGRESS I built an intro screen with 3 button ( blacklist settings start ) I only worked on the blacklist in wich you can Add sites that keeps your brain rotting. The settings do not work. and the start session too. WHAT I NEED TO WORK ON almost everything but I am on my way right now my focus is to make it work so I’’ll work twoards the start button but since this is my first time using java script I feel proud of my work"}, {"post_id": 37301, "ts": "2026-07-29T22:18:19Z", "hours": 1.2411, "text": "STARTING OUT I’ve created the base of the project with Electron. I’ve used Ai, it has helped to understand which language to use and helped me understand CSS , JAVASCRIPTS/NODE and HTML concepts. I want to be clear: the code was written word for word by me personally,and the design choices were totally mine I needed to figure out how the reminder for “Lock In” would work, so I worked that on myself. So now I have the word “LOCK IN” covering the screen when I launch the App. WHAT I’VE LEARNED I learned somewhat the base of NODE/JAVASCRIPT and CSS concept like flexbox font family etc. WHAT I AM GOING TO DO NEXT Create an onboarding screen with a personalised blacklist of sites and applications"}]...
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Title: LOCK IN by @Emanuela | Stardance
Devlogs:
Title: LOCK IN by @Emanuela | Stardance
Devlogs:
STARTING OUT I’ve created the base of the project with Electron. I’ve used Ai, it has helped to understand which language to use and helped me understand CSS , JAVASCRIPTS/NODE and HTML concepts. I want to be clear: the code was written word for word by me personally,and the design choices were totally mine I needed to figure out how the reminder for “Lock In” would work, so I worked that on myself. So now I have the word “LOCK IN” covering the screen when I launch the App. WHAT I’VE LEARNED I learned somewhat the base of NODE/JAVASCRIPT and CSS concept like flexbox font family etc. WHAT I AM GOING TO DO NEXT Create an onboarding screen with a personalised blacklist of sites and applications
PROGRESS I built an intro screen with 3 button ( blacklist settings start ) I only worked on the blacklist in wich you can Add sites that keeps your brain rotting. The settings do not work. and the start session too. WHAT I NEED TO WORK ON almost everything but I am on my way right now my focus is to make it work so I’’ll work twoards the start button but since this is my first time using java script I feel proud of my work
I NEED HELP I ’ve done everything, I want some feedback on my work. Should I add more features, like a color palette for the remainder? I added many things and perfected them: -I added a save load sistem for the apps , sites and timer -I added the settings, -I added an Icon -I updated my github -I fixed my blacklist, the warning, and the finish warning If someone will look into my projects and give me some feedback I’ll perhaps decide to add that feature if possible.
FIXING ISSUES I FOUND WITH FRIEND -fixed some websites recognition problem -added addition dialog message at the start of the session -added more paragraph descrition
PUBLISHED VIDEO GUIDE ON YOUTUBE https://www.youtube.com/watch?v=KYm0ztkC648
MADE SPECIAL VERSION FOR REVIEWER.
I made progress -made some tooltip -and tried adding sound
I’ve done something and I am in hurry today
FINAL DEVLOG I’m sorry that I couldn’t devlog like I should’ve. But since I need to keep my streak, I felt like making a rushed post. I wanted to make one huge last devlog with everything I’ve done in the last 7 hours. First add: I added random images to the ‘intro’ screen, you’ll see images other than the cat now. Second add: I made a choosable cue sound for the LOCK IN text. And the final add was the Pomodoro timer with break music. My stupid mistakes: I lost a lot of time on the preload because I always got something spelled wrong, and since I forgot to open devtools, it was a nightmare. Then, for fileName, I typed __filename instead. Node already uses that for something else. And while I was fixing the blacklist and adding some tooltips, I deleted an important div. Everything was sitting sideways for some reason. The Pomodoro timer made me crazy. The code was hard, but figuring out what to do was harder. I went round in circles debating whether to divide by 4, or use fixed 25-minute blocks, or wondering if the time you write down is the total duration or just the work itself. In the end, this is what I settled on: the number you write down is ONLY the work time, it doesn’t include breaks, so the actual session always takes longer. 25-minute blocks, a short break in between, and a long break at the end. There are some minor tweaks I did, but I think I’m going to write those in the shiplog instead. That’s it. Bye
Ships:
This desktop app was made by me, and it actually helps me lock in, no cap. You enter into the blacklist section the sites or apps you know you shouldn’t be on while working. If you still decide to go on the blacklisted sites or apps, the “LOCK IN” text takes over, forcing you to switch back. Giving accountability, no more unemployed. For this project I had to use Electron, so I learned JavaScript from scratch. Ngl, that was the hardest part. I spent 19 hours on this project, not accounting all the learning. Worth it. Quality-of-life improvement: Now you’ll actually stay locked in while you work, because the app is basically calling you out in real time whenever you start slacking. Here are my 3+ major QoL improvements: Automatic website blocking feature Automatic application blocking feature Configurable timer Persistent data (sites, apps, time, mode) Overlay readable on every background WHAT AM I PROUD OF? Before shipping, I tried out some weird websites like the Epic Games Store website with my friend. I noticed that my logic was straight garbage. I needed to install a dependency called psl in Electron to resolve the issue — that thing gave me the biggest headache of the entire project, hands down.
Since I finished ‘The basic’ of my app well now I got to do some feature. Here I going to list em all: -Random images in the intro screen -Adding tooltips -Adding buttons Add site and Add app -Cue sound for text ‘LOCK IN’ -Pomodoro timer -Guide for Pomodoro Timer and other features -Youtube break music (only pomodoro timer) It was fun making this more than making the app itself. It was really beutiful to see the review of other people on my last ship it gave motivation and new ideas. What I feel the most proud of is the Youtube music break, It was complicated. Really the biggest nightmare after The pomodoro Timer. At one point I ruined the code in the start fuction and I had to ask help to the Ai because there I started having nightmares about this thing. PS. In guide inside the pomodoro timer I left some sites you can use to change the cue sound! It would be cool if someone would check that out :)...
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1792986672.758133
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1793073072.758133
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60818
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TUI Pitch Detector by @EclipseShadow | Stardance
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EclipseShadow
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1
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54.0
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449
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T05:00:14Z", "hours": 54.0, "multiplier": 10.89, "payout": 449, "blessing": "neutral", "text": "Well, it’s, kind of, sort of, maybe, complete now! I have a lot of things I want to add, but I don’t know if the motivation will keep up for that long lol. I started this project as just a way to learn Rust by doing, and it turned into a project that I am really happy with! Something reviewers should note is that the Two-Way Mismatch algorithm is completely broken and unusable, which I did try to fix but I wasn’t able to. I added it more to show off the right column of the UI updating to show new parameters. If you can make it actually stable and usable via changing the parameters (which I don’t think is the issue, but maybe?), please open a GitHub Issue and I’ll look into it. Something challenging was working with some of the tooling around Rust, especially the compilation because that is not something I was used to. I am proud of how it ended up, with a very clean UI if I do say so myself, and with (most of) it working exactly as I want. In the future, I would like fix the issues with the TWM algorithm, add a GUI (using Tauri), and mostly just incorporate this knowledge into future bigger and better projects!", "repo": "https://github.com/EclipseShadow55/RustLocalPitch", "demo": "https://github.com/EclipseShadow55/RustLocalPitch/releases/tag/v0.1.0-alpha"}]...
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[{"post_id": 75459, "ts": "202 [{"post_id": 75459, "ts": "2026-09-30T04:51:25Z", "hours": 6.0264, "text": "Switched ‘R’ key to reset currently selected parameter, Added ‘P’ key to reset all parameters, Switch hide cursor key from Space to Backspace Added Tooltip Descriptions for every selectable item Completed documentation for this release. Compiled release versions using cross and cargo-make."}, {"post_id": 74761, "ts": "2026-09-28T05:17:47Z", "hours": 8.7286, "text": "Added navigating and selecting items and shifting selected parameters Fixed bug in CyclicParam that caused subtractions past bounds, breaking unsigned types if the lower bound was zero Added Tooltips with info about selected item (descriptions to come) Note: Two-way mismatch, appears to be highly unstable and generally incorrect (one semitone above actual), tried debugging but no success."}, {"post_id": 73851, "ts": "2026-09-26T05:24:12Z", "hours": 2.6619, "text": "Created Smart Parameters and UI for Two-Way Mismatch. Added a volume meter, shows green when audio is past volume filter."}, {"post_id": 72437, "ts": "2026-09-22T23:00:11Z", "hours": 8.4528, "text": "Added detection parameters to the UI (changes with detection mode), and implemented Two-Way Mismatch detection algorithm (parameters not implemented yet). Also finally remembered to commit to the git repo (oops)."}, {"post_id": 66955, "ts": "2026-09-12T22:56:21Z", "hours": 5.4067, "text": "Added base parameters (min frequency, max frequency, noise filter, detection mode) to the TUI, also increased size of the main pitch display."}, {"post_id": 65634, "ts": "2026-09-10T21:53:46Z", "hours": 22.8811, "text": "Backend Processing Loop - read & process inbox (process audio chunks & respond with frequency frames, process & confirm parameter updates, respond to metadata requests, and shutdown) Backend Thread Starter Method CLI Main Loop - read & process inbox (process new frequency frames, process parameter update confirmations, process shutdown confirmations), update TUI with new note, read & process keypresses (temporary hotkeys for testing) (I wasn’t planning on submitting this to Stardance, so I’ve done a lot of work on it. Future devlogs will be smaller)"}]...
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Title: TUI Pitch Detector by @EclipseShadow | Star Title: TUI Pitch Detector by @EclipseShadow | Stardance
Devlogs:
Backend Processing Loop - read & process inbox (process audio chunks & respond with frequency frames, process & confirm parameter updates, respond to metadata requests, and shutdown) Backend Thread Starter Method CLI Main Loop - read & process inbox (process new frequency frames, process parameter update confirmations, process shutdown confirmations), update TUI with new note, read & process keypresses (temporary hotkeys for testing) (I wasn’t planning on submitting this to Stardance, so I’ve done a lot of work on it. Future devlogs will be smaller)
Added base parameters (min frequency, max frequency, noise filter, detection mode) to the TUI, also increased size of the main pitch display.
Added detection parameters to the UI (changes with detection mode), and implemented Two-Way Mismatch detection algorithm (parameters not implemented yet). Also finally remembered to commit to the git repo (oops).
Created Smart Parameters and UI for Two-Way Mismatch. Added a volume meter, shows green when audio is past volume filter.
Added navigating and selecting items and shifting selected parameters Fixed bug in CyclicParam that caused subtractions past bounds, breaking unsigned types if the lower bound was zero Added Tooltips with info about selected item (descriptions to come) Note: Two-way mismatch, appears to be highly unstable and generally incorrect (one semitone above actual), tried debugging but no success.
Switched ‘R’ key to reset currently selected parameter, Added ‘P’ key to reset all parameters, Switch hide cursor key from Space to Backspace Added Tooltip Descriptions for every selectable item Completed documentation for this release. Compiled release versions using cross and cargo-make.
Ships:
Well, it’s, kind of, sort of, maybe, complete now! I have a lot of things I want to add, but I don’t know if the motivation will keep up for that long lol. I started this project as just a way to learn Rust by doing, and it turned into a project that I am really happy with! Something reviewers should note is that the Two-Way Mismatch algorithm is completely broken and unusable, which I did try to fix but I wasn’t able to. I added it more to show off the right column of the UI updating to show new parameters. If you can make it actually stable and usable via changing the parameters (which I don’t think is the issue, but maybe?), please open a GitHub Issue and I’ll look into it. Something challenging was working with some of the tooling around Rust, especially the compilation because that is not something I was used to. I am proud of how it ended up, with a very clean UI if I do say so myself, and with (most of) it working exactly as I want. In the future, I would like fix the issues with the TWM algorithm, add a GUI (using Tauri), and mostly just incorporate this knowledge into future bigger and better projects!...
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1792961681.8975236
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Pineapple Chess GUI by @Theenash | Stardance
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Theenash
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2
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28.0
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448
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T01:40:27Z", "hours": 6.0, "multiplier": 8.66, "payout": 64, "blessing": "neutral", "text": "I made a chess software called Pineapple Chess, this is my second ship on this project, this ship is the major change of porting it to the web. The summary will stay mostly the same for any newcomers to the second ship. — SUMMARY — So basically it’s like any other chess software but it is pineapple themed(don’t worry if you don’t like the way it looks you can switch themes)! With 3 themes: Light, Dark, and Pineapple! There is a 2 player mode, if you have 2 people in front of a computer, you can play against each other on 1 computer! With an optional board flip feature! You can play against bots, powered by Stockfish, you can play against bots with different difficulties. And this time built with Javascript. Basically the original version was made in Java, but in the last ship, I got a lot of feedback saying I should port this to the web, so I did! — LINKS — To Play on web: Play now: https://shadowtech1234.github.io/pineapplechess/ — CHALLENGES — Here are some challenges I faced. When I first started porting this, I had to learn another brand new language that I had never used, which is JavaScript(last time was Java), so it took me a while to get used to it and progress was very slow at the start. Like a lot of hours I spent on the project was not really captured by Hackatime because I was on documentation and troubleshooting a lot. A very, very big task was efficiency. JavaScript is very, very fragile. I had a lot of problems where it would always freeze and stop, which lead to phantom moves in chess and broke it a lot. Learning to code in JavaScript with this efficiency was a bit hard because I had to make sure everything was perfect and there was no holes in it. Like for example in Java, I just coded in whatever way works, and there probably was holes and leaks in that but it wouldn’t be noticeable, in JavaScript it was the complete opposite. (This is what I noticed when I coded, I don’t know if this is factual that JavaScript is very hard when coding to make sure it’s efficient, it might just be me) Another problem was when I tried putting this on GitHub Pages, because the source for it had to be like in one folder I had to rearrange my code and rewrite some parts to make it work on GitHub Pages, The last challenge I faced was stopping. This is the same as last time. I have a lot of ideas to add to this, but I realized that if I did all of it, it would be a waste of time. This includes adding a evaluation bar, game export and import, game analysis, and maybe multiplayer. Working on this is a fun side project but I don’t have the time to work on it as much right now as I have a lot of work from school, and Stardance is ending soon anyways, so I wanted to get it as polished as possible and ship it. That’s basically it. I had a lot of fun making this, it’s not much but I will add features in the future, maybe in the next Hack Club event. Thank you!", "repo": "https://github.com/Shadowtech1234/pineapplechess", "demo": "https://shadowtech1234.github.io/pineapplechess/"}, {"ship_num": 2, "ts": "2026-08-03T00:03:27Z", "hours": 22.0, "multiplier": 14.56, "payout": 384, "blessing": "neutral", "text": "I made a chess software called Pineapple Chess. — SUMMARY — So basically it’s like any other chess software but it is pineapple themed(don’t worry if you don’t like the way it looks you can switch themes)! With 3 themes: Light, Dark, and Pineapple! There is a 2 player mode, if you have 2 people in front of a computer, you can play against each other on 1 computer! With an optional board flip feature! You can play against bots, powered by Stockfish, you can play against bots with different difficulties. And built with Java. — LINKS — Github: https://github.com/Shadowtech1234/pineapplechess/ If you want to download, simply go to the Github repo, and go to the releases tab and download it! For more detailed instructions, it is on the Github readme. — SHOWCASE VIDEO — Showcase video is available on the very top of the readme in the Github repo. (I wasn’t able to attach the video to this Ship post) — CHALLENGES — Here are some challenges I faced. When I first started, I had to learn a brand new language that I had never used, which is Java, so it took me a while to get used to it and progress was very slow at the start. Like a lot of hours I spent on the project was not really captured by Hackatime because I was on documentation and troubleshooting a lot. A very, very big task was app resizing. What I mean is when you resize the app, for example make it fit the entire screen, the app has to make every component scale up, or scale down with a ratio to make it look good. This took me so long to implement and it works, there is just one problem, you have to click the app after you change the window for the resize to apply, so it looks weird when you resize, but you just need to click on the app to refresh it. Hopefully I can fix that in the next update of my app. Another problem was when I tried building my app to an installer to make it as easy as possible for the user. It just never worked for a while. Like every time I tried to build it would give me a problem, and after I fixed it it just gave me another. This went on 7 times. Of the times I had to rewrite a couple major parts of my app including image loading of the pieces, it worked well in developer mode(which is just clicking the run button in VS Code), but Java kind works differently when compiled into a finished product, so the images didn’t load in a couple builds. But now it works and has a user-friendly installer. The last challenge I faced was stopping. I have a lot of ideas to add to this, but I realized that if I did all of it, it would be a waste of time. This includes multi-platform support over MacOS and Linux, not only Windows. Working on this is a fun side project but I want to do something more meaningful. So I am shipping this project right now and trying to make it as clean as possible with the current features of the app, and moving on to the next project. I will still be working on this project, but I will probably come back to it after summer ends or ever later. That’s basically it. I had a lot of fun making the app, it’s not much but I will add features in the future. Thank you!", "repo": "https://github.com/Shadowtech1234/pineapplechess", "demo": "https://shadowtech1234.github.io/pineapplechess/"}]...
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[{"post_id": 71505, "ts": "202 [{"post_id": 71505, "ts": "2026-09-20T23:20:37Z", "hours": 6.0689, "text": "JavaScript Port After finishing Pineapple Chess in Java , which meant you need to download my app, which is Windows only, I started getting a lot of people asking if I could port this to the web. So I did, yay. From Java to JavaScript The original version of Pineapple Chess was built entirely in Java, and after finishing it, I figured porting it to JavaScript would be a pretty interesting challenge. The reason why I have to use JavaScript for anyone curious is because that is one of the best for web development. The goal was to recreate the game in JavaScript while keeping the same basic gameplay and features from the original version. This meant going through the original code and rebuilding a lot of the game’s logic in a completely different language. Rebuilding the Game One of the biggest parts of the process was getting the chess logic working again. I had to recreate things like: Piece movement Check and checkmate Special chess moves Turn switching Selecting and moving pieces Detecting when the game ends Since I already had the Java version working, I wasn’t starting completely from scratch. I could use the original game as a reference for how everything was supposed to work, which made the process a lot easier. Why JavaScript? The main reason for making the JavaScript version was accessibility. The original Java version worked, but having a JavaScript version makes it much easier to run and share. Instead of needing to set up the Java version first, the JavaScript version can be used in a much more web-friendly environment. Basically, Pineapple Chess is now significantly easier to get running. And That’s a Wrap! This is actually going to be my last devlog for this event. With the event ending in about two weeks, I wanted to squeeze in one last piece of work before it wraps up, and porting Pineapple Chess to JavaScript felt like the perfect way to finish things off. I know this devlog isn’t much of a change, and there are a lot of features in Pineapple Chess that I would love to add, it’s just I don’t have the time as I have a lot of work in school, and Stardance is ending soon, I will be working on this in the future though. It’s pretty cool seeing a project that I originally made in Java now running in JavaScript. The original version isn’t going anywhere, but now Pineapple Chess has a new form too. I will be shipping this soon, stay tuned! And also, thank you to everyone who followed along with my devlogs, gave feedback, played Pineapple Chess, or suggested things for me to work on. All of the feedback and support throughout the event has genuinely been really helpful and made working on this project a lot more fun. It’s been awesome being able to work on Pineapple Chess throughout this event, it’s not a big project like what other people make but it was a passion project for me for fun. One last update before the event ends. 🍍❤️ Thanks for reading, and I’ll see you around the next Hack Club event!"}, {"post_id": 38375, "ts": "2026-07-31T18:34:51Z", "hours": 1.9519, "text": "I WAS SANE BEFORE TODAY😭😭😭. I have done it, I have finished my app. That part was so easy. But compiling it into a downloadable installer has cost me so much I might as well have sold my soul. I had to build the stupid thing 7 TIMES. I had to mess around with the dependencies for so long, this took like 8 hours but most of it was just trying to fix dependencies and working in the terminal trying to debug why my installer wont work. My installer now works never the less. It is very easy to install in a user’s perspective and it automatically makes a shortcut in the desktop. Sadly this installer is only for windows, sorry Mac and Linux. I will be shipping this project soon. As you can see in the pictures attached, it created the shortcut! And it works!🎉🎉🎉"}, {"post_id": 37946, "ts": "2026-07-31T00:05:38Z", "hours": 4.3528, "text": "This for some reason genuinely took the life out of me. I have finally added the whole point of this chess app, PINEAPPLES! NEW BOARD COLOR, NEW UI THEME, NEW CHESS PEICES. Don’t worry, if you or any other user doesn’t like it, I have added the ability in settings to be able to switch between Light, Dark, and Pineapple Mode. But why would you not want to play with this beauty! The addition of the theme was easy, it was the settings that your able to switch themes that was the hard part. On top of that since I added new chess pieces, the entirety of the image load system in my code and organization of the resources in the source code had to be completely redone, the re-organizing for the file management was not tracked by hackatime but that took way too long. But yea, yay🎉🎉🎉"}, {"post_id": 30885, "ts": "2026-07-18T21:08:29Z", "hours": 4.2989, "text": "I have successfully added Stockfish, an chess engine that is extremely powerful to my app. Took a bit of work, but now you can play against a bot! I have added setting to customize the game against Stockfish if you click it so there’s difficulty selection and the side chooser which lets you choose which side you want to play on. Hardest part was getting the code to work with Stockfish as Stockfish communicates via the Universal Chess Interface (UCI) protocol. The chess engine itself is basically a command line and you can put in the current position and it will spit out the best move in the command line. Its not very user friendly which is why chess GUI’s come in to play like mine, my code translates it from he UI to the command line and vice versa. UCI lets me to be able to use any chess engine I want as long as it uses the UCI protocol, meaning in the future if I decide to make my own chess engine, I can implement it to my app, but for now it will remain as Stockfish."}, {"post_id": 25560, "ts": "2026-07-09T21:44:03Z", "hours": 3.5764, "text": "A LOT OF NEW STUFF. Easiest part was dark mode yay. but what took me 3 hours and was so hard to do was reseizing, what I mean is you can resize the app how ever way and it works with any screen and it always sets the board at the center, I don’t know why it took this long but I did it yay. I have attached a example of it centering it self on multiple aspect ratios."}, {"post_id": 15990, "ts": "2026-06-25T23:28:19Z", "hours": 1.3036, "text": "for a very small feature, this should not have taken this long. i added 2 features, the side bar in the left for future stuff, the play button on he left allows to choose the game mode when i add the feature to be able to play bots, i want to be able to choose what I want to be able to do, either play 2 player or bots, so basically the sidebar is the foundation for future features. Then is the feature that should have taken like 10 minutes, but it took me a hour and a half. It is the feature that flips the board after every turn in 2 player mode because 2 player means 2 people are using one computer to play so the board should flip. Like it used to flip the peices were upside down, liekt he images were, and i tried to add code to make it flip but it didnt work, so then I added a seperate folder with the peices edited to be flipped, but then after implemeting that, id id some stuff it swithc the pictures to that folder only when the baord is flipped, BUT THEN IT STILL REMAINED FLIPPED. So i tried so much to finally figure out I did somehtign that amde the peices flip by themselves without editing and using the different stuff, but when i tired to remove the folder andf only use one folder wiht the peices IT STOPPED WORKING, so now I have 2 folder wiht the exact same pictures of the peices and it works😭. sry if I yapped too much but I needed to vent, In the picture attached it shows the baord flipped and the sidebar as well if you wanna see the final product of the work ive done so far. but im gieunly tweaking rn😭"}, {"post_id": 15336, "ts": "2026-06-24T22:21:00Z", "hours": 0.63, "text": "added a new popup system where instead of it opening a new separate window with the popup, it is more cleaner and in the app, my next step is to add a sidebar to the left and have like a bunch of different stuff there 😄"}, {"post_id": 15119, "ts": "2026-06-24T15:53:12Z", "hours": 1.2217, "text": "BIG PROGRESS, fixed possible move highlights. added a move history to the side, and added draw detection for all possible draws. Next job is hopefully being able to export and import PGN."}, {"post_id": 14788, "ts": "2026-06-24T00:56:39Z", "hours": 1.1747, "text": "A lot of progress has been done, I have put in all the special moves like castling, en passant, and pawn promotion. And I have also added check and checkmate detection. Also I have added UI popups that appear when you promote so you can choose what piece you want as well as the game over pop up when you checkmate and a rematch button which resets the board. So foundation of my chess game GUI is complete, I have recreated the game, I just have some small tweaks that i can do later like when you click a piece while you are in check, it still shows the viable options that don’t protect your king, but it wont let you move there but it still shows it. On top of that I also want to make the pop ups happen in game without opening a new window. But my main next step is add a move history, draw detection, which can only be done with a move history because 2 ways a draw can happen is when 50 moves have passed and a piece has not been captured, or the same position has been repeated 3 times."}, {"post_id": 14609, "ts": "2026-06-23T19:40:15Z", "hours": 1.9833, "text": "I have made my chess board render pieces, show viable moves, make moves, and only allow legal moves. Not all special moves have been added like castling, en passant, pawn promotion, stalemate, or even checkmate(you can take the opponent’s king and the opponent can still move😭)."}, {"post_id": 14437, "ts": "2026-06-23T15:52:11Z", "hours": 0.7981, "text": "I made the Chess Board"}, {"post_id": 14362, "ts": "2026-06-23T13:55:21Z", "hours": 0.6683, "text": "I have started my project, most of my time was taken switching my GUI from Java Swing to JavaFX. This is just a simple window so far but we are going somewhere. This isn’t a lot but I am learning Java, so its just slow and steady progress."}]...
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Title: Pineapple Chess GUI by @Theenash | Stardanc Title: Pineapple Chess GUI by @Theenash | Stardance
Devlogs:
I have started my project, most of my time was taken switching my GUI from Java Swing to JavaFX. This is just a simple window so far but we are going somewhere. This isn’t a lot but I am learning Java, so its just slow and steady progress.
I made the Chess Board
I have made my chess board render pieces, show viable moves, make moves, and only allow legal moves. Not all special moves have been added like castling, en passant, pawn promotion, stalemate, or even checkmate(you can take the opponent’s king and the opponent can still move😭).
A lot of progress has been done, I have put in all the special moves like castling, en passant, and pawn promotion. And I have also added check and checkmate detection. Also I have added UI popups that appear when you promote so you can choose what piece you want as well as the game over pop up when you checkmate and a rematch button which resets the board. So foundation of my chess game GUI is complete, I have recreated the game, I just have some small tweaks that i can do later like when you click a piece while you are in check, it still shows the viable options that don’t protect your king, but it wont let you move there but it still shows it. On top of that I also want to make the pop ups happen in game without opening a new window. But my main next step is add a move history, draw detection, which can only be done with a move history because 2 ways a draw can happen is when 50 moves have passed and a piece has not been captured, or the same position has been repeated 3 times.
BIG PROGRESS, fixed possible move highlights. added a move history to the side, and added draw detection for all possible draws. Next job is hopefully being able to export and import PGN.
added a new popup system where instead of it opening a new separate window with the popup, it is more cleaner and in the app, my next step is to add a sidebar to the left and have like a bunch of different stuff there 😄
for a very small feature, this should not have taken this long. i added 2 features, the side bar in the left for future stuff, the play button on he left allows to choose the game mode when i add the feature to be able to play bots, i want to be able to choose what I want to be able to do, either play 2 player or bots, so basically the sidebar is the foundation for future features. Then is the feature that should have taken like 10 minutes, but it took me a hour and a half. It is the feature that flips the board after every turn in 2 player mode because 2 player means 2 people are using one computer to play so the board should flip. Like it used to flip the peices were upside down, liekt he images were, and i tried to add code to make it flip but it didnt work, so then I added a seperate folder with the peices edited to be flipped, but then after implemeting that, id id some stuff it swithc the pictures to that folder only when the baord is flipped, BUT THEN IT STILL REMAINED FLIPPED. So i tried so much to finally figure out I did somehtign that amde the peices flip by themselves without editing and using the different stuff, but when i tired to remove the folder andf only use one folder wiht the peices IT STOPPED WORKING, so now I have 2 folder wiht the exact same pictures of the peices and it works😭. sry if I yapped too much but I needed to vent, In the picture attached it shows the baord flipped and the sidebar as well if you wanna see the final product of the work ive done so far. but im gieunly tweaking rn😭
A LOT OF NEW STUFF. Easiest part was dark mode yay. but what took me 3 hours and was so hard to do was reseizing, what I mean is you can resize the app how ever way and it works with any screen and it always sets the board at the center, I don’t know why it took this long but I did it yay. I have attached a example of it centering it self on multiple aspect ratios.
I have successfully added Stockfish, an chess engine that is extremely powerful to my app. Took a bit of work, but now you can play against a bot! I have added setting to customize the game against Stockfish if you click it so there’s difficulty selection and the side chooser which lets you choose which side you want to play on. Hardest part was getting the code to work with Stockfish as Stockfish communicates via the Universal Chess Interface (UCI) protocol. The chess engine itself is basically a command line and you can put in the current position and it will spit out the best move in the command line. Its not very user friendly which is why chess GUI’s come in to play like mine, my code translates it from he UI to the command line and vice versa. UCI lets me to be able to use any chess engine I want as long as it uses the UCI protocol, meaning in the future if I decide to make my own chess engine, I can implement it to my app, but for now it will remain as Stockfish.
This for some reason genuinely took the life out of me. I have finally added the whole point of this chess app, PINEAPPLES! NEW BOARD COLOR, NEW UI THEME, NEW CHESS PEICES. Don’t worry, if you or any other user doesn’t like it, I have added the ability in settings to be able to switch between Light, Dark, and Pineapple Mode. But why would you not want to play with this beauty! The addition of the theme was easy, it was the settings that your able to switch themes that was the hard part. On top of that since I added new chess pieces, the entirety of the image load system in my code and organization of the resources in the source code had to be completely redone, the re-organizing for the file management was not tracked by hackatime but that took way too long. But yea, yay🎉🎉🎉
I WAS SANE BEFORE TODAY😭😭😭. I have done it, I have finished my app. That part was so easy. But compiling it into a downloadable installer has cost me so much I might as well have sold my soul. I had to build the stupid thing 7 TIMES. I had to mess around with the dependencies for so long, this took like 8 hours but most of it was just trying to fix dependencies and working in the terminal trying to debug why my installer wont work. My installer now works never the less. It is very easy to install in a user’s perspective and it automatically makes a shortcut in the desktop. Sadly this installer is only for windows, sorry Mac and Linux. I will be shipping this project soon. As you can see in the pictures attached, it created the shortcut! And it works!🎉🎉🎉
JavaScript Port After finishing Pineapple Chess in Java , which meant you need to download my app, which is Windows only, I started getting a lot of people asking if I could port this to the web. So I did, yay. From Java to JavaScript The original version of Pineapple Chess was built entirely in Java, and after finishing it, I figured porting it to JavaScript would be a pretty interesting challenge. The reason why I have to use JavaScript for anyone curious is because that is one of the best for web development. The goal was to recreate the game in JavaScript while keeping the same basic gameplay and features from the original version. This meant going through the original code and rebuilding a lot of the game’s logic in a completely different language. Rebuilding the Game One of the biggest parts of the process was getting the chess logic working again. I had to recreate things like: Piece movement Check and checkmate Special chess moves Turn switching Selecting and moving pieces Detecting when the game ends Since I already had the Java version working, I wasn’t starting completely from scratch. I could use the original game as a reference for how everything was supposed to work, which made the process a lot easier. Why JavaScript? The main reason for making the JavaScript version was accessibility. The original Java version worked, but having a JavaScript version makes it much easier to run and share. Instead of needing to set up the Java version first, the JavaScript version can be used in a much more web-friendly environment. Basically, Pineapple Chess is now significantly easier to get running. And That’s a Wrap! This is actually going to be my last devlog for this event. With the event ending in about two weeks, I wanted to squeeze in one last piece of work before it wraps up, and porting Pineapple Chess to JavaScript felt like the perfect way to finish things off. I know this devlog isn’t much of a change, and there are a lot of features in Pineapple Chess that I would love to add, it’s just I don’t have the time as I have a lot of work in school, and Stardance is ending soon, I will be working on this in the future though. It’s pretty cool seeing a project that I originally made in Java now running in JavaScript. The original version isn’t going anywhere, but now Pineapple Chess has a new form too. I will be shipping this soon, stay tuned! And also, thank you to everyone who followed along with my devlogs, gave feedback, played Pineapple Chess, or suggested things for me to work on. All of the feedback and support throughout the event has genuinely been really helpful and made working on this project a lot more fun. It’s been awesome being able to work on Pineapple Chess throughout this event, it’s not a big project like what other people make but it was a passion project for me for fun. One last update before the event ends. 🍍❤️ Thanks for reading, and I’ll see you around the next Hack Club event!
Ships:
I made a chess software called Pineapple Chess. — SUMMARY — So basically it’s like any other chess software but it is pineapple themed(don’t worry if you don’t like the way it looks you can switch themes)! With 3 themes: Light, Dark, and Pineapple! There is a 2 player mode, if you have 2 people in front of a computer, you can play against each other on 1 computer! With an optional board flip feature! You can play against bots, powered by Stockfish, you can play against bots with different difficulties. And built with Java. — LINKS — Github: https://github.com/Shadowtech1234/pineapplechess/ If you want to download, simply go to the Github repo, and go to the releases tab and download it! For more detailed instructions, it is on the Github readme. — SHOWCASE VIDEO — Showcase video is available on the very top of the readme in the Github repo. (I wasn’t able to attach the video to this Ship post) — CHALLENGES — Here are some challenges I faced. When I first started, I had to learn a brand new language that I had never used, which is Java, so it took me a while to get used to it and progress was very slow at the start. Like a lot of hours I spent on the project was not really captured by Hackatime because I was on documentation and troubleshooting a lot. A very, very big task was app resizing. What I mean is when you resize the app, for example make it fit the entire screen, the app has to make every component scale up, or scale down with a ratio to make it look good. This took me so long to implement and it works, there is just one problem, you have to click the app after you change the window for the resize to apply, so it looks weird when you resize, but you just need to click on the app to refresh it. Hopefully I can fix that in the next update of my app. Another problem was when I tried building my app to an installer to make it as easy as possible for the user. It just never worked for a while. Like every time I tried to build it would give me a problem, and after I fixed it it just gave me another. This went on 7 times. Of the times I had to rewrite a couple major parts of my app including image loading of the pieces, it worked well in developer mode(which is just clicking the run button in VS Code), but Java kind works differently when compiled into a finished product, so the images didn’t load in a couple builds. But now it works and has a user-friendly installer. The last challenge I faced was stopping. I have a lot of ideas to add to this, but I realized that if I did all of it, it would be a waste of time. This includes multi-platform support over MacOS and Linux, not only Windows. Working on this is a fun side project but I want to do something more meaningful. So I am shipping this project right now and trying to make it as clean as possible with the current features of the app, and moving on to the next project. I will still be working on this project, but I will probably come back to it after summer ends or ever later. That’s basically it. I had a lot of fun making the app, it’s not much but I will add features in the future. Thank you!
I made a chess software called Pineapple Chess, this is my second ship on this project, this ship is the major change of porting it to the web. The summary will stay mostly the same for any newcomers to the second ship. — SUMMARY — So basically it’s like any other chess software but it is pineapple themed(don’t worry if you don’t like the way it looks you can switch themes)! With 3 themes: Light, Dark, and Pineapple! There is a 2 player mode, if you have 2 people in front of a computer, you can play against each other on 1 computer! With an optional board flip feature! You can play against bots, powered by Stockfish, you can play against bots with different difficulties. And this time built with Javascript. Basically the original version was made in Java, but in the last ship, I got a lot of feedback saying I should port this to the web, so I did! — LINKS — To Play on web: Play now: https://shadowtech1234.github.io/pineapplechess/ — CHALLENGES — Here are some challenges I faced. When I first started porting this, I had to learn another brand new language that I had never used, which is JavaScript(last time was Java), so it took me a while to get used to it and progress was very slow at the start. Like a lot of hours I spent on the project was not really captured by Hackatime because I was on documentation and troubleshooting a lot. A very, very big task was efficiency. JavaScript is very, very fragile. I had a lot of problems where it would always freeze and stop, which lead to phantom moves in chess and broke it a lot. Learning to code in JavaScript with this efficiency was a bit hard because I had to make sure everything was perfect and there was no holes in it. Like for example in Java, I just coded in whatever way works, and there probably was holes and leaks in that but it wouldn’t be noticeable, in JavaScript it was the complete opposite. (This is what I noticed when I coded, I don’t know if this is factual that JavaScript is very hard when coding to make sure it’s efficient, it might just be me) Another problem was when I tried putting this on GitHub Pages, because the source for it had to be like in one folder I had to rearrange my code and rewrite some parts to make it work on GitHub Pages, The last challenge I faced was stopping. This is the same as last time. I have a lot of ideas to add to this, but I realized that if I did all of it, it would be a waste of time. This includes adding a evaluation bar, game export and import, game analysis, and maybe multiplayer. Working on this is a fun side project but I don’t have the time to work on it as much right now as I have a lot of work from school, and Stardance is ending soon anyways, so I wanted to get it as polished as possible and ship it. That’s basically it. I had a lot of fun making this, it’s not much but I will add features in the future, maybe in the next Hack Club event. Thank you!...
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Pages for Pages by @ReuTheNetizen | Stardance
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ReuTheNetizen
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26.0
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448
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T20:56:19Z", "hours": 26.0, "multiplier": 17.51, "payout": 448, "blessing": "neutral", "text": "What did you make? I wanted to make a personal site that was different from a portfolio, leading to the creation of Pages for Pages. It is my reading journal, now reimagined as a digital space! It features: An interactive reading log The main feature of the site, letting me easily share the books I’ve read. It supports arrow‑key and touch‑swipe navigation, plus title search. Custom CSS Bookshelf Currently used to display my TBR books, but future updates may add more shelves that sort completed books by genre. It features a simplified book spine design that reveals full cover artwork when hovered on. Styled Content Cards Based on the reading log, these cards highlight things like recommended reads or current progress, elevating the library theme. Annotation Workspace The most feature‑rich page: including dark mode, a Pomodoro timer, an ambient soundscape mixer, a YouTube media console, and a scratchpad with browser‑storage capabilities. What are you proud of? I’m most proud of the Library Lounge page. It transforms the site from a simple reading journal into a tool I actually want to use long term. Every component came together better than I expected, and the workspace feels genuinely effective for focused reading or study sessions. What was challenging? Debugging. Especially in JavaScript, since it’s the language I’m least familiar with. I kept running into small mistakes, like calling variables before they were declared when reorganizing code. I also tended to write entire features before testing them, which made debugging harder. I’m working on improving my workflow as I build more projects. What should people know so you can test your project? Just click the Try Project button to explore the site. If you want a quick overview of my development process, you can read the bullet points in the Completed Work section of each devlog. They serve as a TL;DR of the project’s progress.", "repo": "https://github.com/ReuTheCoder/pages-for-pages", "demo": "https://reuthecoder.github.io/pages-for-pages/"}]...
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[{"post_id": 49435, "ts": "202 [{"post_id": 49435, "ts": "2026-08-18T08:50:40Z", "hours": 9.1861, "text": "Devlog 06 After 26 hours, I can say that Version 1.0 of Pages for Pages is complete!!! I thought getting the site ready for shipping would be easy since I only had one more page idea. I underestimated how long it would take to implement everything, polish my styling, and fix the many issues I encountered. Completed Work The workspace I described in Devlog 03 has now become the Library Lounge . Features like the soundscape mixer, Pomodoro timer, and “Dim the Lights” button were heavily inspired by I Miss My Cafe , but I added my own design spin to fit the library theme and what I would personally want while annotating a book. Pomodoro Interface This was heavily inspired by Codynn’s Build a Pomodoro App tutorial on YouTube. To avoid copying the code, I studied the final design, tried to recreate it myself, and then checked my work against the source code. This helped me simplify some of the JavaScript, despite me also making other parts harder for myself. “Dim the Lights” Button Essentially dark mode for the Lounge, designed for nighttime reading. It changes the site to an espresso theme and blends the navigation and footer into the background to increase focus. (I may add a site-wide dark mode in the future.) Soundscape Mixer I did not make the audio; it was sourced from Pixabay. It pairs especially well with a Jazz music video in the media player. Media Player One of my favorite features! It allows users to play any YouTube video that permits embedding directly on the page. I made it for music compilations and study-with-me videos while working, partly to avoid the distractions of switching tabs. This was the most complicated feature I made, and I relied heavily on AI for this part. My overall AI usage should still be well below 30% of the project. Favicon The favicon uses the same book design as my Stardance project image. I made it in Canva and used favicon.io to convert the PNG into an .ico file. Reading Logs All the reading logs for books currently featured on the site are now in. The site doesn’t represent every book I’ve read this year; I chose some of the most polished logs from my previous notebook. Going forward, I intend for the site to become my main log for new books. UI & Mobile Fixes After adding the logs, I moved the book images and navigation buttons higher on the Reading Journal page because the entries stretched the container. I also finally tested the site on mobile after deploying it to GitHub Pages and discovered I had forgotten to style the navigation for smaller screens. The last 30 minutes were spent fixing that. The site is functional on mobile, although it is designed primarily for desktop. Notable Bugs I Faced A JavaScript conflict appeared when I added the new page’s code to my main script.js , so I eventually moved it into a separate file. There were so many typos that they kept slowing me down. 40 minutes, if not more, were spent trying to figure out why the YouTube media player wouldn’t work. I initially assumed VS Code’s Live Preview was the problem, but it wasn’t. After lots of debugging (and some AI help), I discovered I hadn’t properly implemented the embed path into iFramePlayer.src. Fixing that caused a second YouTube configuration error, which I investigated through the console on my deployed site—only to discover that it suddenly worked!? Was Live Preview the problem? As the number one rule of programming says: “If it works, don’t touch it.” Next Steps I believe all I have to do now is prep the README and ship the site! Thanks for reading! - 2026/08/15-18"}, {"post_id": 47556, "ts": "2026-08-15T15:09:03Z", "hours": 3.4189, "text": "Devlog 05 There are a lot of cool bookshelf CSS designs out there. One particular one had a full 3D system, where one could rotate a book out of a bookshelf and slightly tilt it around based on the cursor position. It was too complicated for me to replicate with my current abilities, so I made a simplified version of that, where the bookshelf has a simplified book spine that reveals a book cover when hovered on. I also set up a “display view” where a book always shows its cover, as if it was a book on a stand. I’m happy with how it turned out! Completed Work Added bookshelf interface To be honest, my “To Be Read” list in my old reading journal is a bit outdated. So, I updated my “To Be Read” list with books suggested by teachers and titles I’ve recently been meaning to pick up. To keep things clean, I configured the CSS to trigger a horizontal scrollbar if the shelf fills up with too many books. I made a few front-end mistakes that took up some time to fix. For instance, it took me a while to figure out I wrote ‘scr’ instead of ‘src’ when embedding most of my images from this page. I also misnamed my width-limit and centering classes between my CSS and HTML, causing the layout to break across the page. This can be seen in the attached image. I briefly tested a small accent bar, which you can see in the in progress picture under the Project Hail Mary book cover, but removed it since it wasn’t adapting smoothly to different book widths. I tried adding a folded 3D paper label for the “TBR Shelf,” but for some reason it would not show up. You can even see the blank card in the broken photo. At first I thought it was because I had accidentally retyped the same class assignments (after taking a short break), causing conflicting class statements but that did not solve the issue. To save time, I swapped it for a clean card design. Styled featured book section I tried to mimic the same style as my journal cards and the current reading card on the homepage. Next Steps I’m going to add my reading journals logs to the website, and build out the “reading room” before tagging the v1.0 release. In the future, I may add genre-specific shelf filters and pop-up info cards for each title. Thanks for reading! - 2026/08/12-14"}, {"post_id": 45377, "ts": "2026-08-11T19:56:17Z", "hours": 4.255, "text": "Devlog 04 It has been a while since I did some work on this! Since the last devlog, I have been focused on refining the reading journal to the point it is now almost complete! Doing this section of this website has helped me learn a few new things about Javascript inputs. Additionally, I have read up on how to commit in Github and realized I have been doing them horribly wrong. From now on, I’m going to follow proper commit practices (like writing in the imperative). I’ll also see if I can edit my old ones so they are better. Completed Work Added journal interface and search bar functionality You can see how it looks in the attached video. The search bar input searches books based on the book title. I structured the JavaScript so that I can easily add new entries using an array with key-value pairs. The books I chose to feature in my reading journal for now are not necessarily the most recent ones I have read, rather they are just some of the books I found really interesting or really liked and also had detailed entries in my previous reading journal. I think most of my time was used learning the JavaScript I would need to implement the search and the touch screen swipe functionality. I also had an issue where some of my CSS did not work at all, causing elements to not be placed where I wanted to, only to realize I had changed up a class name accidentally from my JavaScript to my CSS. Changed the front page card Its contrast is a lot better now. Before I was going for a cardboard vibe, but it does not really work with the site background. I also changed the featured book as I have finished reading the original book and want to keep the site up to date. Renamed Reading Room to Reading Journal The feature I described in the last devlog will now become the reading room. I think it also makes more sense to just call it Reading Journal. Next Steps I am going to work on the Bookshelf now. I believe it’s going to mostly be CSS, so I hope it will be quick. I’ll probably add my journal entry content in by then as well. I am also thinking of implementing some sort of date system rather than having the page always go back to the first entry in my JavaScript. Thanks for reading! - 2026/08/10"}, {"post_id": 36548, "ts": "2026-07-28T18:55:35Z", "hours": 2.4178, "text": "Devlog 03 2026/07/27 I was originally planning to submit this website to the Personal Website mission, but I noticed this project was taking longer than I expected. So I decided I will submit this as its own standalone project and save my other website idea for the mission instead. I feel like this approach prevents me from rushing my site development, and enables me to take the time to learn and understand how to implement all the features I want in order to build a fully polished website. For instance, I am now thinking of adding a new feature: a page dedicated to studying or annotating books. I’m imagining a cozy little workspace with a pomodoro timer, a to‑do list, quick media access, and a notes section where I can jot down thoughts before turning them into proper journal entries. Please feel free to suggest any other feature you think this reading website should have! Completed Work Designed the site’s navigation so it looks like a folder time system. I achieved this by formatting the header section into a flexbox with a green background ( my website’s accent color) so I did not have to add borders to my folder tabs. I then converted the navigation into a flexbox, removed the default list styling, and added padding around each link so they resembled folder tabs. After adjusting the fonts and colors so the tabs look cohesive, I added an active class to each navigation link on its corresponding HTML page. Adjusted prose animation I essentially rebuilt the intro sequence to make my website feel more cinematic, which took a bit longer than expected because I kept making typos that broke the whole sequence… Before, the prose text simply faded in when you opened the site, and the JavaScript let you skip it with a key press or screen tap. You’ll have to see the new animation on the finished site! >:) It sets the tone way better and makes the prose feel more intentional. Next Steps I still have to polish the other pages. I’m going to start with formatting the Reading Room section and start adding journal logs. Now that I’ve decided I’m going to go at a slower pace, I’m going to make sure I want to understand every syntax choice I make instead of just throwing code I see online that will supposedly modify an element the way I want it to so I truly get to know HTML, CSS, and JavaScript more deeply. Thanks for reading!"}, {"post_id": 35499, "ts": "2026-07-26T23:39:56Z", "hours": 3.9006, "text": "Devlog 02 2026/07/25-26 Today I discovered that web design is really fun! I loved experimenting with all the different effects I could create using CSS. Honestly, I was surprised by how simple some features were to implement. For example, I hadn’t realized that changing an element’s color based on its state only requires specifying that state (like :hover or :active ) before assigning the style rules. Completed Work So far I have only really been polishing the home page. Here is a brief overview of things I have completed: Added two google fonts I chose Lora as my body text as it is known for being a readable font and I really wanted to use a serif font for this website. I chose DM Serif Display as my header font because it is still serif, but distinct enough from Lora that the headers still pop out and keep the page from looking bland. Determined website color pallette and applied the colors to background and text (including links and their various states) I went for a cream-colored background, with earthy tones as accents. Centered home page text and added a subtle glow effect to all letters using text shadow Formatted buttons Added intro animation It’s a little bit dramatic but was really fun and not too hard to implement. I spent some time adding a JavaScript function to allow someone to skip the animation by clicking or pressing a key as I found it a bit annoying to have the animation replay every time I went back to the homescreen. Polished “What I’m currently reading section” on the home page. By doing this, I learned how useful flex boxes are for organizing content. They made it much easier to design the “Currently Reading” section on my homepage as everything aligned neatly without me having to fight with margins or positioning. Most of my time today went into experimenting with this layout. I think I’ll use a similar CSS structure when building the journal pages later on. Google’s search AI, Gemini, was a huge help in finding the syntax I needed quickly. However, I made sure to write all my code myself. Instead of asking AI to build entire sections of my project, I only used it to clarify specific syntax questions (like how to rotate a flex box) and then worked through the implementation on my own. Next Steps Before I go any further, I’m going to have to work on my organization. My indentation is inconsistent and has been making looking over my code a bit confusing! After that, I’m going to work on the navigation, and then I am going to continue working on the CSS for the other pages. I’ll probably simultaneously work on the Javascript for certain elements at the same time - meaning my third devlog might be my last. Thanks for reading!"}, {"post_id": 34480, "ts": "2026-07-25T07:10:17Z", "hours": 2.4142, "text": "Devlog 01 2026/07/24 I used to keep track of the books I read in a reading journal. It not only fueled my interest in literature but also helped me read with greater intention, as I knew I would have to record my thoughts later. Over time, though, schoolwork took over and my entries slowly dwindled in frequency until I completely stopped. Now that summer has returned, I’m reviving my reading journal…this time in digital form! Project Vision I want my website to stay simple yet meaningful. I don’t want to take too long to build it and want it to be easy to update. It will have three pages: the Home , the Reading Room , and the Bookshelf . I’m aiming for a cozy, library‑like atmosphere. The home page will set that tone right away with a short prose piece explaining the site’s name while setting its mood. It will include a link to the Reading Room and have a “Currently Reading” section below. The Reading Room will hold my actual journal entries. Visitors will be able to browse through them or search for a specific book to view its entry. I plan to learn some JavaScript through this feature as I think it’ll be a fun challenge and a great way to make the site interactive. The Bookshelf will serve as my TBR list. I’ll experiment with CSS to make it feel like users are pulling out a book when they hover or click. There will also be a small “Featured” section where I’ll recommend a book I loved, hopefully adding to the library theme! (It’s like a librarian’s book recommendation!) Completed Work This idea came together while following Jenin’s Personal Site Workshop. I spent about the first half hour experimenting with HTML and CSS while brainstorming the concept. After that, I took my ideas together and drafted the site structure entirely in HTML. I mostly followed the personal site guide, only searching for extra features I wanted to add. Whenever I used code examples from online sources, I made sure to understand how each function worked and challenged myself to apply it elsewhere in my code so I was learning HTML properly through practice. Next Steps With the HTML foundation complete, my next goal is to polish the site using CSS. I anticipate that will be the focus of my next devlog. After styling, I’ll dive into JavaScript and add finishing touches before shipping the final version. Thanks for reading!"}]...
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Title: Pages for Pages by @ReuTheNetizen | Stardan Title: Pages for Pages by @ReuTheNetizen | Stardance
Devlogs:
Devlog 01 2026/07/24 I used to keep track of the books I read in a reading journal. It not only fueled my interest in literature but also helped me read with greater intention, as I knew I would have to record my thoughts later. Over time, though, schoolwork took over and my entries slowly dwindled in frequency until I completely stopped. Now that summer has returned, I’m reviving my reading journal…this time in digital form! Project Vision I want my website to stay simple yet meaningful. I don’t want to take too long to build it and want it to be easy to update. It will have three pages: the Home , the Reading Room , and the Bookshelf . I’m aiming for a cozy, library‑like atmosphere. The home page will set that tone right away with a short prose piece explaining the site’s name while setting its mood. It will include a link to the Reading Room and have a “Currently Reading” section below. The Reading Room will hold my actual journal entries. Visitors will be able to browse through them or search for a specific book to view its entry. I plan to learn some JavaScript through this feature as I think it’ll be a fun challenge and a great way to make the site interactive. The Bookshelf will serve as my TBR list. I’ll experiment with CSS to make it feel like users are pulling out a book when they hover or click. There will also be a small “Featured” section where I’ll recommend a book I loved, hopefully adding to the library theme! (It’s like a librarian’s book recommendation!) Completed Work This idea came together while following Jenin’s Personal Site Workshop. I spent about the first half hour experimenting with HTML and CSS while brainstorming the concept. After that, I took my ideas together and drafted the site structure entirely in HTML. I mostly followed the personal site guide, only searching for extra features I wanted to add. Whenever I used code examples from online sources, I made sure to understand how each function worked and challenged myself to apply it elsewhere in my code so I was learning HTML properly through practice. Next Steps With the HTML foundation complete, my next goal is to polish the site using CSS. I anticipate that will be the focus of my next devlog. After styling, I’ll dive into JavaScript and add finishing touches before shipping the final version. Thanks for reading!
Devlog 02 2026/07/25-26 Today I discovered that web design is really fun! I loved experimenting with all the different effects I could create using CSS. Honestly, I was surprised by how simple some features were to implement. For example, I hadn’t realized that changing an element’s color based on its state only requires specifying that state (like :hover or :active ) before assigning the style rules. Completed Work So far I have only really been polishing the home page. Here is a brief overview of things I have completed: Added two google fonts I chose Lora as my body text as it is known for being a readable font and I really wanted to use a serif font for this website. I chose DM Serif Display as my header font because it is still serif, but distinct enough from Lora that the headers still pop out and keep the page from looking bland. Determined website color pallette and applied the colors to background and text (including links and their various states) I went for a cream-colored background, with earthy tones as accents. Centered home page text and added a subtle glow effect to all letters using text shadow Formatted buttons Added intro animation It’s a little bit dramatic but was really fun and not too hard to implement. I spent some time adding a JavaScript function to allow someone to skip the animation by clicking or pressing a key as I found it a bit annoying to have the animation replay every time I went back to the homescreen. Polished “What I’m currently reading section” on the home page. By doing this, I learned how useful flex boxes are for organizing content. They made it much easier to design the “Currently Reading” section on my homepage as everything aligned neatly without me having to fight with margins or positioning. Most of my time today went into experimenting with this layout. I think I’ll use a similar CSS structure when building the journal pages later on. Google’s search AI, Gemini, was a huge help in finding the syntax I needed quickly. However, I made sure to write all my code myself. Instead of asking AI to build entire sections of my project, I only used it to clarify specific syntax questions (like how to rotate a flex box) and then worked through the implementation on my own. Next Steps Before I go any further, I’m going to have to work on my organization. My indentation is inconsistent and has been making looking over my code a bit confusing! After that, I’m going to work on the navigation, and then I am going to continue working on the CSS for the other pages. I’ll probably simultaneously work on the Javascript for certain elements at the same time - meaning my third devlog might be my last. Thanks for reading!
Devlog 03 2026/07/27 I was originally planning to submit this website to the Personal Website mission, but I noticed this project was taking longer than I expected. So I decided I will submit this as its own standalone project and save my other website idea for the mission instead. I feel like this approach prevents me from rushing my site development, and enables me to take the time to learn and understand how to implement all the features I want in order to build a fully polished website. For instance, I am now thinking of adding a new feature: a page dedicated to studying or annotating books. I’m imagining a cozy little workspace with a pomodoro timer, a to‑do list, quick media access, and a notes section where I can jot down thoughts before turning them into proper journal entries. Please feel free to suggest any other feature you think this reading website should have! Completed Work Designed the site’s navigation so it looks like a folder time system. I achieved this by formatting the header section into a flexbox with a green background ( my website’s accent color) so I did not have to add borders to my folder tabs. I then converted the navigation into a flexbox, removed the default list styling, and added padding around each link so they resembled folder tabs. After adjusting the fonts and colors so the tabs look cohesive, I added an active class to each navigation link on its corresponding HTML page. Adjusted prose animation I essentially rebuilt the intro sequence to make my website feel more cinematic, which took a bit longer than expected because I kept making typos that broke the whole sequence… Before, the prose text simply faded in when you opened the site, and the JavaScript let you skip it with a key press or screen tap. You’ll have to see the new animation on the finished site! >:) It sets the tone way better and makes the prose feel more intentional. Next Steps I still have to polish the other pages. I’m going to start with formatting the Reading Room section and start adding journal logs. Now that I’ve decided I’m going to go at a slower pace, I’m going to make sure I want to understand every syntax choice I make instead of just throwing code I see online that will supposedly modify an element the way I want it to so I truly get to know HTML, CSS, and JavaScript more deeply. Thanks for reading!
Devlog 04 It has been a while since I did some work on this! Since the last devlog, I have been focused on refining the reading journal to the point it is now almost complete! Doing this section of this website has helped me learn a few new things about Javascript inputs. Additionally, I have read up on how to commit in Github and realized I have been doing them horribly wrong. From now on, I’m going to follow proper commit practices (like writing in the imperative). I’ll also see if I can edit my old ones so they are better. Completed Work Added journal interface and search bar functionality You can see how it looks in the attached video. The search bar input searches books based on the book title. I structured the JavaScript so that I can easily add new entries using an array with key-value pairs. The books I chose to feature in my reading journal for now are not necessarily the most recent ones I have read, rather they are just some of the books I found really interesting or really liked and also had detailed entries in my previous reading journal. I think most of my time was used learning the JavaScript I would need to implement the search and the touch screen swipe functionality. I also had an issue where some of my CSS did not work at all, causing elements to not be placed where I wanted to, only to realize I had changed up a class name accidentally from my JavaScript to my CSS. Changed the front page card Its contrast is a lot better now. Before I was going for a cardboard vibe, but it does not really work with the site background. I also changed the featured book as I have finished reading the original book and want to keep the site up to date. Renamed Reading Room to Reading Journal The feature I described in the last devlog will now become the reading room. I think it also makes more sense to just call it Reading Journal. Next Steps I am going to work on the Bookshelf now. I believe it’s going to mostly be CSS, so I hope it will be quick. I’ll probably add my journal entry content in by then as well. I am also thinking of implementing some sort of date system rather than having the page always go back to the first entry in my JavaScript. Thanks for reading! - 2026/08/10
Devlog 05 There are a lot of cool bookshelf CSS designs out there. One particular one had a full 3D system, where one could rotate a book out of a bookshelf and slightly tilt it around based on the cursor position. It was too complicated for me to replicate with my current abilities, so I made a simplified version of that, where the bookshelf has a simplified book spine that reveals a book cover when hovered on. I also set up a “display view” where a book always shows its cover, as if it was a book on a stand. I’m happy with how it turned out! Completed Work Added bookshelf interface To be honest, my “To Be Read” list in my old reading journal is a bit outdated. So, I updated my “To Be Read” list with books suggested by teachers and titles I’ve recently been meaning to pick up. To keep things clean, I configured the CSS to trigger a horizontal scrollbar if the shelf fills up with too many books. I made a few front-end mistakes that took up some time to fix. For instance, it took me a while to figure out I wrote ‘scr’ instead of ‘src’ when embedding most of my images from this page. I also misnamed my width-limit and centering classes between my CSS and HTML, causing the layout to break across the page. This can be seen in the attached image. I briefly tested a small accent bar, which you can see in the in progress picture under the Project Hail Mary book cover, but removed it since it wasn’t adapting smoothly to different book widths. I tried adding a folded 3D paper label for the “TBR Shelf,” but for some reason it would not show up. You can even see the blank card in the broken photo. At first I thought it was because I had accidentally retyped the same class assignments (after taking a short break), causing conflicting class statements but that did not solve the issue. To save time, I swapped it for a clean card design. Styled featured book section I tried to mimic the same style as my journal cards and the current reading card on the homepage. Next Steps I’m going to add my reading journals logs to the website, and build out the “reading room” before tagging the v1.0 release. In the future, I may add genre-specific shelf filters and pop-up info cards for each title. Thanks for reading! - 2026/08/12-14
Devlog 06 After 26 hours, I can say that Version 1.0 of Pages for Pages is complete!!! I thought getting the site ready for shipping would be easy since I only had one more page idea. I underestimated how long it would take to implement everything, polish my styling, and fix the many issues I encountered. Completed Work The workspace I described in Devlog 03 has now become the Library Lounge . Features like the soundscape mixer, Pomodoro timer, and “Dim the Lights” button were heavily inspired by I Miss My Cafe , but I added my own design spin to fit the library theme and what I would personally want while annotating a book. Pomodoro Interface This was heavily inspired by Codynn’s Build a Pomodoro App tutorial on YouTube. To avoid copying the code, I studied the final design, tried to recreate it myself, and then checked my work against the source code. This helped me simplify some of the JavaScript, despite me also making other parts harder for myself. “Dim the Lights” Button Essentially dark mode for the Lounge, designed for nighttime reading. It changes the site to an espresso theme and blends the navigation and footer into the background to increase focus. (I may add a site-wide dark mode in the future.) Soundscape Mixer I did not make the audio; it was sourced from Pixabay. It pairs especially well with a Jazz music video in the media player. Media Player One of my favorite features! It allows users to play any YouTube video that permits embedding directly on the page. I made it for music compilations and study-with-me videos while working, partly to avoid the distractions of switching tabs. This was the most complicated feature I made, and I relied heavily on AI for this part. My overall AI usage should still be well below 30% of the project. Favicon The favicon uses the same book design as my Stardance project image. I made it in Canva and used favicon.io to convert the PNG into an .ico file. Reading Logs All the reading logs for books currently featured on the site are now in. The site doesn’t represent every book I’ve read this year; I chose some of the most polished logs from my previous notebook. Going forward, I intend for the site to become my main log for new books. UI & Mobile Fixes After adding the logs, I moved the book images and navigation buttons higher on the Reading Journal page because the entries stretched the container. I also finally tested the site on mobile after deploying it to GitHub Pages and discovered I had forgotten to style the navigation for smaller screens. The last 30 minutes were spent fixing that. The site is functional on mobile, although it is designed primarily for desktop. Notable Bugs I Faced A JavaScript conflict appeared when I added the new page’s code to my main script.js , so I eventually moved it into a separate file. There were so many typos that they kept slowing me down. 40 minutes, if not more, were spent trying to figure out why the YouTube media player wouldn’t work. I initially assumed VS Code’s Live Preview was the problem, but it wasn’t. After lots of debugging (and some AI help), I discovered I hadn’t properly implemented the embed path into iFramePlayer.src. Fixing that caused a second YouTube configuration error, which I investigated through the console on my deployed site—only to discover that it suddenly worked!? Was Live Preview the problem? As the number one rule of programming says: “If it works, don’t touch it.” Next Steps I believe all I have to do now is prep the README and ship the site! Thanks for reading! - 2026/08/15-18
Ships:
What did you make? I wanted to make a personal site that was different from a portfolio, leading to the creation of Pages for Pages. It is my reading journal, now reimagined as a digital space! It features: An interactive reading log The main feature of the site, letting me easily share the books I’ve read. It supports arrow‑key and touch‑swipe navigation, plus title search. Custom CSS Bookshelf Currently used to display my TBR books, but future updates may add more shelves that sort completed books by genre. It features a simplified book spine design that reveals full cover artwork when hovered on. Styled Content Cards Based on the reading log, these cards highlight things like recommended reads or current progress, elevating the library theme. Annotation Workspace The most feature‑rich page: including dark mode, a Pomodoro timer, an ambient soundscape mixer, a YouTube media console, and a scratchpad with browser‑storage capabilities. What are you proud of? I’m most proud of the Library Lounge page. It transforms the site from a simple reading journal into a tool I actually want to use long term. Every component came together better than I expected, and the workspace feels genuinely effective for focused reading or study sessions. What was challenging? Debugging. Especially in JavaScript, since it’s the language I’m least familiar with. I kept running into small mistakes, like calling variables before they were declared when reorganizing code. I also tended to write entire features before testing them, which made debugging harder. I’m working on improving my workflow as I build more projects. What should people know so you can test your project? Just click the Try Project button to explore the site. If you want a quick overview of my development process, you can read the bullet points in the Completed Work section of each devlog. They serve as a TL;DR of the project’s progress....
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1793077013.3605008
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137
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WinDurango by @CT5 | Stardance
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CT5
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1
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23.0
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447
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T01:41:27Z", "hours": 23.0, "multiplier": 19.52, "payout": 447, "blessing": "neutral", "text": "I helped make WinDurango with @Rodrigo_Todescatto2010 and @dexrn . Unfortunatly, Im not able to work on WinDurango anymore, because I switched to MacOS so Im going to have to ship it now. If I do get a windows computer later on, I will continue this project. I mainly did WinRT stuff and got a few games working in WD. Currently, the only version of Minecraft LCE that works is 1.2.0.0. You will need a dumped Xbox One game to test it out.", "repo": "https://github.com/WinDurango/WinDurango", "demo": "https://github.com/WinDurango/WinDurango/actions"}]...
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[{"post_id": 9042, "ts": "2026 [{"post_id": 9042, "ts": "2026-06-15T02:53:47Z", "hours": 4.4653, "text": "I didn’t have much to do in WD currently, so I decided to create the watchdog process for WD, since it would be needed for the new WD Launcher to pass back errors to the user. Its a pretty simple debugger type of thing for now, but Im going to try and make it a bit better and more readable."}, {"post_id": 4748, "ts": "2026-06-08T06:12:37Z", "hours": 4.1106, "text": "I noticed that the Windows.Xbox.Speech.Recognition idl looked a bit odd and it used stuff from midl2 so I removed the idl and cpp files and pretty much started from scratch. It took me a while to create the idl and get guid and stuff, but setting up the cpp files and tidying it up into 5 files from 30 small file took a lot longer since I had to manually tidy the funcs and add a debugging line to each of them."}, {"post_id": 4218, "ts": "2026-06-07T13:31:47Z", "hours": 4.445, "text": "After a while of debugging Burnout Paradise I was finally able to realise that it was looking for D3D12Device. For some reason it was looking for d3d12 device in a d3d11 dll, so I was considering redirecting it to d3d12. But after a while I just gave up."}, {"post_id": 3347, "ts": "2026-06-06T07:18:39Z", "hours": 2.9467, "text": "We finally migrated to github, and I was able to get Github Actions to work. It also caches the cmake dir so that its faster for newer builds. To get Github Actions to build, I had to install windows sdk 28000 and remove the hardcoded dirs in all the CMakeLists as well as properly migrate to vcpkg."}, {"post_id": 1985, "ts": "2026-06-04T07:50:59Z", "hours": 3.5094, "text": "So I was able to get terraria working which was pretty easy since I just had to implement some DX11 stuff. I implemented config support so that you can change your gamertag and gamerscore as well as your controller binds and your keyboard binds via a json file."}, {"post_id": 45, "ts": "2026-05-31T12:12:19Z", "hours": 3.4203, "text": "I was able to create a stub of windows.kinect so that we could have kinect support and redirect it to Microsoft.Kinect. So far its been working well, but the point of this was to get mc 1.61 to not freeze when playing. It was a lot of repetitive work to get the idl and cpp stubs. The other issue is that mc seems to be giving me the trial version which I need to try and fix. Sonic Mania is completely playable as well which is good."}]...
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Title: WinDurango by @CT5 | Stardance
Devlogs:
I Title: WinDurango by @CT5 | Stardance
Devlogs:
I was able to create a stub of windows.kinect so that we could have kinect support and redirect it to Microsoft.Kinect. So far its been working well, but the point of this was to get mc 1.61 to not freeze when playing. It was a lot of repetitive work to get the idl and cpp stubs. The other issue is that mc seems to be giving me the trial version which I need to try and fix. Sonic Mania is completely playable as well which is good.
So I was able to get terraria working which was pretty easy since I just had to implement some DX11 stuff. I implemented config support so that you can change your gamertag and gamerscore as well as your controller binds and your keyboard binds via a json file.
We finally migrated to github, and I was able to get Github Actions to work. It also caches the cmake dir so that its faster for newer builds. To get Github Actions to build, I had to install windows sdk 28000 and remove the hardcoded dirs in all the CMakeLists as well as properly migrate to vcpkg.
After a while of debugging Burnout Paradise I was finally able to realise that it was looking for D3D12Device. For some reason it was looking for d3d12 device in a d3d11 dll, so I was considering redirecting it to d3d12. But after a while I just gave up.
I noticed that the Windows.Xbox.Speech.Recognition idl looked a bit odd and it used stuff from midl2 so I removed the idl and cpp files and pretty much started from scratch. It took me a while to create the idl and get guid and stuff, but setting up the cpp files and tidying it up into 5 files from 30 small file took a lot longer since I had to manually tidy the funcs and add a debugging line to each of them.
I didn’t have much to do in WD currently, so I decided to create the watchdog process for WD, since it would be needed for the new WD Launcher to pass back errors to the user. Its a pretty simple debugger type of thing for now, but Im going to try and make it a bit better and more readable.
Ships:
I helped make WinDurango with @Rodrigo_Todescatto2010 and @dexrn . Unfortunatly, Im not able to work on WinDurango anymore, because I switched to MacOS so Im going to have to ship it now. If I do get a windows computer later on, I will continue this project. I mainly did WinRT stuff and got a few games working in WD. Currently, the only version of Minecraft LCE that works is 1.2.0.0. You will need a dumped Xbox One game to test it out....
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1792972392.2804458
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1793058792.2804458
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17918
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Are You a ROBOT?!?! by @baker | Stardance
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baker
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1
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26.0
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447
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T13:11:31Z", "hours": 26.0, "multiplier": 16.89, "payout": 447, "blessing": "neutral", "text": "one of my most favourite projects every made. worked a lot for this one. the questions are good and works. love this flappy bird one the most", "repo": "https://github.com/Hamdan772/are-you-a-robot", "demo": "https://are-you-a-robot-six.vercel.app"}]...
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[{"post_id": 11916, "ts": "202 [{"post_id": 11916, "ts": "2026-06-19T13:00:27Z", "hours": 3.0, "text": "made flappy bird way better. the second picture was the before and the first one is the after. also changed some UI elements"}, {"post_id": 11135, "ts": "2026-06-18T06:42:52Z", "hours": 2.0, "text": "added flappy bird question (very bad and hard need to fix) image underneath js placeholder not the one I made"}, {"post_id": 11079, "ts": "2026-06-18T03:36:36Z", "hours": 3.0, "text": "Added questions and omptimzed website for mobile. also updated readme"}, {"post_id": 10482, "ts": "2026-06-17T07:04:31Z", "hours": 1.0, "text": "so much code 🧑💻. oh well. added questions and sm1 try the website. are-you-a-robot-six.vercel.app"}, {"post_id": 10449, "ts": "2026-06-17T05:35:51Z", "hours": 1.0, "text": "Added a secret feature and fixed bugs"}, {"post_id": 10415, "ts": "2026-06-17T03:40:52Z", "hours": 2.0, "text": "made GitHub readme. improved features and questions."}, {"post_id": 9905, "ts": "2026-06-16T12:39:55Z", "hours": 2.0, "text": "someone off the lightsss……. what happens next will shock you*!!! 😨😱"}, {"post_id": 9814, "ts": "2026-06-16T08:03:32Z", "hours": 1.0, "text": "working on new questions (not gonna spoil it) and if yall want any questions plzzz sayyyyy 🙏"}, {"post_id": 9771, "ts": "2026-06-16T06:39:47Z", "hours": 0.0, "text": "parallel parking is umm in the works. in case you dont know how to parallel park so for reference"}, {"post_id": 9752, "ts": "2026-06-16T05:39:05Z", "hours": 0.0, "text": "should I add parallel parking??????? (ima add it anyway) if you guys want to add anything or questions or features plz give comment I want to know if any1 can even see my devlog 😭"}, {"post_id": 9728, "ts": "2026-06-16T04:45:43Z", "hours": 0.0, "text": "sonny favicon hehe. fixed some questions logic to be better."}, {"post_id": 9702, "ts": "2026-06-16T03:44:22Z", "hours": 0.0, "text": "I like the certificate (made with code) I’ll try to make one in canva. rn the game has 32 questions. play here: https://are-you-a-robot-six.vercel.app"}, {"post_id": 9294, "ts": "2026-06-15T16:43:22Z", "hours": 3.0, "text": "just goofing around. added questions and a certificate. made UI more reasonable? (I think I can do better)"}, {"post_id": 8705, "ts": "2026-06-14T13:48:30Z", "hours": 0.0, "text": "Lets see if you are a robot"}]...
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Title: Are You a ROBOT?!?! by @baker | Stardance
Title: Are You a ROBOT?!?! by @baker | Stardance
Devlogs:
Lets see if you are a robot
just goofing around. added questions and a certificate. made UI more reasonable? (I think I can do better)
I like the certificate (made with code) I’ll try to make one in canva. rn the game has 32 questions. play here: https://are-you-a-robot-six.vercel.app
sonny favicon hehe. fixed some questions logic to be better.
should I add parallel parking??????? (ima add it anyway) if you guys want to add anything or questions or features plz give comment I want to know if any1 can even see my devlog 😭
parallel parking is umm in the works. in case you dont know how to parallel park so for reference
working on new questions (not gonna spoil it) and if yall want any questions plzzz sayyyyy 🙏
someone off the lightsss……. what happens next will shock you*!!! 😨😱
made GitHub readme. improved features and questions.
Added a secret feature and fixed bugs
so much code 🧑💻. oh well. added questions and sm1 try the website. are-you-a-robot-six.vercel.app
Added questions and omptimzed website for mobile. also updated readme
added flappy bird question (very bad and hard need to fix) image underneath js placeholder not the one I made
made flappy bird way better. the second picture was the before and the first one is the after. also changed some UI elements
Ships:
one of my most favourite projects every made. worked a lot for this one. the questions are good and works. love this flappy bird one the most...
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1792878764.8360405
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1793742764.8360405
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24380
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CubeTrainer by @EthanCubes | Stardance
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EthanCubes
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1
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45.0
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447
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T01:23:02Z", "hours": 45.0, "multiplier": 10.4, "payout": 447, "blessing": "neutral", "text": "I made a timer and algorithm driller for people who solve Rubik’s cubes (aka speedcubers). I have minimal experience with JavaScript, and since this project is extremely JavaScript heavy (9 JavaScript files with an average of like 150 lines each (max 869 min 25)), it was pretty challenging for me. I’m really proud of how I build most of the application by myself with minimal or no AI assistance. Note that this project is relatively niche and other programs that do the same thing but better already exist.", "repo": "https://github.com/EthanCubes/CubeTrainer", "demo": "https://ethancubes.github.io/CubeTrainer/"}]...
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[{"post_id": 25631, "ts": "202 [{"post_id": 25631, "ts": "2026-07-10T01:17:26Z", "hours": 0.3631, "text": "Devlog 13: Final devlog before ship I didn’t add much, just fixed some bugs and inconvenient things. For example, the space bar (finally) no longer triggers the dropdown menus. That was very annoying. Also, I added an option to clear all site settings and data, in case you have a outdated save file (no one is going to have that except me probably) that’s messing things up. I also added some things to the README."}, {"post_id": 25617, "ts": "2026-07-10T00:25:25Z", "hours": 2.1794, "text": "Devlog #12: I separated the times for timer mode and driller mode. Since timer mode is intended for timing entire solves and driller mode is intended for only short portions of the solve, it doesn’t make sense for them to be lumped together. I did this by adding another object inside the object for stored solves, and renaming the existing object. So now, inside of the stored solves object, there’s one object named “timer” and another named “driller”, to make it easy to get the correct object for the selected mode. I kept encountering errors on the GitHub Pages, but everything’s fine on Live Server. It’s happened so many times, it’s getting annoying. there’s literally no visual difference why do i still have to include a screenshot"}, {"post_id": 25120, "ts": "2026-07-09T03:48:48Z", "hours": 6.0483, "text": "Devlog #11: You can finally change stuff! I added settings to the web app, including the option to hide certain elements and 3 themes. The settings even stay across sessions, unless you clear solves, in which case the settings will be reset. This was totally intentional to make sure users are mindful about their times and not just spam times and definitely not because I’m too lazy to fix that part of the code. :)"}, {"post_id": 24352, "ts": "2026-07-07T21:16:38Z", "hours": 0.7514, "text": "Devlog #10: So it turns out that much of the code that involves paths and fetching other files were broken. I didn’t realize that until after I posted the devlog yesterday. For the next 24 hours, I proceeded to try everything I could think of to fix it. In the process, I definitely had one or two crashouts somewhat reminiscent to Doggie Acheron 1% . I ended up just having the program fetch the JSON files and the favicon from GitHub instead of the local files. This does come with the downside of difficulties when testing the code when I don’t have wifi but that’s a small tradeoff considering I have wifi pretty often."}, {"post_id": 23798, "ts": "2026-07-06T23:08:34Z", "hours": 8.6786, "text": "Devlog #9: Finally. FINALLY I HAVE EVIDENCE TO BACK UP THAT THIS ISN’T A CSTIMER CLONE. The main feature that I intended to add from the start, and the main reason that I wanted to make this web app in the first place has finally been implemented. It is, of course, the ability to drill algorithms. Yes, it does need more polishing. No, you can’t import your own algorithm sets yet. But you can drill some Roux algorithms, and that’s already better than CSTimer and JPerm.net. Or at least that’s what I tell myself before I go to bed so I don’t feel like a waste of space. This session was definitely the toughest mental challenge I’ve probably ever experienced. I started to code this, but halfway through I just decided to revert some of the changes cause the code was messy and wasn’t working. I reverted the changes back to the left Git commit and discovered that I forgot what I was doing at that time, and also that the code was broken. I proceeded to spend like 3 more hours fixing my broken code, and somehow ended up with something semi-coherent. Features I need to add: Importing algorithm sets Changing the theme Tool to create algorithm sets Probably more but I forgot. (sorry it doesn’t really look much different in the screenshot but I promise I actually did a lot of stuff."}, {"post_id": 21703, "ts": "2026-07-03T20:01:51Z", "hours": 2.9117, "text": "Devlog #8: The window not displays the difference between the current solve and the previous solve. If the user got a faster time, it displays green. If they got a slower time, it displays red (like CSTimer lol). I also added a help window that dims the background when it appears. There’s not much in the help window right now. Bugs The most notable bug(?) I encountered is the thing where some coding languages return weird numbers when dealing with decimals. It turned out like -0.249999999999999999999996 or something like that. I used difference.toPrecision(2); to round it to 3 decimals and I guess it works for now."}, {"post_id": 20386, "ts": "2026-07-01T23:31:48Z", "hours": 3.2872, "text": "Devlog #7: I added box that lists all the solves the user has done, and it even saves when you close the browser or refresh the page. I also made the scramble copyable by clicking on it. I did this with local storage, so I guess it probably isn’t the best way to do it, but I couldn’t find any good tutorials for indexedDB online (probably because of my cooked attention span). I ended up storing the entire object inside a single local storage string. Notable bugs that I fixed -When any of the buttons are pressed with the mouse, any press of the spacebar triggers the button because apparently that’s how buttons work. Retrospectively, I probably could’ve use a CSS property or something idk to prevent this from happening but I just made fake buttons instead."}, {"post_id": 18849, "ts": "2026-06-30T01:31:56Z", "hours": 2.1625, "text": "Devlog #6: I CAN SEE COLOURS! I finally used some CSS, added background colours, and moved some elements. As you can see, the cube net drawing is at the bottom right and the timer and scrambles are centred now. I didn’t have internet for the majority of this, so I lowkey copied a bunch of code from my other project CubeOS, which I have saved locally still. I also added a function to hide all elements when the timer is timing, to help with focus by setting the display to none and switching it back afterwards. Lastly, I wrote a couple of JSON files (with the help of AI when I did have internet for a few minutes) that contain the cubing algorithms that the drilling mode will use. But after I was done writing them I discovered that I don’t know how to actually read files using JavaScript, so I’ll be figuring that out later."}, {"post_id": 18013, "ts": "2026-06-28T23:52:49Z", "hours": 5.0386, "text": "Devlog #5: I spent a couple of hours doing optimizations and adding features that aren’t used yet but will definitely be built upon in the future. The one change that the user can actually see doesn’t work yet because I added the UI for it before the actual functionality was added. I’m going to attach a screenshot and try to see if you can spot the difference. I did try to add a new feature (hence the aforementioned UI change) but I ended up running into a bunch of issues including the following: Functions being called before they’re defined Browser running out of memory somehow Distraction Skill issue (please laugh. i need external validation) Here are the things I need to do still: [] Add a drilling mode that helps you master doing Rubik’s cubes algorithms [] Add ability to upload your own algorithms to drill [] Add ability for the timer to store solves in local story [] Add compatibility with CSTimer.net so that you can export or import timer solves. [] Add a somewhat good GUI"}, {"post_id": 16578, "ts": "2026-06-26T23:22:03Z", "hours": 8.5214, "text": "Devlog #4: I added a net of the scrambled Rubik’s cube to my webpage. Even though a real cube moves in separate pieces, I decided to calculate the cube using the stickers. I used an array to represent all 54 stickers on the cube, and used functions that switched around the stickers to represent turning the cube’s faces. I was originally going to make a function switching around the stickers for every single face turn (there’s 12, not including rotating the entire cube, the middle slice, and the double moves). But after I made the function for turning the top face and it already took up like 100 lines of code, and deciding that I don’t want to get carpal tunnel syndrome when I’m not even an adult, I realized I could just rotate the entire cube and stick with only one face turn. This brought down my code from a potential 1200 lines to only 300. At this point, I’ve spent like 2 hours on making this cube net but there’s still nothing on screen to show for it. So I quickly coded a net of the cube using HTML and CSS and used JavaScript to change each element according to what its color in the array is. Just when everything was just about done, I ran into the biggest problem of this entire session: the net/drawing wasn’t accurate. After about 2 hours of debugging, I discovered I forgot to reset the cube before “scrambling” it again. I literally wrote a function doing just that and I forgot to use it. (I’m reading the page on how to write a devlog and apparently they’re only supposed to be 4-6 sentences… lol)"}, {"post_id": 14806, "ts": "2026-06-24T01:31:37Z", "hours": 1.6894, "text": "Devlog #3: I SWEAR THIS IS NOT INTENDED (ENTIRELY) AS A CSTIMER CLONE. Soooo… I added scrambles to my web app. (You can see the current scramble above the time). I just used JavaScript random to pick from the basic 6 moves a 3x3 Rubik’s cube, as well as a modifier (normal, prime (counterclockwise), and 2 (twice). This move is then checked against the previous move so that there won’t be any cases of someone having to do the same move twice in a row. Every time the timer stops, a new scramble is generated and replaces the old one. Also, I added a delay of one second that the user has to hold to trigger the timer. In addition to that, the timer now changes colour when you’re holding the spacebar down before starting the timer. It’s green if the timer will start when you release it, and red if it’ll just cancel the timer. Wow, this is looking more and more like a CSTimer clone, right? (honestly I agree)"}, {"post_id": 14604, "ts": "2026-06-23T19:31:50Z", "hours": 1.7858, "text": "Devlog #2: I fixed most problems with the timer. It now updates in real time, and you can (and must) use the space bar to activate it. You start it after you release the space bar, and stop it as soon as you press the space bar again, without automatically starting the timer every time you stop it (believe me, that was a problem for a long time). So far, it’s turning out like a CSTimer clone, which isn’t actually what I want at the end of the day. Even though this will probably look like a CSTimer clone for a very long time, eventually I swear I’ll make it have additional functionality."}, {"post_id": 14086, "ts": "2026-06-23T02:11:19Z", "hours": 1.485, "text": "Devlog #1: I’m trying to build a web application that acts like a timer for solving Rubik’s cubes, a scramble generator, and a cubing algorithm driller. This coding session, I built a timer (or is it called a stopwatch?). It’s not that good, and you have to physically click a button with your mouse to start and stop the timer. It also does not update live and displays the time in milliseconds, which is… not the best. I’ll improve on it later though. I’ve gained a bit of JavaScript experience from my WebOS project, so this was honestly not that hard. It was very satisfying to code though. The actual web page still looks ugly though, I’ll style it after I add the bulk of the functionality probably."}]...
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Title: CubeTrainer by @EthanCubes | Stardance
Dev Title: CubeTrainer by @EthanCubes | Stardance
Devlogs:
Devlog #1: I’m trying to build a web application that acts like a timer for solving Rubik’s cubes, a scramble generator, and a cubing algorithm driller. This coding session, I built a timer (or is it called a stopwatch?). It’s not that good, and you have to physically click a button with your mouse to start and stop the timer. It also does not update live and displays the time in milliseconds, which is… not the best. I’ll improve on it later though. I’ve gained a bit of JavaScript experience from my WebOS project, so this was honestly not that hard. It was very satisfying to code though. The actual web page still looks ugly though, I’ll style it after I add the bulk of the functionality probably.
Devlog #2: I fixed most problems with the timer. It now updates in real time, and you can (and must) use the space bar to activate it. You start it after you release the space bar, and stop it as soon as you press the space bar again, without automatically starting the timer every time you stop it (believe me, that was a problem for a long time). So far, it’s turning out like a CSTimer clone, which isn’t actually what I want at the end of the day. Even though this will probably look like a CSTimer clone for a very long time, eventually I swear I’ll make it have additional functionality.
Devlog #3: I SWEAR THIS IS NOT INTENDED (ENTIRELY) AS A CSTIMER CLONE. Soooo… I added scrambles to my web app. (You can see the current scramble above the time). I just used JavaScript random to pick from the basic 6 moves a 3x3 Rubik’s cube, as well as a modifier (normal, prime (counterclockwise), and 2 (twice). This move is then checked against the previous move so that there won’t be any cases of someone having to do the same move twice in a row. Every time the timer stops, a new scramble is generated and replaces the old one. Also, I added a delay of one second that the user has to hold to trigger the timer. In addition to that, the timer now changes colour when you’re holding the spacebar down before starting the timer. It’s green if the timer will start when you release it, and red if it’ll just cancel the timer. Wow, this is looking more and more like a CSTimer clone, right? (honestly I agree)
Devlog #4: I added a net of the scrambled Rubik’s cube to my webpage. Even though a real cube moves in separate pieces, I decided to calculate the cube using the stickers. I used an array to represent all 54 stickers on the cube, and used functions that switched around the stickers to represent turning the cube’s faces. I was originally going to make a function switching around the stickers for every single face turn (there’s 12, not including rotating the entire cube, the middle slice, and the double moves). But after I made the function for turning the top face and it already took up like 100 lines of code, and deciding that I don’t want to get carpal tunnel syndrome when I’m not even an adult, I realized I could just rotate the entire cube and stick with only one face turn. This brought down my code from a potential 1200 lines to only 300. At this point, I’ve spent like 2 hours on making this cube net but there’s still nothing on screen to show for it. So I quickly coded a net of the cube using HTML and CSS and used JavaScript to change each element according to what its color in the array is. Just when everything was just about done, I ran into the biggest problem of this entire session: the net/drawing wasn’t accurate. After about 2 hours of debugging, I discovered I forgot to reset the cube before “scrambling” it again. I literally wrote a function doing just that and I forgot to use it. (I’m reading the page on how to write a devlog and apparently they’re only supposed to be 4-6 sentences… lol)
Devlog #5: I spent a couple of hours doing optimizations and adding features that aren’t used yet but will definitely be built upon in the future. The one change that the user can actually see doesn’t work yet because I added the UI for it before the actual functionality was added. I’m going to attach a screenshot and try to see if you can spot the difference. I did try to add a new feature (hence the aforementioned UI change) but I ended up running into a bunch of issues including the following: Functions being called before they’re defined Browser running out of memory somehow Distraction Skill issue (please laugh. i need external validation) Here are the things I need to do still: [] Add a drilling mode that helps you master doing Rubik’s cubes algorithms [] Add ability to upload your own algorithms to drill [] Add ability for the timer to store solves in local story [] Add compatibility with CSTimer.net so that you can export or import timer solves. [] Add a somewhat good GUI
Devlog #6: I CAN SEE COLOURS! I finally used some CSS, added background colours, and moved some elements. As you can see, the cube net drawing is at the bottom right and the timer and scrambles are centred now. I didn’t have internet for the majority of this, so I lowkey copied a bunch of code from my other project CubeOS, which I have saved locally still. I also added a function to hide all elements when the timer is timing, to help with focus by setting the display to none and switching it back afterwards. Lastly, I wrote a couple of JSON files (with the help of AI when I did have internet for a few minutes) that contain the cubing algorithms that the drilling mode will use. But after I was done writing them I discovered that I don’t know how to actually read files using JavaScript, so I’ll be figuring that out later.
Devlog #7: I added box that lists all the solves the user has done, and it even saves when you close the browser or refresh the page. I also made the scramble copyable by clicking on it. I did this with local storage, so I guess it probably isn’t the best way to do it, but I couldn’t find any good tutorials for indexedDB online (probably because of my cooked attention span). I ended up storing the entire object inside a single local storage string. Notable bugs that I fixed -When any of the buttons are pressed with the mouse, any press of the spacebar triggers the button because apparently that’s how buttons work. Retrospectively, I probably could’ve use a CSS property or something idk to prevent this from happening but I just made fake buttons instead.
Devlog #8: The window not displays the difference between the current solve and the previous solve. If the user got a faster time, it displays green. If they got a slower time, it displays red (like CSTimer lol). I also added a help window that dims the background when it appears. There’s not much in the help window right now. Bugs The most notable bug(?) I encountered is the thing where some coding languages return weird numbers when dealing with decimals. It turned out like -0.249999999999999999999996 or something like that. I used difference.toPrecision(2); to round it to 3 decimals and I guess it works for now.
Devlog #9: Finally. FINALLY I HAVE EVIDENCE TO BACK UP THAT THIS ISN’T A CSTIMER CLONE. The main feature that I intended to add from the start, and the main reason that I wanted to make this web app in the first place has finally been implemented. It is, of course, the ability to drill algorithms. Yes, it does need more polishing. No, you can’t import your own algorithm sets yet. But you can drill some Roux algorithms, and that’s already better than CSTimer and JPerm.net. Or at least that’s what I tell myself before I go to bed so I don’t feel like a waste of space. This session was definitely the toughest mental challenge I’ve probably ever experienced. I started to code this, but halfway through I just decided to revert some of the changes cause the code was messy and wasn’t working. I reverted the changes back to the left Git commit and discovered that I forgot what I was doing at that time, and also that the code was broken. I proceeded to spend like 3 more hours fixing my broken code, and somehow ended up with something semi-coherent. Features I need to add: Importing algorithm sets Changing the theme Tool to create algorithm sets Probably more but I forgot. (sorry it doesn’t really look much different in the screenshot but I promise I actually did a lot of stuff.
Devlog #10: So it turns out that much of the code that involves paths and fetching other files were broken. I didn’t realize that until after I posted the devlog yesterday. For the next 24 hours, I proceeded to try everything I could think of to fix it. In the process, I definitely had one or two crashouts somewhat reminiscent to Doggie Acheron 1% . I ended up just having the program fetch the JSON files and the favicon from GitHub instead of the local files. This does come with the downside of difficulties when testing the code when I don’t have wifi but that’s a small tradeoff considering I have wifi pretty often.
Devlog #11: You can finally change stuff! I added settings to the web app, including the option to hide certain elements and 3 themes. The settings even stay across sessions, unless you clear solves, in which case the settings will be reset. This was totally intentional to make sure users are mindful about their times and not just spam times and definitely not because I’m too lazy to fix that part of the code. :)
Devlog #12: I separated the times for timer mode and driller mode. Since timer mode is intended for timing entire solves and driller mode is intended for only short portions of the solve, it doesn’t make sense for them to be lumped together. I did this by adding another object inside the object for stored solves, and renaming the existing object. So now, inside of the stored solves object, there’s one object named “timer” and another named “driller”, to make it easy to get the correct object for the selected mode. I kept encountering errors on the GitHub Pages, but everything’s fine on Live Server. It’s happened so many times, it’s getting annoying. there’s literally no visual difference why do i still have to include a screenshot
Devlog 13: Final devlog before ship I didn’t add much, just fixed some bugs and inconvenient things. For example, the space bar (finally) no longer triggers the dropdown menus. That was very annoying. Also, I added an option to clear all site settings and data, in case you have a outdated save file (no one is going to have that except me probably) that’s messing things up. I also added some things to the README.
Ships:
I made a timer and algorithm driller for people who solve Rubik’s cubes (aka speedcubers). I have minimal experience with JavaScript, and since this project is extremely JavaScript heavy (9 JavaScript files with an average of like 150 lines each (max 869 min 25)), it was pretty challenging for me. I’m really proud of how I build most of the application by myself with minimal or no AI assistance. Note that this project is relatively niche and other programs that do the same thing but better already exist....
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1792997288.3797102
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1793083688.3797102
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57404
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Tiger OS by @Rayan123-4 | Stardance
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Rayan123-4
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3
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75.0
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447
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T03:15:51Z", "hours": 18.0, "multiplier": 18.42, "payout": 332, "blessing": "neutral", "text": "What did I make I made TigerOS, a web based operating system that it completely run on the web. It’s themed around tigers as you can see, and has many interesting features such a as a, weather API, a tiger habitat and population graph, a classic calculator, a tiger earth three.js simulator and many more amazing experiences to explore through. It is made using JavaScript, HTML, and CSS. What was chalenging The most challenging part of making this project for me was the JavaScript. I am quite new to JavaScript and coding things like the earth using three.js was very new to be and it took some time and learning. Also I the styling wasn’t nessisary hard, however I would say that I am not the best at it, so it took also some time to get it too look nice. What am I most proud of I am most proud of making advanced features to my webOS such as a, tiger habitat and population graph and a 3d earth and stars using three.js. I am proud of learning more about JavaScript syntax and how to properly debugg and fix stuff when I have a problem. What should people know about my project It runs completely on the web, so no installing or any local host is needed. Just click on the link either in my project description or in the README.md. I would suggest reading though my README and other devlogs, I know that they are a bit long, so you don’t need to read all of them just skim through and get the jist of what I have done. Thank you for taking the time to read through, It would be really helpful for me if your left good reviews and ratings, that would help me further improve on my coding journey.", "repo": "https://github.com/rayan123-4/My-WebOS-Stardance", "demo": "https://stardancetigeros.site/"}, {"ship_num": 2, "ts": "2026-09-27T23:41:52Z", "hours": 50.0, "multiplier": 2.32, "payout": 115, "blessing": "neutral", "text": "I made TigerOS, a tiger themed WebOS made for the WebOS Stardance mission. I made it using HTML, CSS, and Javascript. It has many features such as, a real time weather app, a working calculator app, a snake game app, a paint canvas app, sounds, special effects, and the list goes on. The most challenging part of making this, was getting everything to work smoothly how I want it with no errors. Probably the hardest thing that I made was the weather API app, since I had never worked with an API before it was very challenging, but I learnt a lot. I am very proud of how it came out, and that all my apps and features work to how I want it. I didn’t think I would make it this far to have so many cool stuff, but I am very happy with my final product. I suggest that anyone wanting to try out my site, they should test out all of the apps and the features. I also encourage you to find the hidden secret feature. However, it should be pretty obvious to find. Test out all of the weather apps, and even try to beat my high score of 25 on the tiger snake game. Please take some time to explore TigerOS and leave a thoughtful review, as any feedback would really help me to improve. Thanks Stardance, for setting up this oportunity for me and everyone else.", "repo": "https://github.com/rayan123-4/My-WebOS-Stardance", "demo": "https://stardancetigeros.site/"}, {"ship_num": 3, "ts": "2026-09-04T21:53:15Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first WebOS. It was very difficult and challenging to make, but the jams guide made it much more easier to get started with and finish. The site currently has 2 apps, but there will be more to come in the future.", "repo": "https://github.com/rayan123-4/My-WebOS-Stardance", "demo": "https://stardancetigeros.site/"}]...
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[{"post_id": 82515, "ts": "202 [{"post_id": 82515, "ts": "2026-10-25T03:07:17Z", "hours": 0.7139, "text": "Devlog 52: Just tiding up my code with comments and editing the README.md Just tiding up my code, adding comments and making sure it all looks nice for the ship. I have learn a lot from making this project and I am happy with how it turned out. This will be my final devlog, and so please give me good ratings and feedback, so that I can learn and improve."}, {"post_id": 82137, "ts": "2026-10-24T02:07:18Z", "hours": 0.8194, "text": "Devlog 51: Adding stars, realistic tilt, and better quality textures to the 3D earth. I added 2000 stars to the earth window and even made a realistic tilt for the earth, like how it is in real life. I think that the stars made a big impact on the overall feel of the window, and makes it look much better. I also added a 8k quality texture onto the earth model instead of a 2k quality texture, so that the earth would be more clearer to see."}, {"post_id": 81962, "ts": "2026-10-23T06:09:26Z", "hours": 2.1297, "text": "Devlog 50: Adding new 3D Tiger Earth window. I added a new window made with three.js, that is a 3D globe of the world that is, movable, rotatable, and zoom in able. I also added a feature where you can stop the rotation, so that its easier to view (And find the hidden Tiger). First I made the 3D circle and of the globe and then added the texture and animations. What did I learn and what was difficult. This is my first time making a project like a 3D thing, so I was a bit new to this. Now I have learnt much more about how to make 3D projects like this and I hope I can make many more simulation projects like this in the future."}, {"post_id": 81186, "ts": "2026-10-20T07:19:14Z", "hours": 2.155, "text": "Devlog 49: Adding tiger population chart window and UI polishing. I added a new window that shows the tiger population in the countries Russia, Nepal, and India. The data points are the milestones of there tiger conservation across 2010 to 2016 to 2022. The chart is a line graph and the 3 line variables are the countries. The chart looks very good and I am happy with how it turned out. I also polished more of my webOS using nice fonts such as “Fira Sans”, “Bold”, and “Italic”. I styled it and made sure across my webOS there was a orange, black, and white theme, like the tigers colors. What did I learn and what was difficult The most difficult part of it was debugging everything when I found errors. I learnt the functions for making a graph in JavaScript and how to get data and put it into a graph using code, while still making it look nice. This helps me a lot especially for more projects I might do in the future using data and statistics."}, {"post_id": 79494, "ts": "2026-10-14T09:29:47Z", "hours": 1.8556, "text": "Devlog 48: Updating the CSS styling and improving the interface visibility. I edited the CSS stying adding more things such as box-shadow and different color border. I made sure the web os looked good and wasn’t too heavily colored, that might make the text less easy to read. I also fixed the minimize button in the link window since it was off centered, because of the small size of it compared to the normal window sized ones. Difficulty: For me to be honest, this was difficult not because of like syntax and stuff, but because I’m not very good at styling. I tried to like make it pop and look extra good, and I think I have done well."}, {"post_id": 77180, "ts": "2026-10-05T23:23:31Z", "hours": 1.5567, "text": "Devlog 47: Add text on icon hover, that displays window name. I made it so that when you hover over the icons in the icon bar, it will show the name of the window that the icon is connected to. This makes it easier for users to know what icon goes to which window, without guesses based on the icon image. What did I learn and what was difficult. At first I thought that making this would only need a bit of HTML and CSS, and normally it would. However I came upon a problem and CSS wasn’t fixing it, nor was the HTML, so I had to adapt and use Javascript to fix my error. Eventually it worked out in the end, and not much Javascipt was actually needed. This helped me to learn how to fix errors outside of the box, and too try different ways to fix them. This helped me learn more about problem solving and debugging, which will help me in future projects."}, {"post_id": 76578, "ts": "2026-10-04T01:22:56Z", "hours": 0.6781, "text": "Devlog 46: Edited some of the CSS styling on the windows and top bar. I edited the CSS styling on things like the, text, the windows, and the top bar. I used functions such as, text-shadow and box-shadow, to make text and windows stand out and look much nicer. I also edited the border color and size of many things to make them either pop or, look better in between colors. Things like animations scale and filter, also helped make it look much more appealing. What did I learn and how difficult was it I learnt more about CSS styling and how to make project look extra nice. I was playing around with the CSS learning new mechanics and functions, to help make different things and parts of project look more nicer and clean. This was fairly easy and I didn’t have any trouble with doing so."}, {"post_id": 76381, "ts": "2026-10-03T11:06:48Z", "hours": 1.8306, "text": "Devlog 45: Added a lot of in depth comments to my Javascript file. And adding a download button to the paint window. I went through my Javascript code and worked on improving my comments and adding more, where they were needed. I focused on being very descriptive with my comments, explaining what things do and how. I also added some hover animations to the paint board buttons. Download button added I added a download button to my paint window. I made it so when the user clicks the button, the browser download trigger is activated and the image is downloaded. I did this in Javascript using toDataURL(). Diffuculty Making the comments was fairly easy, as I just went to important parts with no comments and added explanations about them. Also the Javascript for the download button wasn’t too hard, and I think I am learning more and more about Javascript, which is helping make it easier and easier."}, {"post_id": 75997, "ts": "2026-10-01T23:50:08Z", "hours": 0.9978, "text": "Devlog 44: Fixed a z-index error, adjusted the colors and styling I found a z-index error in the Javascript file, where the images when opened, wouldn’t go to the highest z-index, so I just added z-index 99 when window open. I also mainly adjusted the colors, experimenting in CSS, to get the best design and the best text to background ratio in CSS. Difficulty Not too bad, because I didn’t have to go through hidden Javascript syntax errors and stuff, so it was mostly stuff I could just look around for a bit until I find the missing parenthesis or something."}, {"post_id": 75845, "ts": "2026-10-01T10:11:49Z", "hours": 0.7925, "text": "Devlog 43: Fix camera animation Fixing the camera animation, making it so the user cannot spam open the window, making the animation run for however many times the user tapped the icon. Difficulty It wasn’t too hard to do, just needed to make some simple if statement to check if the window had been opened. Edited Also adjusted some styling in the map window making the text hover change in css."}, {"post_id": 75429, "ts": "2026-09-30T02:17:24Z", "hours": 0.7275, "text": "Devlog 42: Minimizer button Added a minimizer button to all of the windows. I made it so that when users press the button, the hover filter glow will show on the corrisponding icon, to let users know the window is open. Difficulty This was fairly simple to do, and I just had to make some code for it in the same place near the close button in the Javascript."}, {"post_id": 75148, "ts": "2026-09-29T09:16:19Z", "hours": 1.8561, "text": "Devlog 41: Styling the windows, making it look nice Fixed some of the styling on the windows, specifically on the manual window and the welcome window, since my rating said they looked like a power point. Trying to make my website look much cleaner and have a better design."}, {"post_id": 75046, "ts": "2026-09-29T00:06:01Z", "hours": 1.8983, "text": "Devlog 40: Camera Animation Added Added a camera flash animation when you open the gallery app. It was quiet hard to make flash show after the camera image, but it works well."}, {"post_id": 74671, "ts": "2026-09-27T23:27:05Z", "hours": 0.6822, "text": "Devlog 39: May be Last Devlog This is going to probably be my final devlog until I ship. I have enjoyed making this project and I hope that I can maybe make it better in the future. This video shows all of my windows and stuff."}, {"post_id": 74374, "ts": "2026-09-27T08:22:51Z", "hours": 0.7228, "text": "Devlog 38: Finishing touches Adding finishing touches to my WebOS such as fixing code to work better. Making it so if you tap a window that is behind another window, it gets moved to the front. And some other fixes."}, {"post_id": 74260, "ts": "2026-09-27T02:46:44Z", "hours": 1.2206, "text": "Devlog 37: Icon hover response Finsished making the icons hover display to stay on the icon image, if the corrisponding window is still open. Once the window is closed the style goes back to normal, but still if you hover it will have the style."}, {"post_id": 73487, "ts": "2026-09-25T07:05:36Z", "hours": 0.6139, "text": "Devlog 36: Adding a link window Creating a link window that has multiple links. The window is closable and it uses the same functions as the other windows except that you cannot drag it."}, {"post_id": 73053, "ts": "2026-09-24T08:54:47Z", "hours": 1.0725, "text": "Devlog 35: Fixed many usability errors that I had such as Making boundaries for dragging the window. Making the scroll app bar optimize for different window sizes. Fixing a bug where you can play all roar sounds at once and they overlap. And a few random glitched that I found while trying to fix these."}, {"post_id": 72578, "ts": "2026-09-23T08:39:47Z", "hours": 0.3111, "text": "Devlog 34: Adding information to manual window Just adding some more information to my Manual, for the new things that I have made. This is where users can find information about different features in my website. I wrote it all myself."}, {"post_id": 72139, "ts": "2026-09-22T09:13:19Z", "hours": 1.8511, "text": "Devlog 33: Adding undo button to paint window Added the undo button and made it so that it will undo lines, fill, and clear. This means that if you accidently fill your work or clear it you can press undo and it will bring it back :). Works for multiple times, because it saves it in a array. I am very happy with how it came out, because it was quite challenging to make."}, {"post_id": 72113, "ts": "2026-09-22T06:08:49Z", "hours": 1.085, "text": "Devlog 32: Adding the paint window My Tiger Masterpiece! Finally finished making the paint board window. I also fixed a few bugs that I had with the drag header, and it not working. Im going to add the title to this soon and also I will add an undo button incase you accedently delete your Tiger mona lisa."}, {"post_id": 71686, "ts": "2026-09-21T09:48:24Z", "hours": 2.8558, "text": "Devlog 31: Making the drawing window function Making drawing window. Don’t mind why it looks weird right now, I will fix it later. Also I spent a lot of time trying to fix some hidden error I didn’t know where it was and I was totally confused, so I went back a commit and put my working code back and it fixed. I think I am going to wrap up my project soon, so that I don’t create more project breaking errors."}, {"post_id": 71121, "ts": "2026-09-20T10:10:32Z", "hours": 0.9147, "text": "Devlog 30: Finally made the calculator window Idk how I managed to make it, but maybe the tutorial I was watching before was just not it. However, this one is: ( https://youtu.be/KM8PIiqq97c?si=RgpvGnOKA7ZbfZoQ ). Anyone wanting to make a good calculator, check out that tutorial because he saved me! Thanks KennyYipCoding on youtube. Also surprisingly simple."}, {"post_id": 71089, "ts": "2026-09-20T08:57:41Z", "hours": 4.3286, "text": "Devlog 29: Struggling on the calculator window 4 hours down the drain. I worked for 4 hours trying to get a simple thing like a calculator to work. Some how it kept not working even when I followed a tutorial correctly. I will try again tomorrow maybe with a different tutorial, but honestly idk what happend. Also part of it was me trying to code in python and that turned out a disaster, but then I went to JavaScript and still didn’t work??. I know it might seem weird and also stardance if your reading this you can like delete the 4 hours or whatever from my thing Incase idk if this is fraud or something."}, {"post_id": 70477, "ts": "2026-09-19T08:14:43Z", "hours": 1.3042, "text": "Devlog 28: Added achievement alert Added some nice animations to stuff and added a achievement/alert for the snake game, when you hit a specific score."}, {"post_id": 70364, "ts": "2026-09-19T01:39:36Z", "hours": 2.1081, "text": "Devlog 27: Designing the snake game window Design on the Tiger Snake Game app is finished. I added the instructions in the manual app, but the game is pretty simple to play. I added a skin feature in case the stripes moving are a bit hard on some peoples eyes. I added the high score tracker which saves your high score even if you close the tab. And just fixed the lay out made it look nice."}, {"post_id": 70309, "ts": "2026-09-18T22:15:48Z", "hours": 3.1364, "text": "Devlog 26: Finished adding the tiger snake game Finished making my Tiger snake game. I watched a very good and easy tutorial, link: ( https://youtu.be/Je0B3nHhKmM?si=DQiSr36gDDSM3Psj ) I still need to design it more to make it look more like a real Tiger snake, like the logo if you can see all the way down there. I think also I could make some Instructions and a highscore button, so that will be for next time."}, {"post_id": 69938, "ts": "2026-09-18T03:03:26Z", "hours": 0.63, "text": "Devlog 25: Secret button editing Just added the hover glow to the secret button so you can be more sure your on something special. So far I think my project is close to the end and I just need to do now fixing up to make perfect . And maybe even an extra feature. This is what the front of my page looks like (there more apps and features, the app side bar is scrollable, as you can see from my other devlogs)."}, {"post_id": 69069, "ts": "2026-09-16T10:01:51Z", "hours": 1.5325, "text": "Devlog 24: Added the secret button Finished Adding the Secret feature! I cannot show you yet because it’s secret, but you could try and find it on my site (It’s not that hard its pretty obvious to find the secret). Also I added a ding when you find the secret and as you can see the alert in the image at the bottom, so you will know if you found it."}, {"post_id": 68559, "ts": "2026-09-15T10:07:36Z", "hours": 2.4817, "text": "Devlog 23: Making the weather window look nice Made the weather app have a default weather image now, but when the user inputs city it will change to the correct one. Also as you can see I made the handle a starling, and also in the bottom right corner there is 3 of them. The handle starling is for all of the windows and is how you drag, by holding it. That is for something I am making right now, however I am not finsihed yet. Just trying to make my website look as good as possible right now, while keeping the simple theme. (edit: I actually just realized that this devlog is exactly 1 second longer than the previous one)."}, {"post_id": 67978, "ts": "2026-09-14T09:38:41Z", "hours": 2.4814, "text": "Devlog 22: Designing the manual window, welcome window, and other windows Finished designing the manual app. It looks not too bad. Also I edit the welcome window bit, but I still have some work to do, to make it stand out. This took a while as I was playing around with the CSS also fixing other windows and stuff."}, {"post_id": 67070, "ts": "2026-09-13T03:43:12Z", "hours": 0.9197, "text": "Devlog 21: Adding content to manual window Just added some information into the Manual app. Im not finished yet, I still need to make it look nicer. I will add some images and stuff to it next."}, {"post_id": 66369, "ts": "2026-09-12T05:10:30Z", "hours": 2.5203, "text": "Devlog 20: Added icon side bar, making new window, and fixing roar sound errors Finished making the side bar with the icons. The side bar is scrollable, because I had too many icons and so that keeps them stored there better. I also started making the manual window, but I haven’t added any content yet. I also fixed some errors such as, the roar sound button would keep playing, even when the window was closed, so I thought it might be better if it stopped the sound when the sound window is closed. I also fixed some other errors and stuff, but everything looks good now."}, {"post_id": 65841, "ts": "2026-09-11T07:50:12Z", "hours": 0.9428, "text": "Devlog 19: Real working weather window added Finally finished the weather window. It was very hard to do for me. I’m not done yet I still need to edit it to make the design look more good. The api works, and it runs smoothly. Need to change a few things also like the app icon side bar. Used a bit of AI to learn how to set up the api, since I was using a different one than the tutorial, it was much harder, but still uses same main core code. Overall I am happy with how It turned out. There’s still a lot to improve on, however I learn a lot from this."}, {"post_id": 65744, "ts": "2026-09-11T03:05:00Z", "hours": 0.3494, "text": "Devlog 18: Adding fun fact window app icon Adding fun fact window app icon, and fixing some other stuff finished up the window. This is for the old weather window that I gave up on, that is now gonna be a weather fun fact window. I will still have both windows, its just one will be for a fun fact and one for a working API weather app."}, {"post_id": 65297, "ts": "2026-09-10T10:38:52Z", "hours": 0.8128, "text": "Devlog 17: Trying to make Working Weather window again Trying again to make a real working weather window. Im still gonna keep the other one as like a cool fact, but this one is gonna work. I have found a good tutorial and I am really trying to make this work."}, {"post_id": 65212, "ts": "2026-09-10T05:52:50Z", "hours": 1.5169, "text": "Devlog 16: Scratch the weather API idea Slight change in idea. No more weather api. Its a static window that shows the hottest day in Madhya Pradesh, home to the highest population of tigers in an Indian state. Looks pretty nice though."}, {"post_id": 65078, "ts": "2026-09-09T23:01:26Z", "hours": 1.1167, "text": "Devlog 15: Started trying to make weather window Just started making a new weather window. I’m 15 minutes through the tutorial and now I need to add the api. I have never used an API before so this might be hard."}, {"post_id": 64670, "ts": "2026-09-09T08:08:11Z", "hours": 2.3972, "text": "Devlog 14: Adding comments to js and making new window Finally finished sorting out my code so its easier to move and navigate around, using comments and stuff. I also made this Tiger information window, that shows some interesting information and facts about tigers. The window is scrollable and there is more information below this. Took me a while to do all of this and find information and stuff, but it looks like it turned out not too bad."}, {"post_id": 64472, "ts": "2026-09-08T21:55:55Z", "hours": 0.9753, "text": "Devlog 13: Adding comments to my CSS Just sorting out my CSS so its easier to read. Adding comments and making specific parts for different windows and features so that they are easy to find."}, {"post_id": 64030, "ts": "2026-09-08T04:39:41Z", "hours": 1.3342, "text": "Devlog 12: Added start up animation Made an animation on site startup. The text comes in from the left and then the tiger drops down. It wasn’t too hard, but I did find some struggle. I used Canva to make the design for the banner here and in my README are the credits to all of the photos and resources I have used from other people."}, {"post_id": 63439, "ts": "2026-09-07T09:04:16Z", "hours": 2.1725, "text": "Devlog 11: Added dark/light mode switcher feature Just made a dark/light mode switcher in the settings window. Also if you close the tab it will stay the way you left it (This is the same for the background switcher as well). I also fixed many of the errors that I had, such as it not saving."}, {"post_id": 62754, "ts": "2026-09-06T08:40:59Z", "hours": 0.5739, "text": "Devlog 10: Making an images and audio file, and fixing a few errors Just fixing an few errors and tidying things up. I had a few errors in my code so I just fixed that and then made my images and audio files more neater."}, {"post_id": 62556, "ts": "2026-09-06T00:26:52Z", "hours": 2.5967, "text": "Devlog 9: Added a settings window with a background changer Finally finished the settings window. Its a background changer and it took so long to make and even longer to layout. The background changer works perfectly and looks good in both backgrounds. Was a bit hard though."}, {"post_id": 62022, "ts": "2026-09-05T07:17:22Z", "hours": 1.5619, "text": "Devlog 8: Added a new tiger map window Added Tiger species habitat map. It shows where different Tiger species live and a bit more info. (Image from Wildlife foundation in Thailand (WFFT))."}, {"post_id": 61964, "ts": "2026-09-05T04:49:42Z", "hours": 0.9481, "text": "Devlog 7: Added multiple sound effects Added some different Tiger species sounds to the window, so you can see the slight differences and similarities. First Devlog after first ship."}, {"post_id": 61803, "ts": "2026-09-04T21:49:12Z", "hours": 0.4042, "text": "Devlog 6: Readme added Readme Added now ready to ship (There is more to the Readme than the image shows). The README includes information about my website and how I made it."}, {"post_id": 61420, "ts": "2026-09-04T10:10:11Z", "hours": 1.6531, "text": "Devlog 5: New window added - roar sound effect Added a working Tiger roar sound effect button to a new window. When you press the button is makes a roar sound effect."}, {"post_id": 61318, "ts": "2026-09-04T05:17:55Z", "hours": 2.0894, "text": "Devlog 4: Adding tiger gallery window Added a new photo gallery window to my site. There is also now a close button that closes the window, and I finished the tutorial this is just what I made instead of the tutorials other window, but it uses the same properties."}, {"post_id": 60735, "ts": "2026-09-03T09:19:54Z", "hours": 2.0831, "text": "Devlog 3: Adding drag and open buttons Added the drag buttons to the window, also added the open button as you can see in the top left corner. I made this In JavaScript using event listeners .On part 4 of the guide."}, {"post_id": 60545, "ts": "2026-09-02T23:07:05Z", "hours": 0.3536, "text": "Devlog 2: Adding the working date/time Adding a working date/time at the top right corner. It updates live according to where you live. Still on the tutorial."}, {"post_id": 60127, "ts": "2026-09-02T09:31:06Z", "hours": 0.4903, "text": "Devlog 1: The start of my WebOS Making my first WebOS. Finished part one of the tutorial. here’s what it looks like right now."}]...
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Title: Tiger OS by @Rayan123-4 | Stardance
Devlog Title: Tiger OS by @Rayan123-4 | Stardance
Devlogs:
Devlog 1: The start of my WebOS Making my first WebOS. Finished part one of the tutorial. here’s what it looks like right now.
Devlog 2: Adding the working date/time Adding a working date/time at the top right corner. It updates live according to where you live. Still on the tutorial.
Devlog 3: Adding drag and open buttons Added the drag buttons to the window, also added the open button as you can see in the top left corner. I made this In JavaScript using event listeners .On part 4 of the guide.
Devlog 4: Adding tiger gallery window Added a new photo gallery window to my site. There is also now a close button that closes the window, and I finished the tutorial this is just what I made instead of the tutorials other window, but it uses the same properties.
Devlog 5: New window added - roar sound effect Added a working Tiger roar sound effect button to a new window. When you press the button is makes a roar sound effect.
Devlog 6: Readme added Readme Added now ready to ship (There is more to the Readme than the image shows). The README includes information about my website and how I made it.
Devlog 7: Added multiple sound effects Added some different Tiger species sounds to the window, so you can see the slight differences and similarities. First Devlog after first ship.
Devlog 8: Added a new tiger map window Added Tiger species habitat map. It shows where different Tiger species live and a bit more info. (Image from Wildlife foundation in Thailand (WFFT)).
Devlog 9: Added a settings window with a background changer Finally finished the settings window. Its a background changer and it took so long to make and even longer to layout. The background changer works perfectly and looks good in both backgrounds. Was a bit hard though.
Devlog 10: Making an images and audio file, and fixing a few errors Just fixing an few errors and tidying things up. I had a few errors in my code so I just fixed that and then made my images and audio files more neater.
Devlog 11: Added dark/light mode switcher feature Just made a dark/light mode switcher in the settings window. Also if you close the tab it will stay the way you left it (This is the same for the background switcher as well). I also fixed many of the errors that I had, such as it not saving.
Devlog 12: Added start up animation Made an animation on site startup. The text comes in from the left and then the tiger drops down. It wasn’t too hard, but I did find some struggle. I used Canva to make the design for the banner here and in my README are the credits to all of the photos and resources I have used from other people.
Devlog 13: Adding comments to my CSS Just sorting out my CSS so its easier to read. Adding comments and making specific parts for different windows and features so that they are easy to find.
Devlog 14: Adding comments to js and making new window Finally finished sorting out my code so its easier to move and navigate around, using comments and stuff. I also made this Tiger information window, that shows some interesting information and facts about tigers. The window is scrollable and there is more information below this. Took me a while to do all of this and find information and stuff, but it looks like it turned out not too bad.
Devlog 15: Started trying to make weather window Just started making a new weather window. I’m 15 minutes through the tutorial and now I need to add the api. I have never used an API before so this might be hard.
Devlog 16: Scratch the weather API idea Slight change in idea. No more weather api. Its a static window that shows the hottest day in Madhya Pradesh, home to the highest population of tigers in an Indian state. Looks pretty nice though.
Devlog 17: Trying to make Working Weather window again Trying again to make a real working weather window. Im still gonna keep the other one as like a cool fact, but this one is gonna work. I have found a good tutorial and I am really trying to make this work.
Devlog 18: Adding fun fact window app icon Adding fun fact window app icon, and fixing some other stuff finished up the window. This is for the old weather window that I gave up on, that is now gonna be a weather fun fact window. I will still have both windows, its just one will be for a fun fact and one for a working API weather app.
Devlog 19: Real working weather window added Finally finished the weather window. It was very hard to do for me. I’m not done yet I still need to edit it to make the design look more good. The api works, and it runs smoothly. Need to change a few things also like the app icon side bar. Used a bit of AI to learn how to set up the api, since I was using a different one than the tutorial, it was much harder, but still uses same main core code. Overall I am happy with how It turned out. There’s still a lot to improve on, however I learn a lot from this.
Devlog 20: Added icon side bar, making new window, and fixing roar sound errors Finished making the side bar with the icons. The side bar is scrollable, because I had too many icons and so that keeps them stored there better. I also started making the manual window, but I haven’t added any content yet. I also fixed some errors such as, the roar sound button would keep playing, even when the window was closed, so I thought it might be better if it stopped the sound when the sound window is closed. I also fixed some other errors and stuff, but everything looks good now.
Devlog 21: Adding content to manual window Just added some information into the Manual app. Im not finished yet, I still need to make it look nicer. I will add some images and stuff to it next.
Devlog 22: Designing the manual window, welcome window, and other windows Finished designing the manual app. It looks not too bad. Also I edit the welcome window bit, but I still have some work to do, to make it stand out. This took a while as I was playing around with the CSS also fixing other windows and stuff.
Devlog 23: Making the weather window look nice Made the weather app have a default weather image now, but when the user inputs city it will change to the correct one. Also as you can see I made the handle a starling, and also in the bottom right corner there is 3 of them. The handle starling is for all of the windows and is how you drag, by holding it. That is for something I am making right now, however I am not finsihed yet. Just trying to make my website look as good as possible right now, while keeping the simple theme. (edit: I actually just realized that this devlog is exactly 1 second longer than the previous one).
Devlog 24: Added the secret button Finished Adding the Secret feature! I cannot show you yet because it’s secret, but you could try and find it on my site (It’s not that hard its pretty obvious to find the secret). Also I added a ding when you find the secret and as you can see the alert in the image at the bottom, so you will know if you found it.
Devlog 25: Secret button editing Just added the hover glow to the secret button so you can be more sure your on something special. So far I think my project is close to the end and I just need to do now fixing up to make perfect . And maybe even an extra feature. This is what the front of my page looks like (there more apps and features, the app side bar is scrollable, as you can see from my other devlogs).
Devlog 26: Finished adding the tiger snake game Finished making my Tiger snake game. I watched a very good and easy tutorial, link: ( https://youtu.be/Je0B3nHhKmM?si=DQiSr36gDDSM3Psj ) I still need to design it more to make it look more like a real Tiger snake, like the logo if you can see all the way down there. I think also I could make some Instructions and a highscore button, so that will be for next time.
Devlog 27: Designing the snake game window Design on the Tiger Snake Game app is finished. I added the instructions in the manual app, but the game is pretty simple to play. I added a skin feature in case the stripes moving are a bit hard on some peoples eyes. I added the high score tracker which saves your high score even if you close the tab. And just fixed the lay out made it look nice.
Devlog 28: Added achievement alert Added some nice animations to stuff and added a achievement/alert for the snake game, when you hit a specific score.
Devlog 29: Struggling on the calculator window 4 hours down the drain. I worked for 4 hours trying to get a simple thing like a calculator to work. Some how it kept not working even when I followed a tutorial correctly. I will try again tomorrow maybe with a different tutorial, but honestly idk what happend. Also part of it was me trying to code in python and that turned out a disaster, but then I went to JavaScript and still didn’t work??. I know it might seem weird and also stardance if your reading this you can like delete the 4 hours or whatever from my thing Incase idk if this is fraud or something.
Devlog 30: Finally made the calculator window Idk how I managed to make it, but maybe the tutorial I was watching before was just not it. However, this one is: ( https://youtu.be/KM8PIiqq97c?si=RgpvGnOKA7ZbfZoQ ). Anyone wanting to make a good calculator, check out that tutorial because he saved me! Thanks KennyYipCoding on youtube. Also surprisingly simple.
Devlog 31: Making the drawing window function Making drawing window. Don’t mind why it looks weird right now, I will fix it later. Also I spent a lot of time trying to fix some hidden error I didn’t know where it was and I was totally confused, so I went back a commit and put my working code back and it fixed. I think I am going to wrap up my project soon, so that I don’t create more project breaking errors.
Devlog 32: Adding the paint window My Tiger Masterpiece! Finally finished making the paint board window. I also fixed a few bugs that I had with the drag header, and it not working. Im going to add the title to this soon and also I will add an undo button incase you accedently delete your Tiger mona lisa.
Devlog 33: Adding undo button to paint window Added the undo button and made it so that it will undo lines, fill, and clear. This means that if you accidently fill your work or clear it you can press undo and it will bring it back :). Works for multiple times, because it saves it in a array. I am very happy with how it came out, because it was quite challenging to make.
Devlog 34: Adding information to manual window Just adding some more information to my Manual, for the new things that I have made. This is where users can find information about different features in my website. I wrote it all myself.
Devlog 35: Fixed many usability errors that I had such as Making boundaries for dragging the window. Making the scroll app bar optimize for different window sizes. Fixing a bug where you can play all roar sounds at once and they overlap. And a few random glitched that I found while trying to fix these.
Devlog 36: Adding a link window Creating a link window that has multiple links. The window is closable and it uses the same functions as the other windows except that you cannot drag it.
Devlog 37: Icon hover response Finsished making the icons hover display to stay on the icon image, if the corrisponding window is still open. Once the window is closed the style goes back to normal, but still if you hover it will have the style.
Devlog 38: Finishing touches Adding finishing touches to my WebOS such as fixing code to work better. Making it so if you tap a window that is behind another window, it gets moved to the front. And some other fixes.
Devlog 39: May be Last Devlog This is going to probably be my final devlog until I ship. I have enjoyed making this project and I hope that I can maybe make it better in the future. This video shows all of my windows and stuff.
Devlog 40: Camera Animation Added Added a camera flash animation when you open the gallery app. It was quiet hard to make flash show after the camera image, but it works well.
Devlog 41: Styling the windows, making it look nice Fixed some of the styling on the windows, specifically on the manual window and the welcome window, since my rating said they looked like a power point. Trying to make my website look much cleaner and have a better design.
Devlog 42: Minimizer button Added a minimizer button to all of the windows. I made it so that when users press the button, the hover filter glow will show on the corrisponding icon, to let users know the window is open. Difficulty This was fairly simple to do, and I just had to make some code for it in the same place near the close button in the Javascript.
Devlog 43: Fix camera animation Fixing the camera animation, making it so the user cannot spam open the window, making the animation run for however many times the user tapped the icon. Difficulty It wasn’t too hard to do, just needed to make some simple if statement to check if the window had been opened. Edited Also adjusted some styling in the map window making the text hover change in css.
Devlog 44: Fixed a z-index error, adjusted the colors and styling I found a z-index error in the Javascript file, where the images when opened, wouldn’t go to the highest z-index, so I just added z-index 99 when window open. I also mainly adjusted the colors, experimenting in CSS, to get the best design and the best text to background ratio in CSS. Difficulty Not too bad, because I didn’t have to go through hidden Javascript syntax errors and stuff, so it was mostly stuff I could just look around for a bit until I find the missing parenthesis or something.
Devlog 45: Added a lot of in depth comments to my Javascript file. And adding a download button to the paint window. I went through my Javascript code and worked on improving my comments and adding more, where they were needed. I focused on being very descriptive with my comments, explaining what things do and how. I also added some hover animations to the paint board buttons. Download button added I added a download button to my paint window. I made it so when the user clicks the button, the browser download trigger is activated and the image is downloaded. I did this in Javascript using toDataURL(). Diffuculty Making the comments was fairly easy, as I just went to important parts with no comments and added explanations about them. Also the Javascript for the download button wasn’t too hard, and I think I am learning more and more about Javascript, which is helping make it easier and easier.
Devlog 46: Edited some of the CSS styling on the windows and top bar. I edited the CSS styling on things like the, text, the windows, and the top bar. I used functions such as, text-shadow and box-shadow, to make text and windows stand out and look much nicer. I also edited the border color and size of many things to make them either pop or, look better in between colors. Things like animations scale and filter, also helped make it look much more appealing. What did I learn and how difficult was it I learnt more about CSS styling and how to make project look extra nice. I was playing around with the CSS learning new mechanics and functions, to help make different things and parts of project look more nicer and clean. This was fairly easy and I didn’t have any trouble with doing so.
Devlog 47: Add text on icon hover, that displays window name. I made it so that when you hover over the icons in the icon bar, it will show the name of the window that the icon is connected to. This makes it easier for users to know what icon goes to which window, without guesses based on the icon image. What did I learn and what was difficult. At first I thought that making this would only need a bit of HTML and CSS, and normally it would. However I came upon a problem and CSS wasn’t fixing it, nor was the HTML, so I had to adapt and use Javascript to fix my error. Eventually it worked out in the end, and not much Javascipt was actually needed. This helped me to learn how to fix errors outside of the box, and too try different ways to fix them. This helped me learn more about problem solving and debugging, which will help me in future projects.
Devlog 48: Updating the CSS styling and improving the interface visibility. I edited the CSS stying adding more things such as box-shadow and different color border. I made sure the web os looked good and wasn’t too heavily colored, that might make the text less easy to read. I also fixed the minimize button in the link window since it was off centered, because of the small size of it compared to the normal window sized ones. Difficulty: For me to be honest, this was difficult not because of like syntax and stuff, but because I’m not very good at styling. I tried to like make it pop and look extra good, and I think I have done well.
Devlog 49: Adding tiger population chart window and UI polishing. I added a new window that shows the tiger population in the countries Russia, Nepal, and India. The data points are the milestones of there tiger conservation across 2010 to 2016 to 2022. The chart is a line graph and the 3 line variables are the countries. The chart looks very good and I am happy with how it turned out. I also polished more of my webOS using nice fonts such as “Fira Sans”, “Bold”, and “Italic”. I styled it and made sure across my webOS there was a orange, black, and white theme, like the tigers colors. What did I learn and what was difficult The most difficult part of it was debugging everything when I found errors. I learnt the functions for making a graph in JavaScript and how to get data and put it into a graph using code, while still making it look nice. This helps me a lot especially for more projects I might do in the future using data and statistics.
Devlog 50: Adding new 3D Tiger Earth window. I added a new window made with three.js, that is a 3D globe of the world that is, movable, rotatable, and zoom in able. I also added a feature where you can stop the rotation, so that its easier to view (And find the hidden Tiger). First I made the 3D circle and of the globe and then added the texture and animations. What did I learn and what was difficult. This is my first time making a project like a 3D thing, so I was a bit new to this. Now I have learnt much more about how to make 3D projects like this and I hope I can make many more simulation projects like this in the future.
Devlog 51: Adding stars, realistic tilt, and better quality textures to the 3D earth. I added 2000 stars to the earth window and even made a realistic tilt for the earth, like how it is in real life. I think that the stars made a big impact on the overall feel of the window, and makes it look much better. I also added a 8k quality texture onto the earth model instead of a 2k quality texture, so that the earth would be more clearer to see.
Devlog 52: Just tiding up my code with comments and editing the README.md Just tiding up my code, adding comments and making sure it all looks nice for the ship. I have learn a lot from making this project and I am happy with how it turned out. This will be my final devlog, and so please give me good ratings and feedback, so that I can learn and improve.
Ships:
I made my first WebOS. It was very difficult and challenging to make, but the jams guide made it much more easier to get started with and finish. The site currently has 2 apps, but there will be more to come in the future.
I made TigerOS, a tiger themed WebOS made for the WebOS Stardance mission. I made it using HTML, CSS, and Javascript. It has many features such as, a real time weather app, a working calculator app, a snake game app, a paint canvas app, sounds, special effects, and the list goes on. The most challenging part of making this, was getting everything to work smoothly how I want it with no errors. Probably the hardest thing that I made was the weather API app, since I had never worked with an API before it was very challenging, but I learnt a lot. I am very proud of how it came out, and that all my apps and features work to how I want it. I didn’t think I would make it this far to have so many cool stuff, but I am very happy with my final product. I suggest that anyone wanting to try out my site, they should test out all of the apps and the features. I also encourage you to find the hidden secret feature. However, it should be pretty obvious to find. Test out all of the weather apps, and even try to beat my high score of 25 on the tiger snake game. Please take some time to explore TigerOS and leave a thoughtful review, as any feedback would really help me to improve. Thanks Stardance, for setting up this oportunity for me and everyone else.
What did I make I made TigerOS, a web based operating system that it completely run on the web. It’s themed around tigers as you can see, and has many interesting features such a as a, weather API, a tiger habitat and population graph, a classic calculator, a tiger earth three.js simulator and many more amazing experiences to explore through. It is made using JavaScript, HTML, and CSS. What was chalenging The most challenging part of making this project for me was the JavaScript. I am quite new to JavaScript and coding things like the earth using three.js was very new to be and it took some time and learning. Also I the styling wasn’t nessisary hard, however I would say that I am not the best at it, so it took also some time to get it too look nice. What am I most proud of I am most proud of making advanced features to my webOS such as a, tiger habitat and population graph and a 3d earth and stars using three.js. I am proud of learning more about JavaScript syntax and how to properly debugg and fix stuff when I have a problem. What should people know about my project It runs completely on the web, so no installing or any local host is needed. Just click on the link either in my project description or in the README.md. I would suggest reading though my README and other devlogs, I know that they are a bit long, so you don’t need to read all of them just skim through and get the jist of what I have done. Thank you for taking the time to read through, It would be really helpful for me if your left good reviews and ratings, that would help me further improve on my coding journey....
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1792983020.3252306
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1793069420.3252306
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44186
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Flask Othello by @vindognz | Stardance
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vindognz
|
1
|
26.0
|
446
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T11:43:27Z", "hours": 26.0, "multiplier": 17.32, "payout": 446, "blessing": "neutral", "text": "I made a full Othello game you can simply play in the browser, using vanilla JS and Flask! It features online multiplayer, a CPU opponent, replays, spectating and much more. My biggest challenge was definitely the countless hours of debugging, and chasing AI optimisations which actually made it perform worse. I am super proud of how the entire project came together, but especially happy with how satisfying the tile flip animation + sound cascading effect turned out.", "repo": "https://github.com/vindognz/flask-othello", "demo": "https://othello.vindognz.hackclub.app/"}]...
|
[{"post_id": 72575, "ts": "202 [{"post_id": 72575, "ts": "2026-09-23T08:20:47Z", "hours": 3.1811, "text": "MY EIGHTH AND (hopefully) FINAL DEVLOG I THINK WE’RE SHIP READY. I spent these 3 hours doing a bunch of final polish. The AI now has three difficulty levels to pick from (Easy, Medium and Impossible). I also added some actual juice to the game. Pieces now make sounds when placed and captured, and buttons make a little click sound. I also added a little rules popup with a tiny board showing how the game works for those who don’t know :) I finally updated the README from my initial commit too! It now has the full project info, as well as instructions for running FlaskOthello locally. Everything else was just minor fixes / cleanup. FlaskOthello is officially feature complete. Time to ship! 🚢"}, {"post_id": 71670, "ts": "2026-09-21T08:46:58Z", "hours": 3.4522, "text": "My seventh devloggg I replaced the AI search that was array based with a full bitboard implementation. This means that the board state is now stored as two 64-bit integers instead of nested lists. We also now have transposition tables and alpha-beta with move ordering based on the TT too! This was lowkey not THAT much work, but there were SOOOO many bugs to fix. I tried a bunch of ‘optimisations’ that actually made the AI ~27% worse… In the end, we scored a 36% decrease in search time though! During this time, I did some test deployments to NEST for playtesting with my girlfriend. Turns out, running a Flask dev server in production is a bad idea 💀 I had WebSockets, hints, undo, and UI redesign in my todo list, but decided to scratch those to make sure I ship in time."}, {"post_id": 68874, "ts": "2026-09-15T22:43:34Z", "hours": 3.7547, "text": "Sixth Devlog! (IM LOWKEY REMEMBERING TO DO THESE) This one was heavy on AI modifications, but I also implemented a replay system! I added transposition tables to the AI, which allows it to reuse positions it has already searched, along with a BUNCH of benchmarking for comparing. I also changed the AI’s minimax search to make and undo moves in-place instead of constantly creating new OthelloBoard objects which was a BIG optimization. Now, about that replay system! Games now keep a full move history which allows you to rewatch your game after play. You can jump to the start/end, step through moves one by one, and hold the buttons to scrub through the game. Lastly, I improve the piece flip animations so captured pieces do a proper flip + many minor bug fixes / refactors."}, {"post_id": 67923, "ts": "2026-09-14T07:13:46Z", "hours": 5.91, "text": "Fifth devlog! (I KEEP FORGETTING TO DO THESE) SO much has happened. I added full Player vs CPU support, fixed a major bug where if the AI was black it never made a starting move + a crash from the AI “make a move” loop firing every 1.5s 💀 Draw offers and resignation have been added. For draws, either player can offer and the other can accept/decline, and the AI automatically responds to draw requests based on piece count. Resignation has a confirm dialog to prevent accidents. Games are now automatically archived when they conclude (read only game copy at /archive/<id> which you’re automatically redirected to if on a stale /game/<id> URL). I also added piece ‘flip’ animations for the tiles that just got captured, so you can easily tell which tiles have just been captured. And alongside all this, TONS of refactoring and bug fixes, including extracing common code into resolve_player() and serialize_game() functions, and a strings.js module for game status strings."}, {"post_id": 61156, "ts": "2026-09-03T22:37:30Z", "hours": 3.305, "text": "Fourth devlog!! Today I built the actual frontend with a landing page (pick black/white, creates a game and redirects you), a live board page which polls the backend every 1.5s, click to play on legal squares, and CSS of course (green board, yellow legal move outlines). Previously, when the player had no legal moves, the game would just stop and you’d be stuck. Now, your turn is automatically passed if you have no legal moves. Added last-move highlighting (red outline on the most recently placed piece, so it’s obvious where your opponent just played) and a proper game-over screen showing the winning colour and final tile count."}, {"post_id": 56245, "ts": "2026-08-27T22:32:56Z", "hours": 3.8075, "text": "Third devlog! (I forgot to devlog…) I fixed a bunch of serious bugs in the engine (illegal moves overwriting occupied tiles, allowing negative indexing of the board, and more). The minimax now scores wins/loses by token count, not positional advantage at the end of the game, and some documentation cleanup. I also started working on the Flask backend, which now features 4 API routes for creating and joining games, making your move, and calling for AI moves. I tested this thoroughly with cURL, so hopefully there aren’t any significant bugs!"}, {"post_id": 44584, "ts": "2026-08-10T13:20:11Z", "hours": 1.0883, "text": "My second devlog! It’s 1:17am right now, but I just finished implementing the most basic minimax algorithm possible, and it (miraculously) works! I even hacked together a quick CPU vs CPU prototype, and it plays all the way through without any bugs, crashes or other breakage. Goodnight 💀"}, {"post_id": 41886, "ts": "2026-08-06T11:58:03Z", "hours": 1.2464, "text": "First Devlog! I have a really bad habit of starting 12 projects and never shipping any of them… so I started yet another project! I loved playing Othello with my brother growing up, but we haven’t been able to play much anymore since I moved to uni. To solve this, I’m developing FlaskOthello in my free time, and I plan to add a minimax algorithm with alpha-beta pruning. The plan is a Python Flask backend, and a vanilla HTML + CSS + JS frontend, probably hosted on Github Pages. So far, I’ve made an OthelloBoard class, with a basic board representation, and most of the fundamental game logic (making moves, flipping opponent tiles, validity checks, etc.), and since my COSC class forces me to, I wrote a bunch of doctests out of habit… Next up: minimax algorithm + alpha-beta pruning!"}]...
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Title: Flask Othello by @vindognz | Stardance
Dev Title: Flask Othello by @vindognz | Stardance
Devlogs:
First Devlog! I have a really bad habit of starting 12 projects and never shipping any of them… so I started yet another project! I loved playing Othello with my brother growing up, but we haven’t been able to play much anymore since I moved to uni. To solve this, I’m developing FlaskOthello in my free time, and I plan to add a minimax algorithm with alpha-beta pruning. The plan is a Python Flask backend, and a vanilla HTML + CSS + JS frontend, probably hosted on Github Pages. So far, I’ve made an OthelloBoard class, with a basic board representation, and most of the fundamental game logic (making moves, flipping opponent tiles, validity checks, etc.), and since my COSC class forces me to, I wrote a bunch of doctests out of habit… Next up: minimax algorithm + alpha-beta pruning!
My second devlog! It’s 1:17am right now, but I just finished implementing the most basic minimax algorithm possible, and it (miraculously) works! I even hacked together a quick CPU vs CPU prototype, and it plays all the way through without any bugs, crashes or other breakage. Goodnight 💀
Third devlog! (I forgot to devlog…) I fixed a bunch of serious bugs in the engine (illegal moves overwriting occupied tiles, allowing negative indexing of the board, and more). The minimax now scores wins/loses by token count, not positional advantage at the end of the game, and some documentation cleanup. I also started working on the Flask backend, which now features 4 API routes for creating and joining games, making your move, and calling for AI moves. I tested this thoroughly with cURL, so hopefully there aren’t any significant bugs!
Fourth devlog!! Today I built the actual frontend with a landing page (pick black/white, creates a game and redirects you), a live board page which polls the backend every 1.5s, click to play on legal squares, and CSS of course (green board, yellow legal move outlines). Previously, when the player had no legal moves, the game would just stop and you’d be stuck. Now, your turn is automatically passed if you have no legal moves. Added last-move highlighting (red outline on the most recently placed piece, so it’s obvious where your opponent just played) and a proper game-over screen showing the winning colour and final tile count.
Fifth devlog! (I KEEP FORGETTING TO DO THESE) SO much has happened. I added full Player vs CPU support, fixed a major bug where if the AI was black it never made a starting move + a crash from the AI “make a move” loop firing every 1.5s 💀 Draw offers and resignation have been added. For draws, either player can offer and the other can accept/decline, and the AI automatically responds to draw requests based on piece count. Resignation has a confirm dialog to prevent accidents. Games are now automatically archived when they conclude (read only game copy at /archive/<id> which you’re automatically redirected to if on a stale /game/<id> URL). I also added piece ‘flip’ animations for the tiles that just got captured, so you can easily tell which tiles have just been captured. And alongside all this, TONS of refactoring and bug fixes, including extracing common code into resolve_player() and serialize_game() functions, and a strings.js module for game status strings.
Sixth Devlog! (IM LOWKEY REMEMBERING TO DO THESE) This one was heavy on AI modifications, but I also implemented a replay system! I added transposition tables to the AI, which allows it to reuse positions it has already searched, along with a BUNCH of benchmarking for comparing. I also changed the AI’s minimax search to make and undo moves in-place instead of constantly creating new OthelloBoard objects which was a BIG optimization. Now, about that replay system! Games now keep a full move history which allows you to rewatch your game after play. You can jump to the start/end, step through moves one by one, and hold the buttons to scrub through the game. Lastly, I improve the piece flip animations so captured pieces do a proper flip + many minor bug fixes / refactors.
My seventh devloggg I replaced the AI search that was array based with a full bitboard implementation. This means that the board state is now stored as two 64-bit integers instead of nested lists. We also now have transposition tables and alpha-beta with move ordering based on the TT too! This was lowkey not THAT much work, but there were SOOOO many bugs to fix. I tried a bunch of ‘optimisations’ that actually made the AI ~27% worse… In the end, we scored a 36% decrease in search time though! During this time, I did some test deployments to NEST for playtesting with my girlfriend. Turns out, running a Flask dev server in production is a bad idea 💀 I had WebSockets, hints, undo, and UI redesign in my todo list, but decided to scratch those to make sure I ship in time.
MY EIGHTH AND (hopefully) FINAL DEVLOG I THINK WE’RE SHIP READY. I spent these 3 hours doing a bunch of final polish. The AI now has three difficulty levels to pick from (Easy, Medium and Impossible). I also added some actual juice to the game. Pieces now make sounds when placed and captured, and buttons make a little click sound. I also added a little rules popup with a tiny board showing how the game works for those who don’t know :) I finally updated the README from my initial commit too! It now has the full project info, as well as instructions for running FlaskOthello locally. Everything else was just minor fixes / cleanup. FlaskOthello is officially feature complete. Time to ship! 🚢
Ships:
I made a full Othello game you can simply play in the browser, using vanilla JS and Flask! It features online multiplayer, a CPU opponent, replays, spectating and much more. My biggest challenge was definitely the countless hours of debugging, and chasing AI optimisations which actually made it perform worse. I am super proud of how the entire project came together, but especially happy with how satisfying the tile flip animation + sound cascading effect turned out....
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1793004657.618989
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1793091057.618989
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|
32857
|
Personal Portfolio Website by @Sourish-D | Stardan Personal Portfolio Website by @Sourish-D | Stardance...
|
Sourish-D
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1
|
38.0
|
444
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T16:54:04Z", "hours": 38.0, "multiplier": 12.86, "payout": 444, "blessing": "neutral", "text": "I made a site to showcase my projects, achievements, and skills using React, Vite, and deployed on Vercel. Initially, I planned to make this on HTML, CSS, and JS but then realized there were a lot of repeated components, and that adding more in the future would be a lot harder, so I made a full switch to react. This also allowed me to make use of state fields which made the animations so much easier. The API connections are also a little bit difficult at the moment, the leetcode API especially tends to lose it’s tokens really quickly and I tried circumventing that using local cache but it doesn’t seem to be working exactly as intended. I’ll probably fix that in the future, but the Last.FM (The music section) and the Github APIs work as intended. But yeah, I’m proud of the animations and the responsive design, and I believe this is the best site I’ve made. So, without further delay, welcome to my personal website!", "repo": "https://github.com/Sourish-D/Portfolio-Website", "demo": "https://my-portfolio-pi-sand-83.vercel.app/"}]...
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[{"post_id": 56648, "ts": "202 [{"post_id": 56648, "ts": "2026-08-28T14:20:44Z", "hours": 7.8725, "text": "Final Devlog Before Ship! There was a LOT of changes I made in this devlog, mostly in preparation for ship. First, I added the Github and Leetcode API connections. Next, I made the site responsive, allowing phones and tablets to be able to view the site Afterwards, I did a LOT of refactoring in the code and reviewing the requirements to ship Changed the .readme file Found out that I was making HORRIBLE commit names and tried changing it and found out rebasing ruins your entire history and gave up on that Refactored my code to make it a cleaner (Found out what refactoring means too) Changed the Github and Leetcode APIs AGAIN because it kept running into rate limits But now it’s done and I believe ready to ship!"}, {"post_id": 54713, "ts": "2026-08-25T19:45:55Z", "hours": 2.9658, "text": "Beginning of backend! Today I managed to get the back-end started with Vercel and now I have Last.FM API integration! At first, I tried using Spotify for the API but then I found out it requires premium, so I decided to switch over to Last.FM for the statistics. Back-end integration was a HASSLE, it took me forever to find out that I had to put the .env.local api keys in the vercel page as well."}, {"post_id": 54145, "ts": "2026-08-24T23:44:22Z", "hours": 8.8431, "text": "This devlog, I added a bunch of animations and began styling. As you scroll, the arms move components on/off the screen and I added a parchment and gold border theme to all the blocks. Soon, I’m going to change it to have a more consistent and varied theme, and then I’ll connect the APIs."}, {"post_id": 47206, "ts": "2026-08-14T23:37:01Z", "hours": 13.0169, "text": "Devlog 3 I decided to change site from HTML / CSS to React. This was because I just like the React framework a lot more and it’ll make it easier to update it in the future. I also changed the entire structure of the page, adding a background and projects page. For now, it’s all in simple colors and styling, but soon I’ll add an opus magnum (video game) theme across the whole site. Currently I have basic animations, as I apply the theme across the site I may add several smaller animations just to add to the ‘mechanical’ feel of it. I also have to begin API integration with Spotify, Github, etc. to complete the site. The video is just a quick run-through of everything."}, {"post_id": 26254, "ts": "2026-07-10T22:43:55Z", "hours": 2.5003, "text": "Added Certificates Page and Web Dev Projects page. Modified the top bar a bit and added many more assets. The last stretch includes re-learning how to open my old java projects that use mySQL (I got locked out 😭😭) and to add a page talking about my current projects, stuff about the ESP2."}, {"post_id": 25097, "ts": "2026-07-09T02:38:17Z", "hours": 2.3428, "text": "Today, we began the project. Creating the home-bar and the drop-down associated with. Also began working on the “about me” section. Will work towards adding more information in that section. Tomorrow, will work on the certificates and languages pages."}]...
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Title: Personal Portfolio Website by @Sourish-D | Title: Personal Portfolio Website by @Sourish-D | Stardance
Devlogs:
Today, we began the project. Creating the home-bar and the drop-down associated with. Also began working on the “about me” section. Will work towards adding more information in that section. Tomorrow, will work on the certificates and languages pages.
Added Certificates Page and Web Dev Projects page. Modified the top bar a bit and added many more assets. The last stretch includes re-learning how to open my old java projects that use mySQL (I got locked out 😭😭) and to add a page talking about my current projects, stuff about the ESP2.
Devlog 3 I decided to change site from HTML / CSS to React. This was because I just like the React framework a lot more and it’ll make it easier to update it in the future. I also changed the entire structure of the page, adding a background and projects page. For now, it’s all in simple colors and styling, but soon I’ll add an opus magnum (video game) theme across the whole site. Currently I have basic animations, as I apply the theme across the site I may add several smaller animations just to add to the ‘mechanical’ feel of it. I also have to begin API integration with Spotify, Github, etc. to complete the site. The video is just a quick run-through of everything.
This devlog, I added a bunch of animations and began styling. As you scroll, the arms move components on/off the screen and I added a parchment and gold border theme to all the blocks. Soon, I’m going to change it to have a more consistent and varied theme, and then I’ll connect the APIs.
Beginning of backend! Today I managed to get the back-end started with Vercel and now I have Last.FM API integration! At first, I tried using Spotify for the API but then I found out it requires premium, so I decided to switch over to Last.FM for the statistics. Back-end integration was a HASSLE, it took me forever to find out that I had to put the .env.local api keys in the vercel page as well.
Final Devlog Before Ship! There was a LOT of changes I made in this devlog, mostly in preparation for ship. First, I added the Github and Leetcode API connections. Next, I made the site responsive, allowing phones and tablets to be able to view the site Afterwards, I did a LOT of refactoring in the code and reviewing the requirements to ship Changed the .readme file Found out that I was making HORRIBLE commit names and tried changing it and found out rebasing ruins your entire history and gave up on that Refactored my code to make it a cleaner (Found out what refactoring means too) Changed the Github and Leetcode APIs AGAIN because it kept running into rate limits But now it’s done and I believe ready to ship!
Ships:
I made a site to showcase my projects, achievements, and skills using React, Vite, and deployed on Vercel. Initially, I planned to make this on HTML, CSS, and JS but then realized there were a lot of repeated components, and that adding more in the future would be a lot harder, so I made a full switch to react. This also allowed me to make use of state fields which made the animations so much easier. The API connections are also a little bit difficult at the moment, the leetcode API especially tends to lose it’s tokens really quickly and I tried circumventing that using local cache but it doesn’t seem to be working exactly as intended. I’ll probably fix that in the future, but the Last.FM (The music section) and the Github APIs work as intended. But yeah, I’m proud of the animations and the responsive design, and I believe this is the best site I’ve made. So, without further delay, welcome to my personal website!...
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1792982979.5670671
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1793069379.5670671
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31684
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Neptune by @DrewRat | Stardance
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DrewRat
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1
|
41.0
|
441
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T23:52:04Z", "hours": 41.0, "multiplier": 10.71, "payout": 441, "blessing": "neutral", "text": "Neptune is a self-hosted college life management tool. This ship includes a demo page to try it out before self-hosting. Some features may not be available. I hope you like it!", "repo": "https://github.com/MrDiamondDog/neptune", "demo": "https://neptune-demo.drewrat.dev"}]...
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[{"post_id": 46040, "ts": "202 [{"post_id": 46040, "ts": "2026-08-12T23:29:03Z", "hours": 4.4156, "text": "SHIPPING TIME!!! This is a little earlier than I expected to ship, but I think it’s about ready! (and I want to start working on other things) Flashcard Importing and Reordering You can now import flashcards! One flashcard per line, with each line having two sides separated by a delimiter of your choice. I suppose I should also add exporting, but I can always do that later. (I don’t think many other people will actually use this app) I skipped drag and drop for reordering as Tungsten showed me how much of a pain in the a– that can be. You get an up arrow and down arrow, that’s it. Settings Redesign Only slightly. I went for a look that matches the dashboard a little better and makes the UI easier to read. The save button was tricky to place; as putting it near the settings it actually works for made it blend in too much. Term editing doesn’t require saving, but this is the best place to put the button. I also added the log out button right under this! Demo The app now has a proper demo mode. I think I implemented this one a little cleaner than Tungsten, not requiring a user with ID 0 and a specific password to be in the DB. It just fakes you having a session/user and works off of that. Bugs, bugs galore! Oh man I fixed so many. I’ve been putting off a lot of these and some I just discovered as well. The big one was that meeting exclusions just weren’t working. It ended up being an issue with code I changed weeks ago, that I thought wouldn’t affect very much. Another bug was task due dates were just incorrect. You type “tomorrow” and it is due 2 days in advance. You wouldn’t believe what caused this one, and say it with me: timezones!!!!! And that’s all! This has been one of the most fun apps to develop imo (minus all the timezone issues, those were the worst thing I have ever done), and I hope you find some use of this project!"}, {"post_id": 44830, "ts": "2026-08-10T21:06:10Z", "hours": 5.5306, "text": "PWA support, study tools, and many small fixes! Once again I have procrastinated devlogging. I have to start working a little harder though as my deadline for this project is in 9 days! (I’m moving out and won’t have time to work on this anymore so I want to get it done before then) PWA support This was super simple. I basically just stole the config from Filatrack, and it worked great. The hardest part was actually making the UI mobile-friendly (I hate mobile-first development) Tailwind does device-based styles really weird and lowkey a little stupid, forcing you into mobile-first development, even though that’s dumb for what this project is. Study Tools!! This is the last major feature I’ll be adding before shipping. The tools include a pomodoro timer, flashcards, and quizzes. These all will be part of the database as well. So far, I’ve completed the pomodoro timer! It ended up really simple but really effective. You get to choose how long each work/break is, tasks to focus on, etc. You can pause the timer, hide it, and skip ahead to the next break if you wish. (I’ll be sure to add some confirmation to this so you don’t just skip work time!) The app also requests notification permission so it can send you notifications when it’s time for a break or time to get back to work. I’d also like to add a couple misc. QoL things like optional water/posture reminders and distraction prevention (telling you to get back to work if you get on a distracting website). When you finish, it gives you a quick overview of what you got done and then logs a study session to the database. Not entirely sure what I’ll use them for other than statistics for yourself, but thought I’d add it! SUPRISE: Timezone bugs! OK, I swear, this time is the last time I’ll have to fix timezone bugs. It was daylight savings again. I did some stupid stuff and FINALLY got it working again. This time I did some jank involving a function that checks if a day is in daylight savings and then just adjusting the hour so it’s correct. I know, it’s really dumb, but it works, so is it really? Small things Multiple bug fixes here and there that make it easier to use. The time and date are also shown on the home page now! Next up… …flashcards! This one I’m pretty excited about and shouldn’t be too hard!"}, {"post_id": 38024, "ts": "2026-07-31T05:20:31Z", "hours": 5.8447, "text": "New schedule look, smart greeting, tasks in the calendar, and more timezone fun!!! I spent a bunch more time procrastinating devlogging… so here’s a really long one! New schedule look It only changed a little, but it’s a lot easier to read and accommodates smaller event text a lot better. For events shorter than 30m, it leaves out the end time, and the title simply clips off if there isn’t space. Smart Greeting + new header! The header has a new look! The main feature here is the smart greeting, which shows you your upcoming classes/tasks (TODO) at a glance. It wasn’t crazy hard to implement this, just a bunch of conditions. It shows you only the upcoming classes on days you have classes, and the classes you have tomorrow if you’re done with classes for the day or have none. Past that, it doesn’t say anything. Tasks in the calendar This was a fun, quick adventure. I wanted to make sure tasks that were due at 11:59pm (the default) show up without having to scroll, so I stuck those ones in the all day section, to indicate you should get it done by the end of the day. Additionally, I added the tasks to iCal syncing via the VTODO spec. I implemented it in a hacky way since the library I was using didn’t support it, but it worked. Unfortunately, that’s when I learned that almost no calendar app actually looks at them. Yep. Google calendar, Apple calendar, none of them care about it. I’m going to implement them as normal events and call it a day. Timezone fun! Here we go again and for hopefully the last time. I was scrolling through the calendar, as ya do, and noticed a sudden shift around November, where all the classes would shift backward an hour. This could only mean one thing: daylight savings. I don’t even know how I fixed this one. I hacked around with it for a couple hours, and it started working again. This caused the iCal syncing to do the same thing, which took longer to fix. I am so tired. Javascript dates might actually be the worst thing I have ever worked with"}, {"post_id": 33880, "ts": "2026-07-24T04:50:20Z", "hours": 2.3253, "text": "IM BACK!!! SUPER exciting updates today!!! I just got back from vacation and I have motivation!! LOGO!!!! Neptune has a logo!!! I think it looks really good, I whipped it up in Inkscape in like 20 minutes. You wouldn’t believe what it’s supposed to be! Self hosting!!! This was supoer easy. Since this uses the same stack as Tungsten (which you should totally go check out also), I was able to copy over the dockerfile and docker-compose with minimal changes. However…. Timezone issues!!! Wait…. Yep. There are a lot of edge cases I didn’t think of. As soon as the server and client’s timezones are different, things get stupid. Javascript dates are genuinely one of the worst things I have ever used, I’d even go as far as to say it’s worse than java as a language. Both the ICS calendar import and export, as well as the course times were incorrect by +/- 6 hours (I am in UTC-6, so that explains it) I spent way, WAY longer than I should’ve trying to fix this. It ended up taking like 2 different changes that affected the database as well. Usually I try to make my git commits clean and well-described, but that didn’t last very long here… The best part: it still doesn’t work properly! I don’t know why, but the ICS viewer I’ve been using to test reads the file differently than Google Calendar, which thinks my 10am class is at 4am. Not to mention, Google Calendar only updates your subscribed calendars once every like 6 hours!! So every time I make a change to (hopefully) fix it, I have to wait. Devlog Meta Section Unfortunately I don’t have much else to show for this update… that was all I worked on for 2 hours. I know. Anyway, I hope to add some more real features very soon!"}, {"post_id": 28043, "ts": "2026-07-14T02:01:36Z", "hours": 1.63, "text": "Course colors, Course/meeting editing, and more timezone bugs!! Wow! A devlog of reasonable length! Surely that means it will be shorter right? Kinda, I added a lot of things but it was pretty easy! Calendar colors 🎨 This one was really easy to implement, as the calendar component allows you to specify a border/background color. All I needed to do was add it to the creation modal and boom! I stole the color picker from Filatrack as it’s a good component and I don’t see a reason to make a new one Unfortunately, these colors will not show up in the iCal subscription as iCal doesn’t support colors. Course card view modes The “Today” card at the top can now show you tomorrow and all courses! Once again, super easy to implement, literally just another state and changing what courses are grabbed based on that state. I also fixed a glaring bug where you’d see courses from every term. I’m not sure how I didn’t consider this, but now you’ll only see courses for the current term! Editing courses/meetings This one got a little tricky. The modal is already designed to be used for creation and editing, I just had to implement the latter. Editing courses is no big deal, however; it just changes what function it uses. Its editing meetings that’s a little tricky. You have to make a separate request to edit the meetings that are in the db, create ones that you’ve added, and delete ones you’ve removed. It ended up being relatively simple, but there’s a couple edge cases that could snag ya. Timezone bugs I don’t even know how this one happened. I looked at the calendar when I was working on other things and suddenly realized all my courses were 6 hours ahead of where they should be. iCal events worked fine. I didn’t even change anything in this area so I just subtracted the timezone offset when getting the events for the calendar and called it a day. What’s Next? I totally lied last time, so this time I’ll be honest: whatever I feel like doing. See ya next time!"}, {"post_id": 27341, "ts": "2026-07-12T20:38:11Z", "hours": 5.2464, "text": "Tasks! Confetti! Colors!! Terms CRUD!!!! I’ve added all sorts of things since last update. Colors for courses, task CRUD, basic CRUD for terms, confetti, and so many bug fixes!! Tasks ✅ CRUD is never that hard to implement with this stack, but with tasks, the UI is more of a beast to handle. I wanted it to be more inline then creating courses, for example. We’ve already seen the C in CRUD from last devlog, so here’s the RUD! Everything is handled in a popover rather than a dialog, as it’s a lot cleaner, and for quickly clicking through tasks, a lot easier. Unfortunately, the code is a little messy here as I copied basically the same thing like 3 times. I will probably fix this later? Anyway, pressing “edit” in the popover allows you to edit the title (and thus the due date, priority, URL, and course), as well as the URL in a separate input and a note for the task, which couldn’t be auto-filled from the title bar. How I’ve made it, these two inputs are handled separately from the rest of the task editing, and when you finish editing it, it sends two requests to edit the task: one for the URL and note, and one for everything else. This led to a race condition, only on the client side, that would cause the URL and note request to override the other one, reverting to the previous state. This was an easy fix however, just allowing the dispatch function to edit things with a partial object instead of requiring the full one. Confetti Completing tasks rewards you with confetti! Super simple to implement with the react-confetti library, but it ended up being a little stupid to manage the state properly so it only went off when you clicked. Terms Terms CRUD was simple, however. Since there’s so little to them already, it was simple to make a spot to edit and delete them. I decided to put it in the settings page as that’s the most convenient spot. Bug fixes Other than the ones mentioned above, here are some more bugs I fixed: Terms not starting/ending at 12:00am in _ (time unit) matcher used current time instead of 11:59pm Task sorting was wrong Term popover could clip out of the screen on smaller devices Term timezone issues Next I’ve got a huge list still. Here’s a non-exhaustive one: More due date matchers (day-of-week, month names) Study tools, such as a pomodoro timer and flashcards Making the whole website a PWA, including notifications I’m not excited about the latter or the former, but the 2nd one I think I’ll do next, just because it sounds fun to make."}, {"post_id": 25695, "ts": "2026-07-10T03:43:38Z", "hours": 5.5222, "text": "I spent way too long implementing these features I couldn’t tell you what’s taking so much longer compared to Tungsten, but things are getting done! To-do creation I made a basic flow for creating to-do items (it doesn’t create them yet, I got an optical migraine and had to take a nap), but it has some really cool features! When you create one, all you get is one input as to not clutter things up. What’s cool is you can input a bunch of different things to auto-set some values! There’s 4 different matchers for due dates, that match the following (parenthesis are optional fields): “Tomorrow ((at) time)” “(in) [time] [units] (ago)” “MM/DD(/YYYY) (time)” “HH(:MM)(am/pm)” For the ones where time is optional, it defaults to 11:59pm. This is a heavy oversimplification as the regex selectors are super long and complicated. Weirdly enough, I kind of enjoy writing regex? It’s a fun problem solving problem. You can also auto-fill associated course, priority, and a URL! To associate a course, you simply type “SUB123”, with your courses subject and number, and it will find it for you. Priority is simply “!X”, where X is the priority of this task. It goes all the way to 99 if it’s that important! Meeting Exclusions Buzzword buzzword. You can now remove specific events from the calendar, like if there isn’t class that day. This took way longer than it should’ve to implement, as FullCalendar is stupid and doesn’t implement exclusion dates in their recurrence implementation, only through RRule. That took some wrangling cause the docs on it are a little stupid, and the library threw some stupid errors but it works now. There’s a new column in the database to store these as well. Timezone Issues I hate javascript dates. I hate javascript dates. I hate javascript dates. I hate javascript dates. I hate javascript dates. I hate javascript dates. I hate javascript dates. I hate javascript dates. Somehow, it is simultaneously the most overengineered piece of garbage ever and the least developed part of the language. Many basic features are a complete afterthought, and most of the time, you’re having to some stupid crap just to add time onto a date. Anyway, after I implemented meeting exclusions, I suddenly noticed the one 10am class I had in the calendar was now at 4am… yeah. You wouldn’t believe what my timezone offset is. -6. Sooo I fought that for a while, and as it turns out, FullCalendar tries to help, but really fails miraculously and makes things worse. For example, it “accounted for daylight savings” by moving events back an hour after it ended. That made me very glad that’s not actually how the world works, but it had me questioning it for a second. What’s next??? I’m tired. I don’t know, whatever I get around to implementing tomorrow. Good night!"}, {"post_id": 24990, "ts": "2026-07-08T21:42:12Z", "hours": 5.9419, "text": "I FORGOT TO DEVLOG I added like 10 million things, I went on tangents that took forever, I forgot to make git commits, I forgot to devlog Calendar Syncing I’ve really wanted to experiment with this for a while. The in-app calendar can now fetch events from any ICS URL!! It simply fetches the URL you give it, and displays those events alongside your courses. I made them green for now, but they’ll be configurable later! Additionally, the app exposes an API route that generates an ICS file for all your courses! This way you can easily export your course calendar to other sources like Google Calendar, so you don’t have to input them manually! This took WAY longer than it should’ve, as I was using a website to view the result of the ICS file, and I couldn’t get recurring events to, y’know, recur. I then realized that this was a problem with the viewer I was using, and not my code. I plugged in the URL to the calendar component I’m using and it worked just fine. To-do list I did some work on the to-do lists. Primarily, just displaying them and showing relative due dates. They can each have priority, an attached course, an extra description, etc. I’ll be creating the creation flow for them soon as well. Course Creation Flow Speaking of creation flows… the one for courses is mostly done! I just have to make it so you can add and select terms. I spent a lot of time getting this one right, as I wanted it to be a smooth, easy experience. I think I nailed it, but let me know how I did! Next That’s about all I did this devlog, alongside a million tiny bug fixes. Up next will be finishing the to-do list, that is, if I don’t get distracted."}, {"post_id": 24330, "ts": "2026-07-07T20:49:04Z", "hours": 4.6908, "text": "New Project!! I’ve wanted to build something like this for quite a while, but just didn’t know where to really start. But here we are! I wanted to build a web app that helps with school- tracking classes, assignments, etc. This has shifted into being an app for college students, as, well, I graduated. How to Begin Beginning this project was a struggle. There’s so many features I want to add so I didn’t even know where to start. I decided to make a quick to-do list to lay everything I wanted out. Then, I went for the database schema. This is already 10x more complex than my last project, Tungsten, but I decided upon the same stack for this project, as it’s self-hosted, just like Tungsten. A philosophy I’ve been building with a lot recently is UI first, functionality later , which helped immensely with getting started. However, I need some data! Well that’s easy. I can just use my college class roster! I already have my classes scheduled and can input them temporaily through another typescript file. (The image you see is NOT the same data. The example data file is gitignored.) The UI There’s a couple pieces right now. The “Your Day” section shows all your classes that day and (soon) to-do items. The calendar shows all your classes for the week, as well as tasks and other events from Google Calendar (soon). This also syncs your classes and tasks back to Google Calendar as well. The calendar component took a while to find. Originally, I was going to make my own, but as it turns out, that is really hard. Calendars are just really complex to build. Luckily, I found a library called Full Calendar that does all the hard work. I styled it and made a function to convert my database schema to events, and voila! The database Speaking of database schemas… let’s talk about it! Each user has “Terms”, which is how most colleges split up years. A term (or semester) is typically just one season with a start and end date. That’s how the databse does it too! Each term has all the courses you’re taking in it. Each course has a name, number, and subject. Here’s the tricky part: many courses in most colleges have different days and times they meet, sometimes with different professors or different locations. The database tracks this too! There’s a table called meeting , which describes all the days for a specific meeting time, location, or professor. For example: Class A meets on Tuesdays and Thursdays at 9:00am. This class has one meeting in the db. Class B meets on Mondays and Wednesdays at 1:00pm, but meets at 12:00pm on Fridays. This class has two meetings: MW @ 1, F @ 12. This works really well and translates to calendar events very nicely as well. Up Next The to-do list is next on the list! After that, I’ll work on the google calendar integration as well."}]...
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Title: Neptune by @DrewRat | Stardance
Devlogs:
N Title: Neptune by @DrewRat | Stardance
Devlogs:
New Project!! I’ve wanted to build something like this for quite a while, but just didn’t know where to really start. But here we are! I wanted to build a web app that helps with school- tracking classes, assignments, etc. This has shifted into being an app for college students, as, well, I graduated. How to Begin Beginning this project was a struggle. There’s so many features I want to add so I didn’t even know where to start. I decided to make a quick to-do list to lay everything I wanted out. Then, I went for the database schema. This is already 10x more complex than my last project, Tungsten, but I decided upon the same stack for this project, as it’s self-hosted, just like Tungsten. A philosophy I’ve been building with a lot recently is UI first, functionality later , which helped immensely with getting started. However, I need some data! Well that’s easy. I can just use my college class roster! I already have my classes scheduled and can input them temporaily through another typescript file. (The image you see is NOT the same data. The example data file is gitignored.) The UI There’s a couple pieces right now. The “Your Day” section shows all your classes that day and (soon) to-do items. The calendar shows all your classes for the week, as well as tasks and other events from Google Calendar (soon). This also syncs your classes and tasks back to Google Calendar as well. The calendar component took a while to find. Originally, I was going to make my own, but as it turns out, that is really hard. Calendars are just really complex to build. Luckily, I found a library called Full Calendar that does all the hard work. I styled it and made a function to convert my database schema to events, and voila! The database Speaking of database schemas… let’s talk about it! Each user has “Terms”, which is how most colleges split up years. A term (or semester) is typically just one season with a start and end date. That’s how the databse does it too! Each term has all the courses you’re taking in it. Each course has a name, number, and subject. Here’s the tricky part: many courses in most colleges have different days and times they meet, sometimes with different professors or different locations. The database tracks this too! There’s a table called meeting , which describes all the days for a specific meeting time, location, or professor. For example: Class A meets on Tuesdays and Thursdays at 9:00am. This class has one meeting in the db. Class B meets on Mondays and Wednesdays at 1:00pm, but meets at 12:00pm on Fridays. This class has two meetings: MW @ 1, F @ 12. This works really well and translates to calendar events very nicely as well. Up Next The to-do list is next on the list! After that, I’ll work on the google calendar integration as well.
I FORGOT TO DEVLOG I added like 10 million things, I went on tangents that took forever, I forgot to make git commits, I forgot to devlog Calendar Syncing I’ve really wanted to experiment with this for a while. The in-app calendar can now fetch events from any ICS URL!! It simply fetches the URL you give it, and displays those events alongside your courses. I made them green for now, but they’ll be configurable later! Additionally, the app exposes an API route that generates an ICS file for all your courses! This way you can easily export your course calendar to other sources like Google Calendar, so you don’t have to input them manually! This took WAY longer than it should’ve, as I was using a website to view the result of the ICS file, and I couldn’t get recurring events to, y’know, recur. I then realized that this was a problem with the viewer I was using, and not my code. I plugged in the URL to the calendar component I’m using and it worked just fine. To-do list I did some work on the to-do lists. Primarily, just displaying them and showing relative due dates. They can each have priority, an attached course, an extra description, etc. I’ll be creating the creation flow for them soon as well. Course Creation Flow Speaking of creation flows… the one for courses is mostly done! I just have to make it so you can add and select terms. I spent a lot of time getting this one right, as I wanted it to be a smooth, easy experience. I think I nailed it, but let me know how I did! Next That’s about all I did this devlog, alongside a million tiny bug fixes. Up next will be finishing the to-do list, that is, if I don’t get distracted.
I spent way too long implementing these features I couldn’t tell you what’s taking so much longer compared to Tungsten, but things are getting done! To-do creation I made a basic flow for creating to-do items (it doesn’t create them yet, I got an optical migraine and had to take a nap), but it has some really cool features! When you create one, all you get is one input as to not clutter things up. What’s cool is you can input a bunch of different things to auto-set some values! There’s 4 different matchers for due dates, that match the following (parenthesis are optional fields): “Tomorrow ((at) time)” “(in) [time] [units] (ago)” “MM/DD(/YYYY) (time)” “HH(:MM)(am/pm)” For the ones where time is optional, it defaults to 11:59pm. This is a heavy oversimplification as the regex selectors are super long and complicated. Weirdly enough, I kind of enjoy writing regex? It’s a fun problem solving problem. You can also auto-fill associated course, priority, and a URL! To associate a course, you simply type “SUB123”, with your courses subject and number, and it will find it for you. Priority is simply “!X”, where X is the priority of this task. It goes all the way to 99 if it’s that important! Meeting Exclusions Buzzword buzzword. You can now remove specific events from the calendar, like if there isn’t class that day. This took way longer than it should’ve to implement, as FullCalendar is stupid and doesn’t implement exclusion dates in their recurrence implementation, only through RRule. That took some wrangling cause the docs on it are a little stupid, and the library threw some stupid errors but it works now. There’s a new column in the database to store these as well. Timezone Issues I hate javascript dates. I hate javascript dates. I hate javascript dates. I hate javascript dates. I hate javascript dates. I hate javascript dates. I hate javascript dates. I hate javascript dates. Somehow, it is simultaneously the most overengineered piece of garbage ever and the least developed part of the language. Many basic features are a complete afterthought, and most of the time, you’re having to some stupid crap just to add time onto a date. Anyway, after I implemented meeting exclusions, I suddenly noticed the one 10am class I had in the calendar was now at 4am… yeah. You wouldn’t believe what my timezone offset is. -6. Sooo I fought that for a while, and as it turns out, FullCalendar tries to help, but really fails miraculously and makes things worse. For example, it “accounted for daylight savings” by moving events back an hour after it ended. That made me very glad that’s not actually how the world works, but it had me questioning it for a second. What’s next??? I’m tired. I don’t know, whatever I get around to implementing tomorrow. Good night!
Tasks! Confetti! Colors!! Terms CRUD!!!! I’ve added all sorts of things since last update. Colors for courses, task CRUD, basic CRUD for terms, confetti, and so many bug fixes!! Tasks ✅ CRUD is never that hard to implement with this stack, but with tasks, the UI is more of a beast to handle. I wanted it to be more inline then creating courses, for example. We’ve already seen the C in CRUD from last devlog, so here’s the RUD! Everything is handled in a popover rather than a dialog, as it’s a lot cleaner, and for quickly clicking through tasks, a lot easier. Unfortunately, the code is a little messy here as I copied basically the same thing like 3 times. I will probably fix this later? Anyway, pressing “edit” in the popover allows you to edit the title (and thus the due date, priority, URL, and course), as well as the URL in a separate input and a note for the task, which couldn’t be auto-filled from the title bar. How I’ve made it, these two inputs are handled separately from the rest of the task editing, and when you finish editing it, it sends two requests to edit the task: one for the URL and note, and one for everything else. This led to a race condition, only on the client side, that would cause the URL and note request to override the other one, reverting to the previous state. This was an easy fix however, just allowing the dispatch function to edit things with a partial object instead of requiring the full one. Confetti Completing tasks rewards you with confetti! Super simple to implement with the react-confetti library, but it ended up being a little stupid to manage the state properly so it only went off when you clicked. Terms Terms CRUD was simple, however. Since there’s so little to them already, it was simple to make a spot to edit and delete them. I decided to put it in the settings page as that’s the most convenient spot. Bug fixes Other than the ones mentioned above, here are some more bugs I fixed: Terms not starting/ending at 12:00am in _ (time unit) matcher used current time instead of 11:59pm Task sorting was wrong Term popover could clip out of the screen on smaller devices Term timezone issues Next I’ve got a huge list still. Here’s a non-exhaustive one: More due date matchers (day-of-week, month names) Study tools, such as a pomodoro timer and flashcards Making the whole website a PWA, including notifications I’m not excited about the latter or the former, but the 2nd one I think I’ll do next, just because it sounds fun to make.
Course colors, Course/meeting editing, and more timezone bugs!! Wow! A devlog of reasonable length! Surely that means it will be shorter right? Kinda, I added a lot of things but it was pretty easy! Calendar colors 🎨 This one was really easy to implement, as the calendar component allows you to specify a border/background color. All I needed to do was add it to the creation modal and boom! I stole the color picker from Filatrack as it’s a good component and I don’t see a reason to make a new one Unfortunately, these colors will not show up in the iCal subscription as iCal doesn’t support colors. Course card view modes The “Today” card at the top can now show you tomorrow and all courses! Once again, super easy to implement, literally just another state and changing what courses are grabbed based on that state. I also fixed a glaring bug where you’d see courses from every term. I’m not sure how I didn’t consider this, but now you’ll only see courses for the current term! Editing courses/meetings This one got a little tricky. The modal is already designed to be used for creation and editing, I just had to implement the latter. Editing courses is no big deal, however; it just changes what function it uses. Its editing meetings that’s a little tricky. You have to make a separate request to edit the meetings that are in the db, create ones that you’ve added, and delete ones you’ve removed. It ended up being relatively simple, but there’s a couple edge cases that could snag ya. Timezone bugs I don’t even know how this one happened. I looked at the calendar when I was working on other things and suddenly realized all my courses were 6 hours ahead of where they should be. iCal events worked fine. I didn’t even change anything in this area so I just subtracted the timezone offset when getting the events for the calendar and called it a day. What’s Next? I totally lied last time, so this time I’ll be honest: whatever I feel like doing. See ya next time!
IM BACK!!! SUPER exciting updates today!!! I just got back from vacation and I have motivation!! LOGO!!!! Neptune has a logo!!! I think it looks really good, I whipped it up in Inkscape in like 20 minutes. You wouldn’t believe what it’s supposed to be! Self hosting!!! This was supoer easy. Since this uses the same stack as Tungsten (which you should totally go check out also), I was able to copy over the dockerfile and docker-compose with minimal changes. However…. Timezone issues!!! Wait…. Yep. There are a lot of edge cases I didn’t think of. As soon as the server and client’s timezones are different, things get stupid. Javascript dates are genuinely one of the worst things I have ever used, I’d even go as far as to say it’s worse than java as a language. Both the ICS calendar import and export, as well as the course times were incorrect by +/- 6 hours (I am in UTC-6, so that explains it) I spent way, WAY longer than I should’ve trying to fix this. It ended up taking like 2 different changes that affected the database as well. Usually I try to make my git commits clean and well-described, but that didn’t last very long here… The best part: it still doesn’t work properly! I don’t know why, but the ICS viewer I’ve been using to test reads the file differently than Google Calendar, which thinks my 10am class is at 4am. Not to mention, Google Calendar only updates your subscribed calendars once every like 6 hours!! So every time I make a change to (hopefully) fix it, I have to wait. Devlog Meta Section Unfortunately I don’t have much else to show for this update… that was all I worked on for 2 hours. I know. Anyway, I hope to add some more real features very soon!
New schedule look, smart greeting, tasks in the calendar, and more timezone fun!!! I spent a bunch more time procrastinating devlogging… so here’s a really long one! New schedule look It only changed a little, but it’s a lot easier to read and accommodates smaller event text a lot better. For events shorter than 30m, it leaves out the end time, and the title simply clips off if there isn’t space. Smart Greeting + new header! The header has a new look! The main feature here is the smart greeting, which shows you your upcoming classes/tasks (TODO) at a glance. It wasn’t crazy hard to implement this, just a bunch of conditions. It shows you only the upcoming classes on days you have classes, and the classes you have tomorrow if you’re done with classes for the day or have none. Past that, it doesn’t say anything. Tasks in the calendar This was a fun, quick adventure. I wanted to make sure tasks that were due at 11:59pm (the default) show up without having to scroll, so I stuck those ones in the all day section, to indicate you should get it done by the end of the day. Additionally, I added the tasks to iCal syncing via the VTODO spec. I implemented it in a hacky way since the library I was using didn’t support it, but it worked. Unfortunately, that’s when I learned that almost no calendar app actually looks at them. Yep. Google calendar, Apple calendar, none of them care about it. I’m going to implement them as normal events and call it a day. Timezone fun! Here we go again and for hopefully the last time. I was scrolling through the calendar, as ya do, and noticed a sudden shift around November, where all the classes would shift backward an hour. This could only mean one thing: daylight savings. I don’t even know how I fixed this one. I hacked around with it for a couple hours, and it started working again. This caused the iCal syncing to do the same thing, which took longer to fix. I am so tired. Javascript dates might actually be the worst thing I have ever worked with
PWA support, study tools, and many small fixes! Once again I have procrastinated devlogging. I have to start working a little harder though as my deadline for this project is in 9 days! (I’m moving out and won’t have time to work on this anymore so I want to get it done before then) PWA support This was super simple. I basically just stole the config from Filatrack, and it worked great. The hardest part was actually making the UI mobile-friendly (I hate mobile-first development) Tailwind does device-based styles really weird and lowkey a little stupid, forcing you into mobile-first development, even though that’s dumb for what this project is. Study Tools!! This is the last major feature I’ll be adding before shipping. The tools include a pomodoro timer, flashcards, and quizzes. These all will be part of the database as well. So far, I’ve completed the pomodoro timer! It ended up really simple but really effective. You get to choose how long each work/break is, tasks to focus on, etc. You can pause the timer, hide it, and skip ahead to the next break if you wish. (I’ll be sure to add some confirmation to this so you don’t just skip work time!) The app also requests notification permission so it can send you notifications when it’s time for a break or time to get back to work. I’d also like to add a couple misc. QoL things like optional water/posture reminders and distraction prevention (telling you to get back to work if you get on a distracting website). When you finish, it gives you a quick overview of what you got done and then logs a study session to the database. Not entirely sure what I’ll use them for other than statistics for yourself, but thought I’d add it! SUPRISE: Timezone bugs! OK, I swear, this time is the last time I’ll have to fix timezone bugs. It was daylight savings again. I did some stupid stuff and FINALLY got it working again. This time I did some jank involving a function that checks if a day is in daylight savings and then just adjusting the hour so it’s correct. I know, it’s really dumb, but it works, so is it really? Small things Multiple bug fixes here and there that make it easier to use. The time and date are also shown on the home page now! Next up… …flashcards! This one I’m pretty excited about and shouldn’t be too hard!
SHIPPING TIME!!! This is a little earlier than I expected to ship, but I think it’s about ready! (and I want to start working on other things) Flashcard Importing and Reordering You can now import flashcards! One flashcard per line, with each line having two sides separated by a delimiter of your choice. I suppose I should also add exporting, but I can always do that later. (I don’t think many other people will actually use this app) I skipped drag and drop for reordering as Tungsten showed me how much of a pain in the a– that can be. You get an up arrow and down arrow, that’s it. Settings Redesign Only slightly. I went for a look that matches the dashboard a little better and makes the UI easier to read. The save button was tricky to place; as putting it near the settings it actually works for made it blend in too much. Term editing doesn’t require saving, but this is the best place to put the button. I also added the log out button right under this! Demo The app now has a proper demo mode. I think I implemented this one a little cleaner than Tungsten, not requiring a user with ID 0 and a specific password to be in the DB. It just fakes you having a session/user and works off of that. Bugs, bugs galore! Oh man I fixed so many. I’ve been putting off a lot of these and some I just discovered as well. The big one was that meeting exclusions just weren’t working. It ended up being an issue with code I changed weeks ago, that I thought wouldn’t affect very much. Another bug was task due dates were just incorrect. You type “tomorrow” and it is due 2 days in advance. You wouldn’t believe what caused this one, and say it with me: timezones!!!!! And that’s all! This has been one of the most fun apps to develop imo (minus all the timezone issues, those were the worst thing I have ever done), and I hope you find some use of this project!
Ships:
Neptune is a self-hosted college life management tool. This ship includes a demo page to try it out before self-hosting. Some features may not be available. I hope you like it!...
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1792979349.7550845
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1793065749.7550845
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19934
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GablOS by @Gabl | Stardance
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Gabl
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2
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29.0
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440
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T20:47:31Z", "hours": 12.0, "multiplier": 17.47, "payout": 202, "blessing": "neutral", "text": "GablOS ship#2 Crazy how long ago the last ship was, but since then I have added a bunch of new features, implemented a lot of feedback and fiexed a lot of bugs and weird stuff. This Website is a bit of a personal site or portfolio that has like a really interesting desing because it’s not like the usual website but built up like a simple OS that has clickable App icons that open windows and such. Now the site is finally also useable on mobile devices and yeah, all in all I am really satisfied with how it turned out. https://www.gabl.works Features (newly added in bold): Top-Bar that displays Time - which can cycle through 12- and 24 hour format by clicking on it Welcome Screen About Me - including Social links Art - much different Art created by me Games - display of games I have worked on Browser - linking sites created by me Music Player - plays some songs friends made or that got used in games Bottom-“bar” with a home-button which has a surprise upon clicking (; and music button to open the music-player Smooth animations for windows Adaptation for mobile devices and useable scaling Custom domain", "repo": "https://github.com/gabl18/GablOS", "demo": "https://gabl.works"}, {"ship_num": 2, "ts": "2026-06-27T19:12:29Z", "hours": 17.0, "multiplier": 13.98, "payout": 238, "blessing": "neutral", "text": "GablOS By following the guide I could get to know some javascript and go more in depth with css and html. This Website is a bit of a personal site or portfolio that is built up like a simple OS that has clickable App icons that open windows and such. www.gabl.works Features: Top-Bar that displays Time Welcome Screen About Me with Social links Art with much different Art created by me Games - display of games I have worked on Music Player - plays some songs friends made or that got used in games", "repo": "https://github.com/gabl18/GablOS", "demo": "https://gabl.works"}]...
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[{"post_id": 66177, "ts": "202 [{"post_id": 66177, "ts": "2026-09-11T20:45:44Z", "hours": 4.1353, "text": "Last Devlog before ship#2 Well, since last time I have really been cleaning up things. I created icons for the bottom “taskbars” and also created a new favicon yet again lol. Furthermore fixed some weird glitches and optimized the website more for mobile. Then also made many little css changes that I don’t remember all of anymore - but everything looks somewhat good and I am very pleased with the website so far. Aditionally made a little surprise when you click on the home-button in the bottom “taskbar” for you to find out (;. All in all just much cleanup and little changes for ship number 2."}, {"post_id": 61654, "ts": "2026-09-04T17:56:52Z", "hours": 1.9644, "text": "I did a lot of smaller fixes since last time, now windows have a pop in, and pop out animation AND the music player is back! I created a split taskbar that also has like the button for the music app and also made all of this mobile friendly - at least I hope. Not much left to do anymore for this project! Really happy how it is turning out!"}, {"post_id": 59805, "ts": "2026-09-01T19:07:21Z", "hours": 1.1322, "text": "Implementing Feedback So, since I have already shipped this project once - quite some time ago now, I have gotten some reviews and many seem to point out the same issue. The hitbox of the close button from every window is very weird . And yeah, that is - or better was true, since I managed to fix it. Additionally I added transitions for the window-dragging and also the option to change the timeformat from a 24 hour one to a 12 hour one by clicking on the time. I know the music app still isn’t back and I will get to that soon - hopefully. Have a great day, thanks for stopping by!"}, {"post_id": 57972, "ts": "2026-08-30T09:37:57Z", "hours": 1.3992, "text": "Finally also made the Website usable on mobile and still making it look good. Worked with the @ media screen in css which turned out to be wayy easier than I expected. Even tho I ran into some issues getting cut off the bottom part of my site often due to the mobile navigation button - but managed to fix that too. I think it turned out awesome."}, {"post_id": 54731, "ts": "2026-08-25T20:14:35Z", "hours": 2.0156, "text": "So, I drew Icons for both browser and trashcan, I also redesigned my favicon, still not totally happy with it but it wlll work eventually lol. Then made a browser app, (made some mockups first) where you can check out websites I created. For now it replaces the Music player icon, I will add the music player back asap, but for now it stays like that since I want the music player to be at another spot."}, {"post_id": 28298, "ts": "2026-07-14T13:46:55Z", "hours": 0.9325, "text": "Added a custom domain and more!!! First of all I added some new Art, Games and such I have created since first making this website - then also created the custom domain, with which I had some issues but managed to get it working. I will continue working on this site as part of the WebOS 2 Mission and already have some plans I want to do: A fake Internet Explorer with my own Websites A Paper Bin with abandoned Ideas and so on Change the taskbar changing the Music player to a small Icon in taskbar add sfx try out the in some app Hope I can get These done, see you next time! (the image is a rough sketch of what I have in mind)"}, {"post_id": 17092, "ts": "2026-06-27T19:09:32Z", "hours": 3.3703, "text": "Wrote all of the text and replaced all placeholders, made the readme and also a musicplayer that plays some .oggs that are cc0."}, {"post_id": 12573, "ts": "2026-06-20T15:08:26Z", "hours": 2.9667, "text": "Added the new “Games-App” where all games I’ve worked on are listed with a itch embed, description, images and so on. It took ages writing all of the text, getting the right layout and so on - but I managed to do it. Also made the window change upon grabbing a bit and replaced the placeholder App Icons with new ones I drew - turned out noice in my opinion. I probably did more stuff but I forgot - thanks for reading through all of this"}, {"post_id": 11881, "ts": "2026-06-19T11:09:38Z", "hours": 2.035, "text": "I think I pretty much finished my “Art-App”, added the option to click on the images to view them in bigger size, also made custom cursors and added many hyperlinks to my socials - most importantly I discovered animations! Made some slight changes to pretty much everything and added animations everywhere I could haha. I really like how the OS is looking, I have plans to add a new App in which there is Information about Games I worked on and more. lets see how that turns out."}, {"post_id": 11448, "ts": "2026-06-18T18:32:25Z", "hours": 2.7975, "text": "Managed to find out what the guide wanted me to do lol and also finished the guide!! Wohooo!!! I fixed many bugs and also made a Art-App to display what I have done, its not finished yet but we are getting there. I noticed once again how slow I am with coding this, but at least I am learning much along the way - and it took so long to search for all of my images, gifs and videos that I wanted to display in the Art-App, but we are getting there. Hope to maybe submit a build in the next or so devlog. thx for reading :D"}, {"post_id": 10535, "ts": "2026-06-17T09:25:29Z", "hours": 3.5272, "text": "I am confused. Continued working on my OS by following the third and fourth guide. Following the third guide everything went smoothly, I managed to make the windows moveable, closable, openable and so on. - But when continuing with the fourth guide I got so confused… I have no clue what I am supposed to do and what the guide wants me to do. Aaa Javascript you confuse me so much :( - I will probably take a break and try to resolve all of this another day…."}, {"post_id": 10060, "ts": "2026-06-16T17:11:14Z", "hours": 1.5028, "text": "Using CSS I changed the appearance of the site further, by following the Tutorial I made the Top-Bar and added the Time (converted to EU time)"}, {"post_id": 9992, "ts": "2026-06-16T15:01:40Z", "hours": 0.8778, "text": "Getting familiar with html and css"}]...
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Title: GablOS by @Gabl | Stardance
Devlogs:
Getti Title: GablOS by @Gabl | Stardance
Devlogs:
Getting familiar with html and css
Using CSS I changed the appearance of the site further, by following the Tutorial I made the Top-Bar and added the Time (converted to EU time)
I am confused. Continued working on my OS by following the third and fourth guide. Following the third guide everything went smoothly, I managed to make the windows moveable, closable, openable and so on. - But when continuing with the fourth guide I got so confused… I have no clue what I am supposed to do and what the guide wants me to do. Aaa Javascript you confuse me so much :( - I will probably take a break and try to resolve all of this another day….
Managed to find out what the guide wanted me to do lol and also finished the guide!! Wohooo!!! I fixed many bugs and also made a Art-App to display what I have done, its not finished yet but we are getting there. I noticed once again how slow I am with coding this, but at least I am learning much along the way - and it took so long to search for all of my images, gifs and videos that I wanted to display in the Art-App, but we are getting there. Hope to maybe submit a build in the next or so devlog. thx for reading :D
I think I pretty much finished my “Art-App”, added the option to click on the images to view them in bigger size, also made custom cursors and added many hyperlinks to my socials - most importantly I discovered animations! Made some slight changes to pretty much everything and added animations everywhere I could haha. I really like how the OS is looking, I have plans to add a new App in which there is Information about Games I worked on and more. lets see how that turns out.
Added the new “Games-App” where all games I’ve worked on are listed with a itch embed, description, images and so on. It took ages writing all of the text, getting the right layout and so on - but I managed to do it. Also made the window change upon grabbing a bit and replaced the placeholder App Icons with new ones I drew - turned out noice in my opinion. I probably did more stuff but I forgot - thanks for reading through all of this
Wrote all of the text and replaced all placeholders, made the readme and also a musicplayer that plays some .oggs that are cc0.
Added a custom domain and more!!! First of all I added some new Art, Games and such I have created since first making this website - then also created the custom domain, with which I had some issues but managed to get it working. I will continue working on this site as part of the WebOS 2 Mission and already have some plans I want to do: A fake Internet Explorer with my own Websites A Paper Bin with abandoned Ideas and so on Change the taskbar changing the Music player to a small Icon in taskbar add sfx try out the in some app Hope I can get These done, see you next time! (the image is a rough sketch of what I have in mind)
So, I drew Icons for both browser and trashcan, I also redesigned my favicon, still not totally happy with it but it wlll work eventually lol. Then made a browser app, (made some mockups first) where you can check out websites I created. For now it replaces the Music player icon, I will add the music player back asap, but for now it stays like that since I want the music player to be at another spot.
Finally also made the Website usable on mobile and still making it look good. Worked with the @ media screen in css which turned out to be wayy easier than I expected. Even tho I ran into some issues getting cut off the bottom part of my site often due to the mobile navigation button - but managed to fix that too. I think it turned out awesome.
Implementing Feedback So, since I have already shipped this project once - quite some time ago now, I have gotten some reviews and many seem to point out the same issue. The hitbox of the close button from every window is very weird . And yeah, that is - or better was true, since I managed to fix it. Additionally I added transitions for the window-dragging and also the option to change the timeformat from a 24 hour one to a 12 hour one by clicking on the time. I know the music app still isn’t back and I will get to that soon - hopefully. Have a great day, thanks for stopping by!
I did a lot of smaller fixes since last time, now windows have a pop in, and pop out animation AND the music player is back! I created a split taskbar that also has like the button for the music app and also made all of this mobile friendly - at least I hope. Not much left to do anymore for this project! Really happy how it is turning out!
Last Devlog before ship#2 Well, since last time I have really been cleaning up things. I created icons for the bottom “taskbars” and also created a new favicon yet again lol. Furthermore fixed some weird glitches and optimized the website more for mobile. Then also made many little css changes that I don’t remember all of anymore - but everything looks somewhat good and I am very pleased with the website so far. Aditionally made a little surprise when you click on the home-button in the bottom “taskbar” for you to find out (;. All in all just much cleanup and little changes for ship number 2.
Ships:
GablOS By following the guide I could get to know some javascript and go more in depth with css and html. This Website is a bit of a personal site or portfolio that is built up like a simple OS that has clickable App icons that open windows and such. www.gabl.works Features: Top-Bar that displays Time Welcome Screen About Me with Social links Art with much different Art created by me Games - display of games I have worked on Music Player - plays some songs friends made or that got used in games
GablOS ship#2 Crazy how long ago the last ship was, but since then I have added a bunch of new features, implemented a lot of feedback and fiexed a lot of bugs and weird stuff. This Website is a bit of a personal site or portfolio that has like a really interesting desing because it’s not like the usual website but built up like a simple OS that has clickable App icons that open windows and such. Now the site is finally also useable on mobile devices and yeah, all in all I am really satisfied with how it turned out. https://www.gabl.works Features (newly added in bold): Top-Bar that displays Time - which can cycle through 12- and 24 hour format by clicking on it Welcome Screen About Me - including Social links Art - much different Art created by me Games - display of games I have worked on Browser - linking sites created by me Music Player - plays some songs friends made or that got used in games Bottom-“bar” with a home-button which has a surprise upon clicking (; and music button to open the music-player Smooth animations for windows Adaptation for mobile devices and useable scaling Custom domain...
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1792993830.403575
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1793080230.403575
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46541
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The most epic minigame game ever made by @Tyo | St The most epic minigame game ever made by @Tyo | Stardance...
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Tyo
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4
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40.0
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440
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T10:58:37Z", "hours": 3.0, "multiplier": 13.36, "payout": 34, "blessing": "neutral", "text": "WOAH, I’M BACK HERE ALREADY??!? Honestly, the feedback this time around was insane and gave me some great pointers so I just had to add it in for that satisfaction (also 40 hours looks beautiful!~ Hehe~) So here are the changes!!: FONTSS: Added a brand new custom font to match the artstyle SFX: MORE SOUND EFFECTS for all the minigames OPTIMIZE: Added more optimizations so that there would be no random lag spikes from some of the games TIMER ANIMATIONS: The timer now also has sound effects and animations that becomes faster and faster when time is about to finish so that the player have a visual and sound cue of their time running out. I think…. that’s all…..? (genuinely IDK cuz sometimes the feedback is just too good to not do it :p)", "repo": "https://github.com/SteelyxEpic/the-most-epic-minigame-game-ever", "demo": "https://tyoepic.itch.io/the-best-minigame-game-ever"}, {"ship_num": 2, "ts": "2026-10-20T03:19:05Z", "hours": 14.0, "multiplier": 12.17, "payout": 175, "blessing": "neutral", "text": "The Most Epic Minigame Game Ever! Version 3 is out!~ The reason I came back to this is cuz I wanted to fix the stuff from the feedback and also add something I wanted to add for a while~. So here are all the changes!~: Reworks!: -The first minigame I made has been reworked to be collecting planets with your airship instead of walking and jumping around! -The button minigame has the artwork changed to match the other minigames more! -The timer is now more visual instead of a number! Additions! <3: New minigames, gamemode and difficulties!; Added 3 new minigames and along with it their gamemode, hide out! Also beating a gamemode now unlocks a harder difficulty for that gamemode and beating that introduces the HARDEST gamemode!~~ SHOPPPPP: now every minigame played will award you with a coin that you can spend in the shop~ to make your life easier~ Welp, I think that’s all. See you guys!~ (Will I update this game more? Maybe, maybe not~ Hehe~)", "repo": "https://github.com/SteelyxEpic/the-most-epic-minigame-game-ever", "demo": "https://tyoepic.itch.io/the-best-minigame-game-ever"}, {"ship_num": 3, "ts": "2026-08-20T14:18:55Z", "hours": 16.0, "multiplier": 14.05, "payout": 231, "blessing": "neutral", "text": "The Most Epic Minigame Game Ever!!! Is a project I been wanting to make for ages, a frenzy minigame where time and control is against you and the only person you can blame is truly yourself. I want this game to not just be a really good game to play and beat your own high score but to also incorporate a story that can be understood even with the almost to none language said. Overall, I really enjoyed making this game! And I can now finally said I use BOTH Unity and Godot game engine!~", "repo": "https://github.com/SteelyxEpic/the-most-epic-minigame-game-ever", "demo": "https://tyoepic.itch.io/the-best-minigame-game-ever"}, {"ship_num": 4, "ts": "2026-08-12T09:19:48Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "WarioWare! is one of those games that you definitely have seen before or a parody of it. It’s a series of minigames that a person has to do in quick succession, every success increases the hype and decreases the time on the clock My version is thanks to the stardance warioware challenge and it’s entirely based on a random story I got in my sleep so far there’s only 2 minigames, catch the planets and find the aliens(very good names I know </3) This was the first time I’ve ever tried using Godot (previously I used unity) but other than the tricky animation handling (actually took me hours to figure it out), it was all smooth sailing and I’m happy to say I have a new game engine under my belt!", "repo": "https://github.com/SteelyxEpic/the-most-epic-minigame-game-ever", "demo": "https://tyoepic.itch.io/the-best-minigame-game-ever"}]...
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[{"post_id": 81988, "ts": "202 [{"post_id": 81988, "ts": "2026-10-23T10:58:15Z", "hours": 0.2833, "text": "Made the poster for my game!! And I think that’s it! SOOOOO see you guys in my ship 4~"}, {"post_id": 81984, "ts": "2026-10-23T10:21:13Z", "hours": 1.0364, "text": "Sound effects!!!! I COMPLETELY forgot I wanted to add this so thanks to the feedback I got, it’s been added! Also the timer is more dynamic now (got a lil bit more charm >_<) I think I’ll have a think a thonk about adding stuff I want before I full send it and ship it again (I only worked on it for 2 hours so I’m not sure If i want to but I also don’t have alot of stuff to do :-;)"}, {"post_id": 81795, "ts": "2026-10-22T15:31:39Z", "hours": 1.2072, "text": "Woah! I’m back quicker than expected! And I’m here for new fonts! The feedback was honestly great! So I guess I’m back to working on this!~ (I mean might as well, stardance is ending soon gotta end with a bang!) So… see you soon!~"}, {"post_id": 81123, "ts": "2026-10-19T23:47:54Z", "hours": 4.8461, "text": "The final update before ship #3! The main reason I came back to update this game has finally been added!~ Powerups!!!! Three right now~ A skip, a time freeze and a heart return! This turned out looking better than I thought it would so I’m satisfied!~ >_<. Anyways, for me, I don’t think there’s anymore additions I would add for this game~ but there might be after the ship, hehe~ (oh and all other minigames got a difficulty adjustor now so have fun!~)"}, {"post_id": 79830, "ts": "2026-10-15T15:47:09Z", "hours": 3.2686, "text": "Another new gamemode!!! So this probably is gonna be the last gamemode for now cuz I wanna get into the other stuff like add difficulty!!~~ Only the prologue has the difficulty added but I’ll prepare the rest soon!~ Til then bai bai"}, {"post_id": 79294, "ts": "2026-10-13T11:14:51Z", "hours": 2.3611, "text": "2 new minigame! ANDDD a hugeee UI update for the playtesting area!~ Man I should have playtesting long ago cuz I can playtest my minigames so much easier now, so I gotta thank whoever rated my project to give me that idea!~ (I will never know who you are ;-;) Anyways, back to working~"}, {"post_id": 78680, "ts": "2026-10-11T09:00:13Z", "hours": 1.2086, "text": "Playtesting!!! From the feedback I got from my ship, I added a lil playtest area where you can train and figure out how to play each minigame!!!! Hehe~"}, {"post_id": 78641, "ts": "2026-10-11T04:56:17Z", "hours": 1.9064, "text": "Overhaul! Three things got changed this update~ The first is the traveler’s walking animation, the button minigame and the collecting planets minigame! Also added more ways to move around other than arrow keys! Now you can use WASD arrow keys ctrl and space bar for up and down also up arrow keys and W key allows you to jump now!~ Okieee that’s all~ PS there’s still errors in that overhaul of the first minigame I ever made, I’ll fix it uhhhh soon >:3"}, {"post_id": 60038, "ts": "2026-09-02T04:36:58Z", "hours": 0.7608, "text": "Woah! I’m back! It’s been a while!~ I had so many new ideas for this game but I think the first think I wanna change is the timer, it’s weird that it’s a text instead of a visual cue so I changed it! I probably have to change it again someday but for now, it’s looking pretty cool!~"}, {"post_id": 50984, "ts": "2026-08-20T13:57:32Z", "hours": 1.3917, "text": "Refined mode getting the love! Two minigames added just for refined mode! And this will be the last devlog I’ll be doing in a while since I’ll be going out and therefore I think It’s finally time for ship #2!!!! Refined mode has 3 minigames, 2 brand new ones and 1 returning~. I’ll keep this short, I’ll continue to update the game for as long as I have the ideas and as long as I wish to continue, the minigames will not stop flowing!~~"}, {"post_id": 50343, "ts": "2026-08-19T14:53:15Z", "hours": 3.3358, "text": "Hello! More, MORE, MORE!!!! Another minigame has been added!~ and not just that, infinity gamemode has been made as well!!! It’s unlocked by having more than 25 minigames played (which can be checked in the achievements tab, told you I was gonna use it :3) with a resounding total of 10 minigames currently, infinity mode is actually pretty fun!~ Now onto the next step on polishing this game!!(or adding more minigames, depending on which one sounds more fun at that time >:3) (oh and I added sounds and music to it too cuz it started to be a bit weird with none, credits all in the readme :p) (another note~ Infinity does go on infinitely, I just wanted it to stop at 10 instead of slowly waiting for all 5 lives to be lost, sowwyyy)"}, {"post_id": 49270, "ts": "2026-08-17T23:43:00Z", "hours": 4.0203, "text": "Minigame! Minigame! Minigame! 3 (YES THREE) new minigames have been added to the stranded gamemode and!! The win and lose screen for stranded has been implemented as well!~ I’m starting to get the hang of how godot is handled and honestly, It’s doing pretty good~ what else am I missing….. OH YEAH! Achievements! A save system was added so that I can record your progress in terms of minigames played!! I wanted to do this so there’s an easier way for me to implement special gamemodes in the future!~~"}, {"post_id": 47888, "ts": "2026-08-16T04:44:16Z", "hours": 2.145, "text": "Another devlog, another minigame! Today is a little bit special because I have added gamemodes!!!! (wooo <3). My plan is that when you achieved something special, a new gamemode will appear and you can play more minigames and have that feeling of adrenaline when you go finding secrets. There isn’t a lot planned yet but hopefully I’ll make at least 4 gamemodes, currently only 2 are available, prologue and stranded! Prologue is the gamemode everyone starts with and stranded is obtained by losing the game for the first time but for now it’s unlocked for everybody!! <3 be warned tho, there’s only one minigame there, levers! (Scaryyyy~) ps. the ending is supposed to be different by I haven’t thought of anything yet so it’s a WIP :p"}, {"post_id": 47347, "ts": "2026-08-15T07:14:06Z", "hours": 3.9703, "text": "Another minigame appears! With some cool transitions with it! The infamous memory game has now been added into the game! Now bringing the total to 4 minigames, I had to redesign almost every single minigame to make the transitions work but man, I think it was worth it! I’m slowing getting the hang of Godot (especially Tweening, man I want that in Unity ;-;)"}, {"post_id": 46659, "ts": "2026-08-14T02:44:35Z", "hours": 1.5992, "text": "New title! New minigame! New fixes! With my knowledge of unity, I wanted to see how far I can go without any tutorials whatsoever (I did read the documentations provided tho) and man a lot of my ability was able to be transferred to Godot too, the biggest impact was definitely instantiate which I already used on the second minigame but it’s used even more in minigame 3, dodging meteors!"}, {"post_id": 45662, "ts": "2026-08-12T09:18:14Z", "hours": 6.8956, "text": "A new chapter begins! I’ve been using unity all my life and I now, I’ll conquer a new sea; Godot!~ Time to rally myself and set sail on making the best minigame game ever!!!!!! (Yea I have no idea what I’m doing but hey here’s the main character. Their name is Kount)"}]...
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Title: The most epic minigame game ever made by @T Title: The most epic minigame game ever made by @Tyo | Stardance
Devlogs:
A new chapter begins! I’ve been using unity all my life and I now, I’ll conquer a new sea; Godot!~ Time to rally myself and set sail on making the best minigame game ever!!!!!! (Yea I have no idea what I’m doing but hey here’s the main character. Their name is Kount)
New title! New minigame! New fixes! With my knowledge of unity, I wanted to see how far I can go without any tutorials whatsoever (I did read the documentations provided tho) and man a lot of my ability was able to be transferred to Godot too, the biggest impact was definitely instantiate which I already used on the second minigame but it’s used even more in minigame 3, dodging meteors!
Another minigame appears! With some cool transitions with it! The infamous memory game has now been added into the game! Now bringing the total to 4 minigames, I had to redesign almost every single minigame to make the transitions work but man, I think it was worth it! I’m slowing getting the hang of Godot (especially Tweening, man I want that in Unity ;-;)
Another devlog, another minigame! Today is a little bit special because I have added gamemodes!!!! (wooo <3). My plan is that when you achieved something special, a new gamemode will appear and you can play more minigames and have that feeling of adrenaline when you go finding secrets. There isn’t a lot planned yet but hopefully I’ll make at least 4 gamemodes, currently only 2 are available, prologue and stranded! Prologue is the gamemode everyone starts with and stranded is obtained by losing the game for the first time but for now it’s unlocked for everybody!! <3 be warned tho, there’s only one minigame there, levers! (Scaryyyy~) ps. the ending is supposed to be different by I haven’t thought of anything yet so it’s a WIP :p
Minigame! Minigame! Minigame! 3 (YES THREE) new minigames have been added to the stranded gamemode and!! The win and lose screen for stranded has been implemented as well!~ I’m starting to get the hang of how godot is handled and honestly, It’s doing pretty good~ what else am I missing….. OH YEAH! Achievements! A save system was added so that I can record your progress in terms of minigames played!! I wanted to do this so there’s an easier way for me to implement special gamemodes in the future!~~
Hello! More, MORE, MORE!!!! Another minigame has been added!~ and not just that, infinity gamemode has been made as well!!! It’s unlocked by having more than 25 minigames played (which can be checked in the achievements tab, told you I was gonna use it :3) with a resounding total of 10 minigames currently, infinity mode is actually pretty fun!~ Now onto the next step on polishing this game!!(or adding more minigames, depending on which one sounds more fun at that time >:3) (oh and I added sounds and music to it too cuz it started to be a bit weird with none, credits all in the readme :p) (another note~ Infinity does go on infinitely, I just wanted it to stop at 10 instead of slowly waiting for all 5 lives to be lost, sowwyyy)
Refined mode getting the love! Two minigames added just for refined mode! And this will be the last devlog I’ll be doing in a while since I’ll be going out and therefore I think It’s finally time for ship #2!!!! Refined mode has 3 minigames, 2 brand new ones and 1 returning~. I’ll keep this short, I’ll continue to update the game for as long as I have the ideas and as long as I wish to continue, the minigames will not stop flowing!~~
Woah! I’m back! It’s been a while!~ I had so many new ideas for this game but I think the first think I wanna change is the timer, it’s weird that it’s a text instead of a visual cue so I changed it! I probably have to change it again someday but for now, it’s looking pretty cool!~
Overhaul! Three things got changed this update~ The first is the traveler’s walking animation, the button minigame and the collecting planets minigame! Also added more ways to move around other than arrow keys! Now you can use WASD arrow keys ctrl and space bar for up and down also up arrow keys and W key allows you to jump now!~ Okieee that’s all~ PS there’s still errors in that overhaul of the first minigame I ever made, I’ll fix it uhhhh soon >:3
Playtesting!!! From the feedback I got from my ship, I added a lil playtest area where you can train and figure out how to play each minigame!!!! Hehe~
2 new minigame! ANDDD a hugeee UI update for the playtesting area!~ Man I should have playtesting long ago cuz I can playtest my minigames so much easier now, so I gotta thank whoever rated my project to give me that idea!~ (I will never know who you are ;-;) Anyways, back to working~
Another new gamemode!!! So this probably is gonna be the last gamemode for now cuz I wanna get into the other stuff like add difficulty!!~~ Only the prologue has the difficulty added but I’ll prepare the rest soon!~ Til then bai bai
The final update before ship #3! The main reason I came back to update this game has finally been added!~ Powerups!!!! Three right now~ A skip, a time freeze and a heart return! This turned out looking better than I thought it would so I’m satisfied!~ >_<. Anyways, for me, I don’t think there’s anymore additions I would add for this game~ but there might be after the ship, hehe~ (oh and all other minigames got a difficulty adjustor now so have fun!~)
Woah! I’m back quicker than expected! And I’m here for new fonts! The feedback was honestly great! So I guess I’m back to working on this!~ (I mean might as well, stardance is ending soon gotta end with a bang!) So… see you soon!~
Sound effects!!!! I COMPLETELY forgot I wanted to add this so thanks to the feedback I got, it’s been added! Also the timer is more dynamic now (got a lil bit more charm >_<) I think I’ll have a think a thonk about adding stuff I want before I full send it and ship it again (I only worked on it for 2 hours so I’m not sure If i want to but I also don’t have alot of stuff to do :-;)
Made the poster for my game!! And I think that’s it! SOOOOO see you guys in my ship 4~
Ships:
WarioWare! is one of those games that you definitely have seen before or a parody of it. It’s a series of minigames that a person has to do in quick succession, every success increases the hype and decreases the time on the clock My version is thanks to the stardance warioware challenge and it’s entirely based on a random story I got in my sleep so far there’s only 2 minigames, catch the planets and find the aliens(very good names I know </3) This was the first time I’ve ever tried using Godot (previously I used unity) but other than the tricky animation handling (actually took me hours to figure it out), it was all smooth sailing and I’m happy to say I have a new game engine under my belt!
The Most Epic Minigame Game Ever!!! Is a project I been wanting to make for ages, a frenzy minigame where time and control is against you and the only person you can blame is truly yourself. I want this game to not just be a really good game to play and beat your own high score but to also incorporate a story that can be understood even with the almost to none language said. Overall, I really enjoyed making this game! And I can now finally said I use BOTH Unity and Godot game engine!~
The Most Epic Minigame Game Ever! Version 3 is out!~ The reason I came back to this is cuz I wanted to fix the stuff from the feedback and also add something I wanted to add for a while~. So here are all the changes!~: Reworks!: -The first minigame I made has been reworked to be collecting planets with your airship instead of walking and jumping around! -The button minigame has the artwork changed to match the other minigames more! -The timer is now more visual instead of a number! Additions! <3: New minigames, gamemode and difficulties!; Added 3 new minigames and along with it their gamemode, hide out! Also beating a gamemode now unlocks a harder difficulty for that gamemode and beating that introduces the HARDEST gamemode!~~ SHOPPPPP: now every minigame played will award you with a coin that you can spend in the shop~ to make your life easier~ Welp, I think that’s all. See you guys!~ (Will I update this game more? Maybe, maybe not~ Hehe~)
WOAH, I’M BACK HERE ALREADY??!? Honestly, the feedback this time around was insane and gave me some great pointers so I just had to add it in for that satisfaction (also 40 hours looks beautiful!~ Hehe~) So here are the changes!!: FONTSS: Added a brand new custom font to match the artstyle SFX: MORE SOUND EFFECTS for all the minigames OPTIMIZE: Added more optimizations so that there would be no random lag spikes from some of the games TIMER ANIMATIONS: The timer now also has sound effects and animations that becomes faster and faster when time is about to finish so that the player have a visual and sound cue of their time running out. I think…. that’s all…..? (genuinely IDK cuz sometimes the feedback is just too good to not do it :p)...
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FUNNY MIC! by @purpld | Stardance
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purpld
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1
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25.0
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437
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T04:06:33Z", "hours": 25.0, "multiplier": 18.35, "payout": 437, "blessing": "neutral", "text": "I made an easily configurable microphone hot swapping tool! Inspired by the lovingly horrible microphone of the Logitech C922 webcam. My project allows you to configure a microphone (for example, your webcam’s mic) and record a hotkey, and then swap whenever and wherever (and quickly!) by holding down your hotkey. Your system’s default microphone will be set to your chosen device when held, and return to whatever it was previously when you let go. And it works on both Windows and Linux! This seems quite simple on paper, and it probably SHOULD be, but a couple of things made this actually quite challenging: I wanted FUNNY MIC to be cross-platform! Nobody should be stopped from having horrible mic quality. Audio APIs on different OS’s, however, are VERY different! I learned how to use conditional compilation in Rust, and most importantly, how to use it wisely, to make an internal API that works and changes depending on your platform. This also meant I had to learn how these platform-specific APIs work and how to use them! Most importantly, this was my first time using Tauri as the backend framework for a Rust project! That in and of itself was quite challenging, but I’ve found that Tauri is nice to work with! I also chose React as my frontend UI framework, which I have used before, but it has been quite some time. I’m proud of this silly little over-engineered thing I managed to make with the tools that I’ve been given! I think this is a program that I’ll actually be continuing to use too (to mess with my friends, of course), which is nice. To test this project, you will need to download and run an installer for your platform. If you’re on NixOS, please see the README for more instructions; I’ve included a package for you too!", "repo": "https://github.com/hpenney2/funnymic", "demo": "https://github.com/hpenney2/funnymic/releases/latest"}]...
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[{"post_id": 17282, "ts": "202 [{"post_id": 17282, "ts": "2026-06-28T00:21:22Z", "hours": 7.7528, "text": "V1! (last devlog before ship?) Wew, I should have probably made a devlog in between my last one! Windows support I have added Windows support! Fun fact, I hate working with the Windows API, and I’ve just learned that! In fairness, it’s a littleee bit awkward working with an API that is very obviously native to C, even if the Rust library gives it some Rustiness, but still, I dislike it. Greatly. Anyways, the important part is it works! And I had to use an undocumented Windows API to do a basic task (setting the default audio device). Nice. Cool! Awesome. (i’ve been trying to switch to Linux for a reason) Thankfully, someone already implemented that in the com-policy-config crate so I don’t have to find and try to convert a header file myself. Saving the config! After Windows support was done, the rest was relatively easy! Tauri has another plugin that makes it a little bit easier to manage a JSON store file and make it accessible to anything that has an AppHandle . config.json now stores the selected swap device and keybind, and these get automatically reloaded on startup. Lovely! oh hey uh, how are we building this thing, exactly? I use NixOS as my main operating system, so I already made a default.nix and shell.nix for running here. However, it doesn’t seem I can properly compile the regular bundles for .deb., .rpm, and AppImages (easily, anyway), and it would be tedious for every release anyways! Thankfully, tauri-action already exists, too! I made a GitHub Actions workflow that will compile and publish installers for both Windows and Linux when I make a new release. It’s pretty neat stuff, actually! README, After All This also means I finally took the time to make a nice README. It was nice to take a small step back to kind of overview this project. A fun little over-engineered thing this is, something that could have stayed a CLI app with only Linux support and nobody would have blinked, but here we are! It’s definitely been good practice for both my backend (Rust!) and frontend skills. I will definitely be using Tauri again in the future! Hello, from v1.0.0! (and Windows!)"}, {"post_id": 16471, "ts": "2026-06-26T20:22:37Z", "hours": 11.2572, "text": "“It’ll be easy!” NO IT WON’T BE ASDSFSDGDG ahem. What I mean to say is that the UI is done and ready! I think it looks relatively nice, simple, and most importantly, is functional . I, somehow, managed to log 11 HOURS , of which a significiant part of was not doing the UI, actually! It was literally just trying to get the global shortcut functionality to work again! Wayland doesn’t like you doing that, actually I use KDE Plasma as my desktop environment, which uses Wayland by default as of Plasma 6. I want to support all systems, and that obviously includes my own, but the Global Shortcut plugin for Tauri, as it turns out, only natively supports X11. Ah. At first, I tried using this pull request by patching it into my dependencies, so the Tauri plugin would use that instead of the normal crate. This worked actually! Until I tried using unregister_all() , at which point it crashes the xdg-desktop-portal with a SIGABRT, somehow, for some reason. I have no idea if that’s an issue with my system (I tried updating!) but I couldn’t find a way around it, so I ended up scrapping that plan (using an unreviewed, unmerged PR probably isn’t a great idea anyway…). What now? After what I said about rdev in the last devlog, I ended up writing a key handler module that would fallback to rdev when detecting Wayland (inspired by how murmur ended up doing this as well). Except… I wrote all this, spent a couple of hours getting everything working, and then somehow, by having moved the callback function for shortcuts into the Rust code (where I previously was trying it from the frontend in TypeScript), it… WORKS?! With the default Tauri plugin, which is only supposed to work on X11. This requires some more testing (is this a KDE Plasma specific thing?! or Xwayland??), so I’m keeping the keys module I made around for now just in case. Good news! The good news is that this means it works! The really only last two bits I need are Windows support and saving the config . Should this have taken this long? Probably not. I attribute that to still wandering my way through Rust and literally never having used Tauri before (lol). A good amount of time was spent getting the UI working in a way that I was happy with, too! With that said, here’s a quick recording of everything working!"}, {"post_id": 14685, "ts": "2026-06-23T21:31:56Z", "hours": 4.2236, "text": "UI TIME! This is my first time using Tauri ! As I’ve learned with a previous project, UI and Rust are still a bit iffy, sadly. Tauri effectively parallels Electron while offering much better performance, especially as you still use Rust for the backend while allowing the ease of use of HTML + CSS + JS/TS for the frontend! It uses native WebViews instead of Chromium, which gets rid of one of my biggest frustrations with Electron, that being including and running a whole browser for what’s often a single page. Of course, this is, uh, maybe is not the best project to showcase how great those features are considering there is effectively one (1) main feature here (lol), but this is a learning experience and an excuse to continue more Rust! I’m adding UI because running from the terminal is not the best UX, and this will make it easier to change the config (which you couldn’t do before after starting!) and handle everything more gracefully. I will say that, so far, the developer experience with Tauri has felt great. Automatic hot reloading is enabled by default on both the TypeScript frontend AND the Rust backend (which will auto-rebuild), super neat! Getting everything set up with Nix was… less great, but not Tauri’s fault. I also chose to use React for this project, as it’s been quite some time since I’ve really worked with it. Oh, yeah, also I made a logo in Aseprite! I mainly needed this for a tray icon. Modeled after the one and only Logitech C920 PRO HD Webcam , with its glorious (read as: bad (read as: loud = funny)) microphone. Now that the project has been refactored for Tauri, I need to port the old code to the new “backend”. I’ll build the config UI around this once that’s done! Also, Tauri actually has a global shortcut plugin, so I can replace rdev with this for a (hopefully) less janky handling system. (it’s awfully hard to find info about global key handling, probably because that’s misused for malware more often than not…)"}, {"post_id": 6694, "ts": "2026-06-11T06:51:26Z", "hours": 1.925, "text": "INITIAL PROTOTYPE I almost forgot I was going to make this! I made an initial prototype for funnymic, which (for now, at least) is a CLI tool to hot swap to a microphone only when holding down a key (like a very, very bad and comically loud C922 webcam mic, perhaps lol). This initial prototype only works on Linux. My TODO is to Make this faster if possible (maybe some async jank happening right now) Add Windows support Make it actually configurable This also is an excuse for me to learn more Rust! I’m likely going to work on most projects in Rust to continue learning (when it makes sense)."}]...
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Title: FUNNY MIC! by @purpld | Stardance
Devlogs: Title: FUNNY MIC! by @purpld | Stardance
Devlogs:
INITIAL PROTOTYPE I almost forgot I was going to make this! I made an initial prototype for funnymic, which (for now, at least) is a CLI tool to hot swap to a microphone only when holding down a key (like a very, very bad and comically loud C922 webcam mic, perhaps lol). This initial prototype only works on Linux. My TODO is to Make this faster if possible (maybe some async jank happening right now) Add Windows support Make it actually configurable This also is an excuse for me to learn more Rust! I’m likely going to work on most projects in Rust to continue learning (when it makes sense).
UI TIME! This is my first time using Tauri ! As I’ve learned with a previous project, UI and Rust are still a bit iffy, sadly. Tauri effectively parallels Electron while offering much better performance, especially as you still use Rust for the backend while allowing the ease of use of HTML + CSS + JS/TS for the frontend! It uses native WebViews instead of Chromium, which gets rid of one of my biggest frustrations with Electron, that being including and running a whole browser for what’s often a single page. Of course, this is, uh, maybe is not the best project to showcase how great those features are considering there is effectively one (1) main feature here (lol), but this is a learning experience and an excuse to continue more Rust! I’m adding UI because running from the terminal is not the best UX, and this will make it easier to change the config (which you couldn’t do before after starting!) and handle everything more gracefully. I will say that, so far, the developer experience with Tauri has felt great. Automatic hot reloading is enabled by default on both the TypeScript frontend AND the Rust backend (which will auto-rebuild), super neat! Getting everything set up with Nix was… less great, but not Tauri’s fault. I also chose to use React for this project, as it’s been quite some time since I’ve really worked with it. Oh, yeah, also I made a logo in Aseprite! I mainly needed this for a tray icon. Modeled after the one and only Logitech C920 PRO HD Webcam , with its glorious (read as: bad (read as: loud = funny)) microphone. Now that the project has been refactored for Tauri, I need to port the old code to the new “backend”. I’ll build the config UI around this once that’s done! Also, Tauri actually has a global shortcut plugin, so I can replace rdev with this for a (hopefully) less janky handling system. (it’s awfully hard to find info about global key handling, probably because that’s misused for malware more often than not…)
“It’ll be easy!” NO IT WON’T BE ASDSFSDGDG ahem. What I mean to say is that the UI is done and ready! I think it looks relatively nice, simple, and most importantly, is functional . I, somehow, managed to log 11 HOURS , of which a significiant part of was not doing the UI, actually! It was literally just trying to get the global shortcut functionality to work again! Wayland doesn’t like you doing that, actually I use KDE Plasma as my desktop environment, which uses Wayland by default as of Plasma 6. I want to support all systems, and that obviously includes my own, but the Global Shortcut plugin for Tauri, as it turns out, only natively supports X11. Ah. At first, I tried using this pull request by patching it into my dependencies, so the Tauri plugin would use that instead of the normal crate. This worked actually! Until I tried using unregister_all() , at which point it crashes the xdg-desktop-portal with a SIGABRT, somehow, for some reason. I have no idea if that’s an issue with my system (I tried updating!) but I couldn’t find a way around it, so I ended up scrapping that plan (using an unreviewed, unmerged PR probably isn’t a great idea anyway…). What now? After what I said about rdev in the last devlog, I ended up writing a key handler module that would fallback to rdev when detecting Wayland (inspired by how murmur ended up doing this as well). Except… I wrote all this, spent a couple of hours getting everything working, and then somehow, by having moved the callback function for shortcuts into the Rust code (where I previously was trying it from the frontend in TypeScript), it… WORKS?! With the default Tauri plugin, which is only supposed to work on X11. This requires some more testing (is this a KDE Plasma specific thing?! or Xwayland??), so I’m keeping the keys module I made around for now just in case. Good news! The good news is that this means it works! The really only last two bits I need are Windows support and saving the config . Should this have taken this long? Probably not. I attribute that to still wandering my way through Rust and literally never having used Tauri before (lol). A good amount of time was spent getting the UI working in a way that I was happy with, too! With that said, here’s a quick recording of everything working!
V1! (last devlog before ship?) Wew, I should have probably made a devlog in between my last one! Windows support I have added Windows support! Fun fact, I hate working with the Windows API, and I’ve just learned that! In fairness, it’s a littleee bit awkward working with an API that is very obviously native to C, even if the Rust library gives it some Rustiness, but still, I dislike it. Greatly. Anyways, the important part is it works! And I had to use an undocumented Windows API to do a basic task (setting the default audio device). Nice. Cool! Awesome. (i’ve been trying to switch to Linux for a reason) Thankfully, someone already implemented that in the com-policy-config crate so I don’t have to find and try to convert a header file myself. Saving the config! After Windows support was done, the rest was relatively easy! Tauri has another plugin that makes it a little bit easier to manage a JSON store file and make it accessible to anything that has an AppHandle . config.json now stores the selected swap device and keybind, and these get automatically reloaded on startup. Lovely! oh hey uh, how are we building this thing, exactly? I use NixOS as my main operating system, so I already made a default.nix and shell.nix for running here. However, it doesn’t seem I can properly compile the regular bundles for .deb., .rpm, and AppImages (easily, anyway), and it would be tedious for every release anyways! Thankfully, tauri-action already exists, too! I made a GitHub Actions workflow that will compile and publish installers for both Windows and Linux when I make a new release. It’s pretty neat stuff, actually! README, After All This also means I finally took the time to make a nice README. It was nice to take a small step back to kind of overview this project. A fun little over-engineered thing this is, something that could have stayed a CLI app with only Linux support and nobody would have blinked, but here we are! It’s definitely been good practice for both my backend (Rust!) and frontend skills. I will definitely be using Tauri again in the future! Hello, from v1.0.0! (and Windows!)
Ships:
I made an easily configurable microphone hot swapping tool! Inspired by the lovingly horrible microphone of the Logitech C922 webcam. My project allows you to configure a microphone (for example, your webcam’s mic) and record a hotkey, and then swap whenever and wherever (and quickly!) by holding down your hotkey. Your system’s default microphone will be set to your chosen device when held, and return to whatever it was previously when you let go. And it works on both Windows and Linux! This seems quite simple on paper, and it probably SHOULD be, but a couple of things made this actually quite challenging: I wanted FUNNY MIC to be cross-platform! Nobody should be stopped from having horrible mic quality. Audio APIs on different OS’s, however, are VERY different! I learned how to use conditional compilation in Rust, and most importantly, how to use it wisely, to make an internal API that works and changes depending on your platform. This also meant I had to learn how these platform-specific APIs work and how to use them! Most importantly, this was my first time using Tauri as the backend framework for a Rust project! That in and of itself was quite challenging, but I’ve found that Tauri is nice to work with! I also chose React as my frontend UI framework, which I have used before, but it has been quite some time. I’m proud of this silly little over-engineered thing I managed to make with the tools that I’ve been given! I think this is a program that I’ll actually be continuing to use too (to mess with my friends, of course), which is nice. To test this project, you will need to download and run an installer for your platform. If you’re on NixOS, please see the README for more instructions; I’ve included a package for you too!...
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1792968925.3578668
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1793055325.3578668
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45273
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Pirate game by @Martisos | Stardance
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Martisos
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1
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32.3
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437
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T16:06:09Z", "hours": 32.0, "multiplier": 13.56, "payout": 437, "blessing": "neutral", "text": "I made a survival, Vampire Survivors-like game! You control a ship that automatically shoots. I had so much fun creating this project—it’s only the second game I’ve ever created on a ‘professional’ level. For the art style, I wanted to try something interesting… imagine a kid drawing this game in their school notebook. I used just two main colors, and I hope the concept comes across clearly. I’m super proud of how it turned down, and I hope everyone has as much fun playing it as I did making it!", "repo": "https://github.com/Martisos/Pirate-rogue-like", "demo": "https://martisos.itch.io/piratink"}]...
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[{"post_id": 71823, "ts": "202 [{"post_id": 71823, "ts": "2026-09-21T16:46:27Z", "hours": 0.3, "text": "Quick README UPDATE I rewrote the readme, so it’s more fitting to the resources -> “Writing a README that doesn’t suck”… Also added some screenshots to readme."}, {"post_id": 71797, "ts": "2026-09-21T15:58:23Z", "hours": 3.7986, "text": "I’M DONE The game is out! I named it PiratINK like I said in previous devlog. I added some stuff, here it is: Exp Loot So now there are 3 random sprites for exp. No more yellow rectangle! It’s random, also random scale and rotation so every loot looks unique. Cleaned project files and code There were a lot of trash files. I stored there every animation frame, even though i had spritesheet ready. Also code comments and prints. Cross Update No more green dot. Now I use special icon with shader! I think it looks good enough. README There is not much there, but small description, instructions and links are inside. IM SO EXCITED 30 hours is so much for me, I thought I will be working on this for 10? maybe 15 hours… That took a lot more time, but still I think i made really good job in quite small amount of time. Yesterday I was so excited i didn’t record 2 sprites I draw… Ooops. I made resprite for rare card and cross icon… I had so much fun… and sometimes hard time, but overall it was fantastic. Check out the game <3"}, {"post_id": 70823, "ts": "2026-09-19T20:33:26Z", "hours": 7.2333, "text": "(Probably) FINAL DEVLOG A lot happened, like always. There was a lot of work but I’m almost ready with the project. Here I come with 7 hours of coding and drawing assets. Major things that changed: THE NAME I think about… PiratINK….. Yup y’know. Pirating and INK. Something like that. Main Menu As you can see in the video there are small animations in it. The waves show in music beat (but for some reason OBS wasn’t recording the intro of music?), then Ship arrives. It floats on the water, synched with waves moving. I think it looks awesome :D Sounds There is music now in my game! I used sonatina - infinity-crystal (its on itch). I love how it sounds. This RPG music is doing well in my project and you can feel the battle on the sea. Large Enemy Last enemy i had to draw. I think it looks good enought. At first I wasn’t so sure about it, but now i think it’s okay. Cannonballs Now there are 6 unique sprites. Also size is random and rotation of each ball, so every feel unique. And more… A LOT of bug fixes, game feel etc etc. I hope you will like the game! I’m so close to release and I’m really really excited! Have a great day!"}, {"post_id": 67346, "ts": "2026-09-13T12:49:54Z", "hours": 5.8914, "text": "Another Updates! As always, i made a lot of changes, so I will summarise most of the major ones! Upgrade Cards got major update! Upgrade Cards Scene I’m now using a different scene for selecting upgrades. You can see 5 different card borders (dont look at the rare one, it was a placeholder and it looks terrible, so I will change it in the near future) Debuffs It now works perfectly fine! Last time enemies could run away from you instead of slowing down. Other really weird things kept happening… But now everything is under control 25 Unique Upgrade Cards I have 8 categories of upgrades, but you can get them in different rarities, so you can get a lot of power ups and debuffs to use on enemies! Main Menu Main menu has two sliding buttons, it will look cool when i’ll draw a big ship so the menu isn’t that empty. Options You can disable: camera shake, water; And you can enable player stats (i don’t think it will have any special styling, just plain text for nerds idk :D) Medium Enemy Added As always -> 3 frames for an enemy sprite. I wonder if the player should be able to upgrade their ship to this one… Maybe in some super-giga-epicly-legendary-1% upgrade. Cannonball Update Cannonball Range It’s not that big, but not only the ball disappears when it exit your screen, but also after +-3seconds. I had to make a small animation for it, because if you have a really big camera zoom you could see it just popping up in the middle of nothing. Particles It’s small a thing but i think it feels better now with it implemented That’s not all I made a lot in those 6h, but school started and sometimes i had to just write code for 5 minutes to get the streak… So I kinda don’t really remember the mini stuff i did lol. But it’s there! See ya on the sea or something <3"}, {"post_id": 61051, "ts": "2026-09-03T19:21:40Z", "hours": 4.2042, "text": "Pirate Game Updates! I (again) made a lot of stuff. The school started so… Nothing will change (i hope) and I will still be able to work on my small game :DDD. Major things are: Enemy Debuffs You can now draw upgrades cards that change enemy stats! I’m using global scripts to do that, I think the idea is cool and you will be able to combo it quite easily with player’s upgrades Mini Enemy I made two things for this enemy: Middle Cannon 3 frame sprite Middle cannon works differently from Left/Right cannon -> enemy DOES NOT rotate before shooting at you. I think now it looks more realistic? idk Sprite is kinda cool. I like the oars animation… It’s silly but i like it Upgrades Menu In Level Up Menu you can now see your upgrades! The style is only temporary (i know it looks awful but i will change it! Promise!). I had troubles making this one because menu in godot is just pain… Much more small details! I did a lot, even small changed matter to me so i’m happy i improved some other, smaller things"}, {"post_id": 57707, "ts": "2026-08-29T23:09:36Z", "hours": 2.0503, "text": "General Update I’ve added a lot of things! Most of them are really small changes that had to be done to upgrade the experience. Mainly: Upgrade Cards Rarities Now you have chance to get a card based on its rarity! # 0 - common; 1 - rare, 2 - epic, 3 - legendary const RARITY_WEIGHTS = { 0 : 40.0 , 1 : 30.0 , 2 : 20.0 , 3 : 10.0 } So it randomly chooses what cards are left and shuffles them! Player UI I mean it’s only two bars but they work perfectly fine. They have small animations and are connected to the player. Player now collects exp with magnet area Player has an area where you can collect the exp and it will go straight to you! It’s a small circle and if you catch exp in it, the exp will go into your ship I have ‘TODO’ list There are over 20 things i have to do… I know this devlog looks crappy, like i didn’t do that much but trust there are A LOT of small changes. I hope you like it!"}, {"post_id": 54117, "ts": "2026-08-24T22:48:57Z", "hours": 2.1286, "text": "Pirate Game - Testing & Updating I have much work to do… So i started with probably the major update in this devlog: Enemy pathfinding. It was simple at the beginning: Enemy just moved directly at you, and as you can imagine it wasn’t perfect. So I added Pathfinder (NavigatonAgent2D). Now enemies make space for each others… It still looks goofy and if there’s too many they just bump each other and still kill others… I have to manually change some properties and it will work more efficient (TRUST ME (maybe)) Some icons and cannonball I drew icons for almost all upgrades and, as you could see in the video, for the cannonball. Someone suggested that player’s and enemies bullets should be different -> yup, i agree i will probably add some shading/light on yours (like in isaac or something). Cannonball sprite looks a bit static so i wanna draw like 5 of those and change it mid-air. (IM NOT AN ARTIST SO PLEASE DON’T EXPECT ANYTHING CRAZY). Testing I did a lot of tests and minor changes, so i know what i should work on!"}, {"post_id": 52678, "ts": "2026-08-22T23:00:02Z", "hours": 2.4783, "text": "Pirate Game - Textures and Upgrade Cards I added 10+ upgrade cards (mostly for testing). You can see the stats in top-left corner. I really like the ship texture. Even if it’s simple, I think the 3 frame animation looks really good. I also added a shader for the water (also i made the water texture) but something isn’t quite right… I’ll be changing it later! I had to change water’s brightness… Even though i wanted the game to be only 2 colors, I think that’s impossible because you can’t see shi…p. It messes up with the player and i think darker version isn’t that bad (i think)."}, {"post_id": 51906, "ts": "2026-08-21T20:16:41Z", "hours": 1.3744, "text": "Pirate Rogue Like Game (late 2 day) I added upgrade cards system, so you can choose 3 (i made only 2, so there are no 3 on screen…) and then the stats will apply to the player! Next, I will make a lot of those cards and probably start drawing, because those color rects and godot icons don’t fit at all. That’s all for today, have a marvelous day (or night)"}, {"post_id": 51844, "ts": "2026-08-21T18:24:59Z", "hours": 3.0642, "text": "Pirate Rogue Like Game (day1+2) So i made basic systems: movement (click to move), enemies spawning and shooting. There are no textures yet but i want to try with some ink/paper design so it will look like a child is playing in his notebook or something."}]...
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Title: Pirate game by @Martisos | Stardance
Devlo Title: Pirate game by @Martisos | Stardance
Devlogs:
Pirate Rogue Like Game (day1+2) So i made basic systems: movement (click to move), enemies spawning and shooting. There are no textures yet but i want to try with some ink/paper design so it will look like a child is playing in his notebook or something.
Pirate Rogue Like Game (late 2 day) I added upgrade cards system, so you can choose 3 (i made only 2, so there are no 3 on screen…) and then the stats will apply to the player! Next, I will make a lot of those cards and probably start drawing, because those color rects and godot icons don’t fit at all. That’s all for today, have a marvelous day (or night)
Pirate Game - Textures and Upgrade Cards I added 10+ upgrade cards (mostly for testing). You can see the stats in top-left corner. I really like the ship texture. Even if it’s simple, I think the 3 frame animation looks really good. I also added a shader for the water (also i made the water texture) but something isn’t quite right… I’ll be changing it later! I had to change water’s brightness… Even though i wanted the game to be only 2 colors, I think that’s impossible because you can’t see shi…p. It messes up with the player and i think darker version isn’t that bad (i think).
Pirate Game - Testing & Updating I have much work to do… So i started with probably the major update in this devlog: Enemy pathfinding. It was simple at the beginning: Enemy just moved directly at you, and as you can imagine it wasn’t perfect. So I added Pathfinder (NavigatonAgent2D). Now enemies make space for each others… It still looks goofy and if there’s too many they just bump each other and still kill others… I have to manually change some properties and it will work more efficient (TRUST ME (maybe)) Some icons and cannonball I drew icons for almost all upgrades and, as you could see in the video, for the cannonball. Someone suggested that player’s and enemies bullets should be different -> yup, i agree i will probably add some shading/light on yours (like in isaac or something). Cannonball sprite looks a bit static so i wanna draw like 5 of those and change it mid-air. (IM NOT AN ARTIST SO PLEASE DON’T EXPECT ANYTHING CRAZY). Testing I did a lot of tests and minor changes, so i know what i should work on!
General Update I’ve added a lot of things! Most of them are really small changes that had to be done to upgrade the experience. Mainly: Upgrade Cards Rarities Now you have chance to get a card based on its rarity! # 0 - common; 1 - rare, 2 - epic, 3 - legendary const RARITY_WEIGHTS = { 0 : 40.0 , 1 : 30.0 , 2 : 20.0 , 3 : 10.0 } So it randomly chooses what cards are left and shuffles them! Player UI I mean it’s only two bars but they work perfectly fine. They have small animations and are connected to the player. Player now collects exp with magnet area Player has an area where you can collect the exp and it will go straight to you! It’s a small circle and if you catch exp in it, the exp will go into your ship I have ‘TODO’ list There are over 20 things i have to do… I know this devlog looks crappy, like i didn’t do that much but trust there are A LOT of small changes. I hope you like it!
Pirate Game Updates! I (again) made a lot of stuff. The school started so… Nothing will change (i hope) and I will still be able to work on my small game :DDD. Major things are: Enemy Debuffs You can now draw upgrades cards that change enemy stats! I’m using global scripts to do that, I think the idea is cool and you will be able to combo it quite easily with player’s upgrades Mini Enemy I made two things for this enemy: Middle Cannon 3 frame sprite Middle cannon works differently from Left/Right cannon -> enemy DOES NOT rotate before shooting at you. I think now it looks more realistic? idk Sprite is kinda cool. I like the oars animation… It’s silly but i like it Upgrades Menu In Level Up Menu you can now see your upgrades! The style is only temporary (i know it looks awful but i will change it! Promise!). I had troubles making this one because menu in godot is just pain… Much more small details! I did a lot, even small changed matter to me so i’m happy i improved some other, smaller things
Another Updates! As always, i made a lot of changes, so I will summarise most of the major ones! Upgrade Cards got major update! Upgrade Cards Scene I’m now using a different scene for selecting upgrades. You can see 5 different card borders (dont look at the rare one, it was a placeholder and it looks terrible, so I will change it in the near future) Debuffs It now works perfectly fine! Last time enemies could run away from you instead of slowing down. Other really weird things kept happening… But now everything is under control 25 Unique Upgrade Cards I have 8 categories of upgrades, but you can get them in different rarities, so you can get a lot of power ups and debuffs to use on enemies! Main Menu Main menu has two sliding buttons, it will look cool when i’ll draw a big ship so the menu isn’t that empty. Options You can disable: camera shake, water; And you can enable player stats (i don’t think it will have any special styling, just plain text for nerds idk :D) Medium Enemy Added As always -> 3 frames for an enemy sprite. I wonder if the player should be able to upgrade their ship to this one… Maybe in some super-giga-epicly-legendary-1% upgrade. Cannonball Update Cannonball Range It’s not that big, but not only the ball disappears when it exit your screen, but also after +-3seconds. I had to make a small animation for it, because if you have a really big camera zoom you could see it just popping up in the middle of nothing. Particles It’s small a thing but i think it feels better now with it implemented That’s not all I made a lot in those 6h, but school started and sometimes i had to just write code for 5 minutes to get the streak… So I kinda don’t really remember the mini stuff i did lol. But it’s there! See ya on the sea or something <3
(Probably) FINAL DEVLOG A lot happened, like always. There was a lot of work but I’m almost ready with the project. Here I come with 7 hours of coding and drawing assets. Major things that changed: THE NAME I think about… PiratINK….. Yup y’know. Pirating and INK. Something like that. Main Menu As you can see in the video there are small animations in it. The waves show in music beat (but for some reason OBS wasn’t recording the intro of music?), then Ship arrives. It floats on the water, synched with waves moving. I think it looks awesome :D Sounds There is music now in my game! I used sonatina - infinity-crystal (its on itch). I love how it sounds. This RPG music is doing well in my project and you can feel the battle on the sea. Large Enemy Last enemy i had to draw. I think it looks good enought. At first I wasn’t so sure about it, but now i think it’s okay. Cannonballs Now there are 6 unique sprites. Also size is random and rotation of each ball, so every feel unique. And more… A LOT of bug fixes, game feel etc etc. I hope you will like the game! I’m so close to release and I’m really really excited! Have a great day!
I’M DONE The game is out! I named it PiratINK like I said in previous devlog. I added some stuff, here it is: Exp Loot So now there are 3 random sprites for exp. No more yellow rectangle! It’s random, also random scale and rotation so every loot looks unique. Cleaned project files and code There were a lot of trash files. I stored there every animation frame, even though i had spritesheet ready. Also code comments and prints. Cross Update No more green dot. Now I use special icon with shader! I think it looks good enough. README There is not much there, but small description, instructions and links are inside. IM SO EXCITED 30 hours is so much for me, I thought I will be working on this for 10? maybe 15 hours… That took a lot more time, but still I think i made really good job in quite small amount of time. Yesterday I was so excited i didn’t record 2 sprites I draw… Ooops. I made resprite for rare card and cross icon… I had so much fun… and sometimes hard time, but overall it was fantastic. Check out the game <3
Quick README UPDATE I rewrote the readme, so it’s more fitting to the resources -> “Writing a README that doesn’t suck”… Also added some screenshots to readme.
Ships:
I made a survival, Vampire Survivors-like game! You control a ship that automatically shoots. I had so much fun creating this project—it’s only the second game I’ve ever created on a ‘professional’ level. For the art style, I wanted to try something interesting… imagine a kid drawing this game in their school notebook. I used just two main colors, and I hope the concept comes across clearly. I’m super proud of how it turned down, and I hope everyone has as much fun playing it as I did making it!...
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1793004733.8096113
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1793091133.8096113
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19063
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Better Devtools Storage Extension by @DaintyDust | Better Devtools Storage Extension by @DaintyDust | Stardance...
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DaintyDust
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1
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32.0
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436
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T14:35:31Z", "hours": 32.0, "multiplier": 13.75, "payout": 436, "blessing": "neutral", "text": "Better Devtools Storage is a DevTools tab that replaces the default Chrome storage (application) tab in a more user friendly interface for inspecting and editing localstorage, sessionstorage and cookies. Features: Search across all keys. Syntax highlighting for JSON values. Direct editing of localStorage, sessionStorage, and site cookies. Quick toggle for line wrap on large data payloads. Easily copy values from Automatic light, dark, and system color scheme matching. Responsive design that handles both docked and undocked DevTools layouts. Extension is currently in review by google to be uploaded to the webstore. For now you have to download it from the github releases", "repo": "https://github.com/DaintyDust/Better-Devtools-Storage", "demo": "https://chromewebstore.google.com/detail/better-devtools-storage/jljobilipchdfckajcdbckfdanbfpmjf"}]...
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[{"post_id": 26577, "ts": "202 [{"post_id": 26577, "ts": "2026-07-11T14:16:40Z", "hours": 1.0414, "text": "V1.0.1 updated the package name and description added package (zip) command. removed storage permission"}, {"post_id": 25507, "ts": "2026-07-09T20:29:15Z", "hours": 1.6642, "text": "Version 1: updated icon and fixed connection error"}, {"post_id": 24241, "ts": "2026-07-07T17:56:26Z", "hours": 2.2231, "text": "Added lightmode and a settings menu"}, {"post_id": 24053, "ts": "2026-07-07T11:07:12Z", "hours": 0.9517, "text": "Made the UI more responsive in different dock positions"}, {"post_id": 23815, "ts": "2026-07-06T23:47:38Z", "hours": 9.5464, "text": "added json highlighting + performance inprovements"}, {"post_id": 21705, "ts": "2026-07-03T20:03:09Z", "hours": 3.3231, "text": "added some animations and confirm dialogs."}, {"post_id": 18810, "ts": "2026-06-30T00:47:35Z", "hours": 2.2361, "text": "Added ability to add and edit the keys (with json formatting)"}, {"post_id": 18375, "ts": "2026-06-29T14:41:28Z", "hours": 6.6647, "text": "added functionality to actually view the localstorage, sessionstorage and cookies."}, {"post_id": 16543, "ts": "2026-06-26T22:03:55Z", "hours": 4.2297, "text": "I made the Gui for my devtools chrome extension"}]...
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Title: Better Devtools Storage Extension by @Daint Title: Better Devtools Storage Extension by @DaintyDust | Stardance
Devlogs:
I made the Gui for my devtools chrome extension
added functionality to actually view the localstorage, sessionstorage and cookies.
Added ability to add and edit the keys (with json formatting)
added some animations and confirm dialogs.
added json highlighting + performance inprovements
Made the UI more responsive in different dock positions
Added lightmode and a settings menu
Version 1: updated icon and fixed connection error
V1.0.1 updated the package name and description added package (zip) command. removed storage permission
Ships:
Better Devtools Storage is a DevTools tab that replaces the default Chrome storage (application) tab in a more user friendly interface for inspecting and editing localstorage, sessionstorage and cookies. Features: Search across all keys. Syntax highlighting for JSON values. Direct editing of localStorage, sessionStorage, and site cookies. Quick toggle for line wrap on large data payloads. Easily copy values from Automatic light, dark, and system color scheme matching. Responsive design that handles both docked and undocked DevTools layouts. Extension is currently in review by google to be uploaded to the webstore. For now you have to download it from the github releases...
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1792972078.4795816
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1793058478.4795816
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40216
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Piko OS by @Element | Stardance
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Element
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2
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40.0
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436
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T15:52:47Z", "hours": 30.0, "multiplier": 14.71, "payout": 436, "blessing": "neutral", "text": "WHAT DID YOU MAKE? Piko OS is a web based browser This was the biggest project I’ve made till now, this helped me to learn the fundamentals and pushed me out of my comfort zone. I really love that i made this really personalized, My first ship was rejected because it looked generic and lacked features so i was determined to make it look unique. WHAT WAS CHALLENGING? getting the browser to work was such a hassle making the weather widget work (Still easier than the browser) and omg bruh there was this problem when i split the files, name missmatch of files was driving me crazy I often struggled with JS because I basically started from 0 knowledge. Features A notes app A calculater A Gallery app Two games Music player (ik i have peak music taste) Doomscroll app (even tho there isnt much to doomscroll) A functioning brwoser Todo App its connected to the Todo widget so the first three tasking you add in app will show in the widget Settings where you can change wallpaper and theme that matches to the wallpapers Terminal, Type help to see commands the weather widget shows the weather in New York A calendar widget Local storage A boot screen I actually spent much more time on this project than you see here, learning things, breaking stuffs, hours spent looking on how to fix stuffs, and much much more. Now that i look at other webOs projects while comparing to them i have way less commits this mostly because i only commit once i fixed all the bugs and make sure that the added feature is working correctly. I hope you like this project and give a good rating, and please leave a thoughtfull review.", "repo": "https://github.com/CreateVision96/Web-os", "demo": "https://createvision96.github.io/Web-os/"}, {"ship_num": 2, "ts": "2026-07-28T15:05:49Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built MentOS, a minimal, web-based operating system designed for learning and lightweight desktop productivity. Inspired by macOS aesthetics, it features a clean glassmorphic desktop interface, dynamic side widgets (a live Calendar and a Weather widget), and floating draggable windows for built-in apps like Notes and Calculator. I had challenges setting it up because i had alot of typos, Im proud of actually sitting here and commiting to the development process of it instead giving up halfway, Most of the code was written by me, after writing the core codes i had Ai to put comments and make sections so adding new things would be easier, but the codes for the weather widget was written by Ai still the design choices where mine, Again im very happy that i got to this point. There might be future updates on this project but i cant confirmt that", "repo": "https://github.com/CreateVision96/Web-os", "demo": "https://createvision96.github.io/Web-os/"}]...
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[{"post_id": 68988, "ts": "202 [{"post_id": 68988, "ts": "2026-09-16T05:07:01Z", "hours": 3.5581, "text": "DevLog#9 Last devlog before shipping Added a doomscroll app Added terminal, type help to see all commands Added a Boot screen Made it more polished so i can ship it"}, {"post_id": 68291, "ts": "2026-09-14T21:17:55Z", "hours": 3.8861, "text": "DevLog#8 Added an app to doomscrool Added two simple games Splited the css files so i can work easly Fixed bugs, some bugs where already there but i was like ill fix it laterr… only has four videos for now but ill add more, i feel like its ready to ship unless i find something to add"}, {"post_id": 64947, "ts": "2026-09-09T17:59:02Z", "hours": 4.4775, "text": "#DEVLOG7 Okay so i fixed bugs, seperated the js into multiple files so its easier for me to work, New app : Music player I have added 20 songs to it"}, {"post_id": 44652, "ts": "2026-08-10T15:44:51Z", "hours": 3.4189, "text": "DEVLOG6 added animations for window maximizing added a transition when changing wallpapers added notificatios for Notes being created All notes getting deleted Todo new task Todo task deleted Todo task completed Todo task marked incomplete Also tweaked the colors Made it so the task and notes that you add stays even after you refresh the site next ill try to add a music app"}, {"post_id": 44305, "ts": "2026-08-09T23:35:12Z", "hours": 4.3011, "text": "Devlog5 Added new wallpapers Added a browser Fixed some issues Made some smoll adjustments Improved UI"}, {"post_id": 43451, "ts": "2026-08-08T18:23:17Z", "hours": 10.1969, "text": "DEVLOG#4 Big changes changed the whole vibe from last time. added new themes, gallery, settings, a todo app and a widget, right click menu now the weather widget will show weather in new york instead of askng for your location to show local weather. next ill try to add a browser"}, {"post_id": 36398, "ts": "2026-07-28T14:07:25Z", "hours": 2.7003, "text": "#Devlog3 added calendar widget and a weather widget, i temporarly removed some of the codes of the weather widget so it wont show my location, but it does work fine. Also removed the apps from desktop to only on dock, improved the glass effect, added some very simple animations"}, {"post_id": 36007, "ts": "2026-07-27T20:28:35Z", "hours": 3.5347, "text": "Devlog#2 Here is a more improved version, i tried to keep it minimal and its inspired by mac os, now in next update ill try to make it more unique"}, {"post_id": 35714, "ts": "2026-07-27T09:56:42Z", "hours": 3.6931, "text": "Dev Log #1 Started building a Web OS by following the Hack Club Stardust guide. It was a fun way to learn how everything works, and I fixed a few bugs along the way. Next, I’m planning to add a working Notes app with saved notes, followed by a Calculator app. Looking forward to adding more features!"}]...
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Title: Piko OS by @Element | Stardance
Devlogs:
D Title: Piko OS by @Element | Stardance
Devlogs:
Dev Log #1 Started building a Web OS by following the Hack Club Stardust guide. It was a fun way to learn how everything works, and I fixed a few bugs along the way. Next, I’m planning to add a working Notes app with saved notes, followed by a Calculator app. Looking forward to adding more features!
Devlog#2 Here is a more improved version, i tried to keep it minimal and its inspired by mac os, now in next update ill try to make it more unique
#Devlog3 added calendar widget and a weather widget, i temporarly removed some of the codes of the weather widget so it wont show my location, but it does work fine. Also removed the apps from desktop to only on dock, improved the glass effect, added some very simple animations
DEVLOG#4 Big changes changed the whole vibe from last time. added new themes, gallery, settings, a todo app and a widget, right click menu now the weather widget will show weather in new york instead of askng for your location to show local weather. next ill try to add a browser
Devlog5 Added new wallpapers Added a browser Fixed some issues Made some smoll adjustments Improved UI
DEVLOG6 added animations for window maximizing added a transition when changing wallpapers added notificatios for Notes being created All notes getting deleted Todo new task Todo task deleted Todo task completed Todo task marked incomplete Also tweaked the colors Made it so the task and notes that you add stays even after you refresh the site next ill try to add a music app
#DEVLOG7 Okay so i fixed bugs, seperated the js into multiple files so its easier for me to work, New app : Music player I have added 20 songs to it
DevLog#8 Added an app to doomscrool Added two simple games Splited the css files so i can work easly Fixed bugs, some bugs where already there but i was like ill fix it laterr… only has four videos for now but ill add more, i feel like its ready to ship unless i find something to add
DevLog#9 Last devlog before shipping Added a doomscroll app Added terminal, type help to see all commands Added a Boot screen Made it more polished so i can ship it
Ships:
I built MentOS, a minimal, web-based operating system designed for learning and lightweight desktop productivity. Inspired by macOS aesthetics, it features a clean glassmorphic desktop interface, dynamic side widgets (a live Calendar and a Weather widget), and floating draggable windows for built-in apps like Notes and Calculator. I had challenges setting it up because i had alot of typos, Im proud of actually sitting here and commiting to the development process of it instead giving up halfway, Most of the code was written by me, after writing the core codes i had Ai to put comments and make sections so adding new things would be easier, but the codes for the weather widget was written by Ai still the design choices where mine, Again im very happy that i got to this point. There might be future updates on this project but i cant confirmt that
WHAT DID YOU MAKE? Piko OS is a web based browser This was the biggest project I’ve made till now, this helped me to learn the fundamentals and pushed me out of my comfort zone. I really love that i made this really personalized, My first ship was rejected because it looked generic and lacked features so i was determined to make it look unique. WHAT WAS CHALLENGING? getting the browser to work was such a hassle making the weather widget work (Still easier than the browser) and omg bruh there was this problem when i split the files, name missmatch of files was driving me crazy I often struggled with JS because I basically started from 0 knowledge. Features A notes app A calculater A Gallery app Two games Music player (ik i have peak music taste) Doomscroll app (even tho there isnt much to doomscroll) A functioning brwoser Todo App its connected to the Todo widget so the first three tasking you add in app will show in the widget Settings where you can change wallpaper and theme that matches to the wallpapers Terminal, Type help to see commands the weather widget shows the weather in New York A calendar widget Local storage A boot screen I actually spent much more time on this project than you see here, learning things, breaking stuffs, hours spent looking on how to fix stuffs, and much much more. Now that i look at other webOs projects while comparing to them i have way less commits this mostly because i only commit once i fixed all the bugs and make sure that the added feature is working correctly. I hope you like this project and give a good rating, and please leave a thoughtfull review....
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1792979696.4910078
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1793066096.4910078
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904
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Girlfriend Simulator by @snehasish | Stardance
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2
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37.0
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434
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T20:03:26Z", "hours": 9.0, "multiplier": 15.93, "payout": 148, "blessing": "neutral", "text": "Major Updates for Girlfriend Simulator Note: This is the final update (ship) and no more updates will be made in future to this project. Main Updates Girlfriend Memories: Your Girlfriend remembers every small detail you share about yourself in her chat. Persistent Relationship Profile: Your girlfriend also remembers how you treated her on your last conversation and her mood really depends on that the next time you have a conversation with her Your own Models: Your girlfriend can run on your own API key. By default uses Google Gemini 2.5 Flash (so you will need a Gemini API Key). This removes any limits to daily conversations (capped at 20 when using not-your-model. Mood Aware User Interface: Your chat colors, themes and styling changes based on your girlfriend’s mood. Helps you understand what situation you’re currently in XD", "repo": "https://github.com/snhsish/gfsim", "demo": "https://gfsim.snehasish.xyz"}, {"ship_num": 2, "ts": "2026-06-08T09:27:01Z", "hours": 28.0, "multiplier": 12.02, "payout": 286, "blessing": "neutral", "text": "I built a Girlfriend Simulator which simulates a start-to-end relationship with your personally characterized girlfriend (powered by different fine-grained AI models). Why is it different from an AI wrapper or asking ChatGPT to “pretend to be my girlfriend?”: Well, the experience here is more natural and more likely-to-be-a-real-girlfriend type xi. Problems faced: getting the model to be more natural. I had fine-tuned a Qwen model which performed pretty well and NATURAL when replying as girlfriend, but due to high costing I cannot be putting it out in the public for free usage, so I had to use a fine-grained Qwen model (system prompt) Some pages / features are still not completed, but the chat experience is working completely fine!", "repo": "https://github.com/snhsish/gfsim", "demo": "https://gfsim.snehasish.xyz"}]...
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[{"post_id": 13566, "ts": "202 [{"post_id": 13566, "ts": "2026-06-22T06:36:28Z", "hours": 4.0833, "text": "Girlfriend Simulator : Major Update This update is all about feature improvement. What’s New Persistent Relationship Profile Previously relationship state was ephemeral, i.e. everytime you started a new chat, your relationship state was back to NORMAL. But now things have changed. A persistent relationship state has been introduced. Your behavioral rating is now taken more seriously. How you reply, how you react and how you understand her, matters now Inactivity Tracking Your latest message is now tracked by the system to set your girlfriend’s mood. If you have ghosted her for long, it must have affected her behaviour. This lets her react naturally to absences (cold, sarcastic, or confrontational depending on health/mood). Mood-aware UI The UI of the chat changes according to your girlfriend’s mood now. So you get a hint when to make her feel wanted and when to make her laugh."}, {"post_id": 11313, "ts": "2026-06-18T14:40:13Z", "hours": 3.2144, "text": "You can now configure and bring in your own API Keys Currently only Gemini API Key is supported which uses the gemini-2.5-flash model Why bring in your own keys? Well there’s a 20 message per user daily limit when using the server provided model. But you definitely might want to talk to your GF more than just 20 messages a day right :) So if you bring in your own keys, you can chat without any limits! You can view usages of your own keys from the Usage page itself ( /account/usage ) Are my keys safe? Your keys are stored in your browser’s localStorage. It’s not sent to our servers at all. (You can verify checking the opensource code anyways!) ALSO, thanks to some of you guys who tried out the simulator, tried to jailbreak and manipulate the models, it helped me understand the system a little more. ALSO, the sim is completely SFW - even if you go NSFW. LYG<3"}, {"post_id": 5578, "ts": "2026-06-09T12:56:21Z", "hours": 2.0533, "text": "Your can now view your Girlfriend’s “Memories”. Memories are basically a collection of details (birthday, job description, reminders, etc.) you mention/share about yourself in chat. It is stored, so that it can be passed as context for your girlfriend. So now she actually remembers the “small details about you”. Uses a second LLM call which analyzes your messages to check if any important “detail” about you has been sent, so your girlfriend remembers it. You can always delete the sensitive ones and recommended."}, {"post_id": 4490, "ts": "2026-06-07T20:25:51Z", "hours": 10.8542, "text": "Lot of updates: Chat persistence: Your chats with your GF are now permanently stored in cloud, so you can access the chats anytime. Chats infinite scroll: To not display all your 100k messages with your GF at once and break stuff, infinite scroll has been added to chat to load old chats on demand Add reaction to messages: You can now react to messages from your girlfriend (and there’s a chance she might get pssed off from that and reply about it). Also your girlfriend can react to your messages too now. * You can currently only react to message groups and now individual message bubble, it’ll be fixed in a future update. Added no-reply handler: SO BASICALLY you can be left ON-SEEN or ON-DELIVERED by your girlfriend if you misbehave lol Some bug fixes: add limit to user message input, GF’s side texts not being stored in DB, etc. Some UI/UX optimizations alongside system prompt optimizations for the MODEL. * I really want to optimize the system prompt even further more ’cause currently it uses almost 1k tokens per message which feels quiet unoptimized and over-usage of tokens"}, {"post_id": 3331, "ts": "2026-06-06T06:38:09Z", "hours": 6.5922, "text": "Added: Account Page: where you can update your OWN profile details like your avatar, name, description, DOB, MBTI, zodiac, etc. which will let your girlfriend know about you and your personality (from your description of you) User Welcome Screen and Navigation Tour: For better UX and understandibility, I have added a welcome screen modal with three steps explaining what the app is about and how it works + sidebar tour for explaining what each link does Signout button in account page Next:: Public Use Launch"}, {"post_id": 2181, "ts": "2026-06-04T15:13:05Z", "hours": 5.2556, "text": "made the usage page which shows tokens and messages for the past 14 days also here are some sample girlfriend responses which felt natural to me"}, {"post_id": 762, "ts": "2026-06-02T12:29:59Z", "hours": 1.7394, "text": "chats now work model: qwen the model smh replies and added multi message support"}, {"post_id": 414, "ts": "2026-06-01T20:18:42Z", "hours": 1.0042, "text": "updated message input and added attachment input (menu), emoji selector and GIF picker also implemented auto-height increment for the message input textarea and enter-is-send and shift-enter-is-not-send for the message input next: send the message and get a response (basic) via VERCEL AI SDK + Gemini Google API"}, {"post_id": 341, "ts": "2026-06-01T17:20:30Z", "hours": 2.1508, "text": "setup and designed the app interface and the chat page with beautiful starter texts to send to your AI girlfriend and get the convo started. next: design the chat input section along"}, {"post_id": 184, "ts": "2026-06-01T06:32:25Z", "hours": 0.5367, "text": "Added user authentication (login page) using Google OAuth (better-auth + supabase) setup"}]...
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Title: Girlfriend Simulator by @snehasish | Starda Title: Girlfriend Simulator by @snehasish | Stardance
Devlogs:
Added user authentication (login page) using Google OAuth (better-auth + supabase) setup
setup and designed the app interface and the chat page with beautiful starter texts to send to your AI girlfriend and get the convo started. next: design the chat input section along
updated message input and added attachment input (menu), emoji selector and GIF picker also implemented auto-height increment for the message input textarea and enter-is-send and shift-enter-is-not-send for the message input next: send the message and get a response (basic) via VERCEL AI SDK + Gemini Google API
chats now work model: qwen the model smh replies and added multi message support
made the usage page which shows tokens and messages for the past 14 days also here are some sample girlfriend responses which felt natural to me
Added: Account Page: where you can update your OWN profile details like your avatar, name, description, DOB, MBTI, zodiac, etc. which will let your girlfriend know about you and your personality (from your description of you) User Welcome Screen and Navigation Tour: For better UX and understandibility, I have added a welcome screen modal with three steps explaining what the app is about and how it works + sidebar tour for explaining what each link does Signout button in account page Next:: Public Use Launch
Lot of updates: Chat persistence: Your chats with your GF are now permanently stored in cloud, so you can access the chats anytime. Chats infinite scroll: To not display all your 100k messages with your GF at once and break stuff, infinite scroll has been added to chat to load old chats on demand Add reaction to messages: You can now react to messages from your girlfriend (and there’s a chance she might get pssed off from that and reply about it). Also your girlfriend can react to your messages too now. * You can currently only react to message groups and now individual message bubble, it’ll be fixed in a future update. Added no-reply handler: SO BASICALLY you can be left ON-SEEN or ON-DELIVERED by your girlfriend if you misbehave lol Some bug fixes: add limit to user message input, GF’s side texts not being stored in DB, etc. Some UI/UX optimizations alongside system prompt optimizations for the MODEL. * I really want to optimize the system prompt even further more ’cause currently it uses almost 1k tokens per message which feels quiet unoptimized and over-usage of tokens
Your can now view your Girlfriend’s “Memories”. Memories are basically a collection of details (birthday, job description, reminders, etc.) you mention/share about yourself in chat. It is stored, so that it can be passed as context for your girlfriend. So now she actually remembers the “small details about you”. Uses a second LLM call which analyzes your messages to check if any important “detail” about you has been sent, so your girlfriend remembers it. You can always delete the sensitive ones and recommended.
You can now configure and bring in your own API Keys Currently only Gemini API Key is supported which uses the gemini-2.5-flash model Why bring in your own keys? Well there’s a 20 message per user daily limit when using the server provided model. But you definitely might want to talk to your GF more than just 20 messages a day right :) So if you bring in your own keys, you can chat without any limits! You can view usages of your own keys from the Usage page itself ( /account/usage ) Are my keys safe? Your keys are stored in your browser’s localStorage. It’s not sent to our servers at all. (You can verify checking the opensource code anyways!) ALSO, thanks to some of you guys who tried out the simulator, tried to jailbreak and manipulate the models, it helped me understand the system a little more. ALSO, the sim is completely SFW - even if you go NSFW. LYG<3
Girlfriend Simulator : Major Update This update is all about feature improvement. What’s New Persistent Relationship Profile Previously relationship state was ephemeral, i.e. everytime you started a new chat, your relationship state was back to NORMAL. But now things have changed. A persistent relationship state has been introduced. Your behavioral rating is now taken more seriously. How you reply, how you react and how you understand her, matters now Inactivity Tracking Your latest message is now tracked by the system to set your girlfriend’s mood. If you have ghosted her for long, it must have affected her behaviour. This lets her react naturally to absences (cold, sarcastic, or confrontational depending on health/mood). Mood-aware UI The UI of the chat changes according to your girlfriend’s mood now. So you get a hint when to make her feel wanted and when to make her laugh.
Ships:
I built a Girlfriend Simulator which simulates a start-to-end relationship with your personally characterized girlfriend (powered by different fine-grained AI models). Why is it different from an AI wrapper or asking ChatGPT to “pretend to be my girlfriend?”: Well, the experience here is more natural and more likely-to-be-a-real-girlfriend type xi. Problems faced: getting the model to be more natural. I had fine-tuned a Qwen model which performed pretty well and NATURAL when replying as girlfriend, but due to high costing I cannot be putting it out in the public for free usage, so I had to use a fine-grained Qwen model (system prompt) Some pages / features are still not completed, but the chat experience is working completely fine!
Major Updates for Girlfriend Simulator Note: This is the final update (ship) and no more updates will be made in future to this project. Main Updates Girlfriend Memories: Your Girlfriend remembers every small detail you share about yourself in her chat. Persistent Relationship Profile: Your girlfriend also remembers how you treated her on your last conversation and her mood really depends on that the next time you have a conversation with her Your own Models: Your girlfriend can run on your own API key. By default uses Google Gemini 2.5 Flash (so you will need a Gemini API Key). This removes any limits to daily conversations (capped at 20 when using not-your-model. Mood Aware User Interface: Your chat colors, themes and styling changes based on your girlfriend’s mood. Helps you understand what situation you’re currently in XD...
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1792997287.1916442
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1793083687.1916442
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15699
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OpenAtlas by @Jack_ | Stardance
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Jack_
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1
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23.0
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434
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T07:17:32Z", "hours": 23.0, "multiplier": 19.03, "payout": 434, "blessing": "neutral", "text": "NOTE: This project is NOT available or usable on mobile. Please skip if you are on mobile. OpenAtlas is a personal knowledge management system I built from scratch. It is both a browser extension that lets you save any webpage you’re viewing with one click, and a full web dashboard where you can organize those saved pages into projects, edit them, and manage your account. It’s built with a Node/Express backend, SQLite for storage, a React frontend, and a vanilla JS browser extension, and the entire thing was built and deployed by me with no templates, frameworks, or otherwise used. The biggest challenges were spread across nearly every layer of the stack. Early on, learning how to build a genuinely secure authentication system was the hardest thing: making sure passwords were properly hashed and never stored or exposed in a vulnerable way. SQL and database design caused a surprising number of headaches later on, to the point where I had to rewrite large chunks of the server and database logic because requests weren’t reliably pushing to or pulling from the database. As the project grew past 40+ files, keeping the codebase organized became challenging, with so many imports and figuring out where things lived started to genuinely be difficuly. Deploying the project also lead to a host of problems: learning what actually has to legally exist in a Terms of Service and Privacy Policy, understanding CORS well enough to configure it correctly rather than just disabling protections, and more. Despite all that, I created this project. I would love for you to give me feedback.", "repo": "https://github.com/Jack-Jacobson/OpenAtlas", "demo": "https://openatlas.jackjacobson2011.com/about"}]...
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[{"post_id": 28751, "ts": "202 [{"post_id": 28751, "ts": "2026-07-15T06:47:20Z", "hours": 1.965, "text": "OVERVIEW: Most of this time was spent adding detailed documentation. I added a table or api endpoints, detailed info on how to run locally, info on security and the tech stack, and put a lot of work in it. My readme is 300 lines long and I am very proud of it. I also made a file tree with info about it which is pretty cool. Also fixed all bugs I could find. NEXT STEPS: Ship! CHALLENGES: Readmes are hard to write. Making tables are really annoying and take forever."}, {"post_id": 28697, "ts": "2026-07-15T03:16:58Z", "hours": 2.1306, "text": "OVERVIEW: This is a major update with a lot of time working that wasn’t tracked. I have made a projects page for each project, involving editing the project, and viewing more details. Ive updated the UI a bit. Ive added a privacy policy and a TOS. And I redid the organization of the project to include pages (e.g openatlas.jackjacobson2011.com/privacy). I am preparing to launch the project soon, and have applied for the extension in the firefox add on store. I also have double checked security and have published the project on my website, where the frontend and backend now live. NEXT STEPS: Write readme Get on other extension stores CHALLENGES: Learning what legally has to be in a TOS and privacy policy Learning about CORS and its best practices Dealing with firefox"}, {"post_id": 27921, "ts": "2026-07-13T21:01:11Z", "hours": 1.3669, "text": "NOTE ABOUT INACTIVITY: I have had some stuff in my life that has kept me from working on this project. It has been 23 days, but this will get back on track. I cant wait to finish this and release it for everyone! OVERVIEW: Added a working inspector, a lot of bug fixes, and functioning projects. NEXT STEPS: AI Project pages Improved UI CHALLENGES: A lot of bugs I have limited cybersecurity knowledge so I had to do a lot of research to ensure my site is secure"}, {"post_id": 12712, "ts": "2026-06-20T19:21:39Z", "hours": 4.8539, "text": "OVERVIEW: Once again, I am very sorry for the long time between devlogs. This came with a suprising amount of bugs that took a suprising amount of time to fix. But, now the other two pages of OpenAtlas work! You can log out and delete your account, save to projects, sort by projects, and have everything secure and deletable at the click of a button. NEXT STEPS: Make projects page more detailed Make project AI-detectable (waiting on more nest resources for that) General UI improvments Add functionality to inspector CHALLENGES: The majority of problems came from SQL. Had to redo a lot of server and database code because it was having so many issues pulling and pushing to the database with my api. Organization is also starting to prove to be a massive problem as this project grows with 40+ files, its hard to keep track of what is where and imports and such"}, {"post_id": 11059, "ts": "2026-06-18T02:58:24Z", "hours": 1.5622, "text": "OVERVIEW: I have regained motivation, ig the backend just kinda bored me with all the problems and such. But also, made the extension actually good! The styling matches the website now, and you can now login to the extension. I also added so the resources are saved with your user in mind, so you can later recall only your resources, which is vital functionality. NEXT STEPS: Add more UI pages Add categorizing CHALLENGES: Using my API and modifying it to have the correct data has been really fun and interesting. Even further learning about SQL has also been fun."}, {"post_id": 10885, "ts": "2026-06-17T20:53:50Z", "hours": 6.2556, "text": "OVERVIEW: First of all, I apologize for the massive amount of time without a devlog. Recently I have felt a bit burnt out with this project and have been spending a lot of time with only a little bit to show for it. However, that being said, a true signup and sign in system has now been implemented! You can sign up with an account, the password is encrypted so I can’t see it, and it is securely stored in a database where you can now log in with those credentials at any time. I have the framework for preferences set up and more. Also, this stardance platform has had massive improvements these last week or two, so thanks everyone at HackClub for your great work! NEXT STEPS: storing user-specific entries, and connecting the extension to specific accounts Further UI pages Setting to delete your data from the database CHALLENGES: The majority of the reason for this taking so long has been learning how to securely do the system, the last thing i want is to release a project where I can see your password, or where the password itself is stored in a vulnerable way, or where personal info is stored. Learning the right way to do this has been amazing This has also required me to expand my sql skills, and learning how to interact with databases better than I have been"}, {"post_id": 8426, "ts": "2026-06-14T00:23:28Z", "hours": 2.4375, "text": "OVERVIEW: Began work on front end! Nothing is functional atm, and it doesn’t look great, but the framework is there. All of the projects and middle stuff are placeholders. It does look workable though. And also I actually figured out newlines?!?!?!?!?! Thanks random guy on slack NEXT STEPS: Improve looks Other pages Improve extension design CHALLENGES: - Variables in css, they should be helpful for later editing of design, and was very interesting to learn. For this devlog I decided to also highlight some challenges that have been persistent throughout the projects, those are below. Error messages. In an effort to improve the opensource-ness of my project, I have been working to include fallbacks and useful error messages. It is not only helpful for my own debugging, but for everyone else trying to use or replicate my project! Proper naming conventions for variables and functions are also part of this effort for me, in the past I just make everything camel case, but recently have been trying to do better with this."}, {"post_id": 7874, "ts": "2026-06-13T04:16:09Z", "hours": 1.0258, "text": "OVERVIEW: Linked server to a database! I am using sqlite to store all data, which was really fun to learn. Whenever the server receives a packet, it pushes it to the database, which updates in real time. Also set up framework to have get requests from the database, so data can be read. Also turns out I lied about being able to use devlogs correctly, my method for newlines in these devlogs just stopped working, its great. NEXT STEPS: Begin webui, I decided to use react after some research because it appears to be much more useful of a skill than just vanilla html, css, and js, which is what I used for webos. Improve extension design CHALLENGES: I learned a lot about databases which was really interesting, however I found it difficult to figure out how bits worked in the database as well as learning how sql requests work It was also difficult to be able to see the database, it isnt a necessity for the project but is really nice so you can actually see the state of the project data"}, {"post_id": 7796, "ts": "2026-06-13T00:39:16Z", "hours": 1.2139, "text": "OVERVIEW: This time was spent creating the basis for what OpenAtlas will become. I created a basic extension, imported it into firefox, and made it communicate with my server. I learned a lot about how extensions work. It should also be backwards compatible with Chrome. I can’t wait to learn about databases. Also, I finally figured out how to properly format devlogs, HackClub please make this easier, just make newlines be newlines, I am begging you! NEXT STEPS: Create and figure out how to use databases Start WebUI Improve extension design CHALLENGES: Learning how to use a manifest in my extension and how important they are Learning how javascript can interact with a browser through various commands Learning how servers work and can be interacted with"}]...
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Title: OpenAtlas by @Jack_ | Stardance
Devlogs:
O Title: OpenAtlas by @Jack_ | Stardance
Devlogs:
OVERVIEW: This time was spent creating the basis for what OpenAtlas will become. I created a basic extension, imported it into firefox, and made it communicate with my server. I learned a lot about how extensions work. It should also be backwards compatible with Chrome. I can’t wait to learn about databases. Also, I finally figured out how to properly format devlogs, HackClub please make this easier, just make newlines be newlines, I am begging you! NEXT STEPS: Create and figure out how to use databases Start WebUI Improve extension design CHALLENGES: Learning how to use a manifest in my extension and how important they are Learning how javascript can interact with a browser through various commands Learning how servers work and can be interacted with
OVERVIEW: Linked server to a database! I am using sqlite to store all data, which was really fun to learn. Whenever the server receives a packet, it pushes it to the database, which updates in real time. Also set up framework to have get requests from the database, so data can be read. Also turns out I lied about being able to use devlogs correctly, my method for newlines in these devlogs just stopped working, its great. NEXT STEPS: Begin webui, I decided to use react after some research because it appears to be much more useful of a skill than just vanilla html, css, and js, which is what I used for webos. Improve extension design CHALLENGES: I learned a lot about databases which was really interesting, however I found it difficult to figure out how bits worked in the database as well as learning how sql requests work It was also difficult to be able to see the database, it isnt a necessity for the project but is really nice so you can actually see the state of the project data
OVERVIEW: Began work on front end! Nothing is functional atm, and it doesn’t look great, but the framework is there. All of the projects and middle stuff are placeholders. It does look workable though. And also I actually figured out newlines?!?!?!?!?! Thanks random guy on slack NEXT STEPS: Improve looks Other pages Improve extension design CHALLENGES: - Variables in css, they should be helpful for later editing of design, and was very interesting to learn. For this devlog I decided to also highlight some challenges that have been persistent throughout the projects, those are below. Error messages. In an effort to improve the opensource-ness of my project, I have been working to include fallbacks and useful error messages. It is not only helpful for my own debugging, but for everyone else trying to use or replicate my project! Proper naming conventions for variables and functions are also part of this effort for me, in the past I just make everything camel case, but recently have been trying to do better with this.
OVERVIEW: First of all, I apologize for the massive amount of time without a devlog. Recently I have felt a bit burnt out with this project and have been spending a lot of time with only a little bit to show for it. However, that being said, a true signup and sign in system has now been implemented! You can sign up with an account, the password is encrypted so I can’t see it, and it is securely stored in a database where you can now log in with those credentials at any time. I have the framework for preferences set up and more. Also, this stardance platform has had massive improvements these last week or two, so thanks everyone at HackClub for your great work! NEXT STEPS: storing user-specific entries, and connecting the extension to specific accounts Further UI pages Setting to delete your data from the database CHALLENGES: The majority of the reason for this taking so long has been learning how to securely do the system, the last thing i want is to release a project where I can see your password, or where the password itself is stored in a vulnerable way, or where personal info is stored. Learning the right way to do this has been amazing This has also required me to expand my sql skills, and learning how to interact with databases better than I have been
OVERVIEW: I have regained motivation, ig the backend just kinda bored me with all the problems and such. But also, made the extension actually good! The styling matches the website now, and you can now login to the extension. I also added so the resources are saved with your user in mind, so you can later recall only your resources, which is vital functionality. NEXT STEPS: Add more UI pages Add categorizing CHALLENGES: Using my API and modifying it to have the correct data has been really fun and interesting. Even further learning about SQL has also been fun.
OVERVIEW: Once again, I am very sorry for the long time between devlogs. This came with a suprising amount of bugs that took a suprising amount of time to fix. But, now the other two pages of OpenAtlas work! You can log out and delete your account, save to projects, sort by projects, and have everything secure and deletable at the click of a button. NEXT STEPS: Make projects page more detailed Make project AI-detectable (waiting on more nest resources for that) General UI improvments Add functionality to inspector CHALLENGES: The majority of problems came from SQL. Had to redo a lot of server and database code because it was having so many issues pulling and pushing to the database with my api. Organization is also starting to prove to be a massive problem as this project grows with 40+ files, its hard to keep track of what is where and imports and such
NOTE ABOUT INACTIVITY: I have had some stuff in my life that has kept me from working on this project. It has been 23 days, but this will get back on track. I cant wait to finish this and release it for everyone! OVERVIEW: Added a working inspector, a lot of bug fixes, and functioning projects. NEXT STEPS: AI Project pages Improved UI CHALLENGES: A lot of bugs I have limited cybersecurity knowledge so I had to do a lot of research to ensure my site is secure
OVERVIEW: This is a major update with a lot of time working that wasn’t tracked. I have made a projects page for each project, involving editing the project, and viewing more details. Ive updated the UI a bit. Ive added a privacy policy and a TOS. And I redid the organization of the project to include pages (e.g openatlas.jackjacobson2011.com/privacy). I am preparing to launch the project soon, and have applied for the extension in the firefox add on store. I also have double checked security and have published the project on my website, where the frontend and backend now live. NEXT STEPS: Write readme Get on other extension stores CHALLENGES: Learning what legally has to be in a TOS and privacy policy Learning about CORS and its best practices Dealing with firefox
OVERVIEW: Most of this time was spent adding detailed documentation. I added a table or api endpoints, detailed info on how to run locally, info on security and the tech stack, and put a lot of work in it. My readme is 300 lines long and I am very proud of it. I also made a file tree with info about it which is pretty cool. Also fixed all bugs I could find. NEXT STEPS: Ship! CHALLENGES: Readmes are hard to write. Making tables are really annoying and take forever.
Ships:
NOTE: This project is NOT available or usable on mobile. Please skip if you are on mobile. OpenAtlas is a personal knowledge management system I built from scratch. It is both a browser extension that lets you save any webpage you’re viewing with one click, and a full web dashboard where you can organize those saved pages into projects, edit them, and manage your account. It’s built with a Node/Express backend, SQLite for storage, a React frontend, and a vanilla JS browser extension, and the entire thing was built and deployed by me with no templates, frameworks, or otherwise used. The biggest challenges were spread across nearly every layer of the stack. Early on, learning how to build a genuinely secure authentication system was the hardest thing: making sure passwords were properly hashed and never stored or exposed in a vulnerable way. SQL and database design caused a surprising number of headaches later on, to the point where I had to rewrite large chunks of the server and database logic because requests weren’t reliably pushing to or pulling from the database. As the project grew past 40+ files, keeping the codebase organized became challenging, with so many imports and figuring out where things lived started to genuinely be difficuly. Deploying the project also lead to a host of problems: learning what actually has to legally exist in a Terms of Service and Privacy Policy, understanding CORS well enough to configure it correctly rather than just disabling protections, and more. Despite all that, I created this project. I would love for you to give me feedback....
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1792968540.515315
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1793054940.515315
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54518
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SudoSchool - interactive linux learning site by @M SudoSchool - interactive linux learning site by @Maxye4655 | Stardance...
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Maxye4655
|
2
|
24.0
|
434
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T04:24:00Z", "hours": 4.0, "multiplier": 15.55, "payout": 57, "blessing": "neutral", "text": "I have built an interactive way to learn the basics of the linux terminal, all without requiring you to install a VM, Distro or terminal emulator, it all happens from your browser. Now with smoother scrolling animations, fully working commands and all features complete.", "repo": "https://github.com/Maxye4655/LinuxLearnSite", "demo": "https://maxye4655.github.io/LinuxLearnSite/pages/Homepage.html"}, {"ship_num": 2, "ts": "2026-09-20T07:55:23Z", "hours": 20.0, "multiplier": 18.76, "payout": 377, "blessing": "neutral", "text": "I have built an interactive way to learn the basics of the linux terminal, all without requiring you to install a VM, Distro or terminal emulator, it all happens from your browser.", "repo": "https://github.com/Maxye4655/LinuxLearnSite", "demo": "https://maxye4655.github.io/LinuxLearnSite/pages/Homepage.html"}]...
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[{"post_id": 75098, "ts": "202 [{"post_id": 75098, "ts": "2026-09-29T04:22:39Z", "hours": 1.1333, "text": "Made the scrolling noticeably smoother, tidied up the code for the next ship and pushed to a new demo."}, {"post_id": 72119, "ts": "2026-09-22T06:28:31Z", "hours": 1.7047, "text": "This is the final devlog before I ship, here is what I added/changed: Changed the background from an 8.9MB PNG to a 128KB WebP Removed the jQuery + jQuery Terminal CDN block and terminal.js from pages/LessonLanding.html Added and to pages/LessonLanding.html and all 6 lesson pages Added to all 11 pages Changed the title on index.html and pages/Homepage.html from “Interactive Educational Website” to “SudoSchool - Interactive Linux Command Line Lessons”"}, {"post_id": 72090, "ts": "2026-09-22T04:32:53Z", "hours": 0.8319, "text": "re-wrote the README so it uses no AI, also realized that the background image was 5k, so i downscaled it to ~1.2k"}, {"post_id": 70818, "ts": "2026-09-19T20:18:19Z", "hours": 2.7611, "text": "Wrote the documentation, fixed any file path errors in my code leading to depecrated or non-existent files and launched it as a demo on Github, you can try it at: “ https://maxye4655.github.io/LinuxLearnSite/pages/Homepage.html ”"}, {"post_id": 70375, "ts": "2026-09-19T02:12:27Z", "hours": 1.8922, "text": "Finished the content for lesson 6, and updated the quiz and lesson teacking feature."}, {"post_id": 69534, "ts": "2026-09-17T07:42:58Z", "hours": 2.7575, "text": "Wrote the content for lesson 5, finished the LessonLanding page and updated the terminal javascript for hopefully the last time."}, {"post_id": 68798, "ts": "2026-09-15T19:28:54Z", "hours": 2.8989, "text": "I started and finished working on Lesson 5, added emulated ping command, Ip command, curl command and scp command."}, {"post_id": 67977, "ts": "2026-09-14T09:38:38Z", "hours": 1.4, "text": "Found a massive bug in my terminal code, the virtual file-system’s directory layout wouldn’t register when using ls, grep or any other file related commands, I had to completely rewrite the file-system and it now works."}, {"post_id": 67928, "ts": "2026-09-14T07:34:09Z", "hours": 0.6419, "text": "Finished Lesson 4, made the file for lesson 5. Just 2 more to go until I ship. Cleaned up some files."}, {"post_id": 67890, "ts": "2026-09-14T05:57:49Z", "hours": 1.1186, "text": "Finished Lesson 3, added more commands to the terminal Sim, and created the file for lesson 4. I still have to update LessonLanding.HTML to add Lessons 3 and 4. I’m planning to do my first ship after I finish lesson 6. I also want to optimise the SVG filter."}, {"post_id": 60513, "ts": "2026-09-02T22:06:38Z", "hours": 0.5522, "text": "Added Quiz Categories, and styled the quiz function. Next I will finish adding all the topics."}, {"post_id": 60109, "ts": "2026-09-02T08:20:05Z", "hours": 1.8481, "text": "Added a Quiz Yourself function. Fixed my Hackatime Config. Next I’ll work on styling the quiz as currently only the text and button are styled."}, {"post_id": 59428, "ts": "2026-09-01T08:31:56Z", "hours": 0.6739, "text": "Created Lesson 2 and expanded the virtual terminal logic."}, {"post_id": 58715, "ts": "2026-08-31T08:03:18Z", "hours": 0.3894, "text": "Finished the first lesson, next, I will either begin work on the next few lessons or a “Quiz yourself” function"}, {"post_id": 58682, "ts": "2026-08-31T06:02:15Z", "hours": 0.7981, "text": "Devlog - 5 I added more content to lesson 1, as well as added a progress bar and “Next section “ button."}, {"post_id": 57114, "ts": "2026-08-29T06:46:22Z", "hours": 0.6592, "text": "Devlog 4 - Began working on Lesson 1 and added the basic functionality of a terminal emulator."}, {"post_id": 57081, "ts": "2026-08-29T05:18:25Z", "hours": 0.6894, "text": "Devlog 3 - Began Working on the lessons page, I’ve decided to start with 6 lessons but might expand it later."}, {"post_id": 57058, "ts": "2026-08-29T04:25:05Z", "hours": 0.4089, "text": "Devlog 2 - I made the SVG HTML filter use a smaller file string, Improving performance while keeping the visuals the same."}, {"post_id": 56490, "ts": "2026-08-28T08:57:55Z", "hours": 0.5953, "text": "Began work on the continuation of a project I started before this competition began, in the time recorded in this Devlog I added the termianl emulator (Not fully complete) into my website. The premise of the website is to allow windows/mac users to get familiar with basic Linux commands through interactive lessons before they hopefully make the full time switch to Linux."}]...
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Title: SudoSchool - interactive linux learning sit Title: SudoSchool - interactive linux learning site by @Maxye4655 | Stardance
Devlogs:
Began work on the continuation of a project I started before this competition began, in the time recorded in this Devlog I added the termianl emulator (Not fully complete) into my website. The premise of the website is to allow windows/mac users to get familiar with basic Linux commands through interactive lessons before they hopefully make the full time switch to Linux.
Devlog 2 - I made the SVG HTML filter use a smaller file string, Improving performance while keeping the visuals the same.
Devlog 3 - Began Working on the lessons page, I’ve decided to start with 6 lessons but might expand it later.
Devlog 4 - Began working on Lesson 1 and added the basic functionality of a terminal emulator.
Devlog - 5 I added more content to lesson 1, as well as added a progress bar and “Next section “ button.
Finished the first lesson, next, I will either begin work on the next few lessons or a “Quiz yourself” function
Created Lesson 2 and expanded the virtual terminal logic.
Added a Quiz Yourself function. Fixed my Hackatime Config. Next I’ll work on styling the quiz as currently only the text and button are styled.
Added Quiz Categories, and styled the quiz function. Next I will finish adding all the topics.
Finished Lesson 3, added more commands to the terminal Sim, and created the file for lesson 4. I still have to update LessonLanding.HTML to add Lessons 3 and 4. I’m planning to do my first ship after I finish lesson 6. I also want to optimise the SVG filter.
Finished Lesson 4, made the file for lesson 5. Just 2 more to go until I ship. Cleaned up some files.
Found a massive bug in my terminal code, the virtual file-system’s directory layout wouldn’t register when using ls, grep or any other file related commands, I had to completely rewrite the file-system and it now works.
I started and finished working on Lesson 5, added emulated ping command, Ip command, curl command and scp command.
Wrote the content for lesson 5, finished the LessonLanding page and updated the terminal javascript for hopefully the last time.
Finished the content for lesson 6, and updated the quiz and lesson teacking feature.
Wrote the documentation, fixed any file path errors in my code leading to depecrated or non-existent files and launched it as a demo on Github, you can try it at: “ https://maxye4655.github.io/LinuxLearnSite/pages/Homepage.html ”
re-wrote the README so it uses no AI, also realized that the background image was 5k, so i downscaled it to ~1.2k
This is the final devlog before I ship, here is what I added/changed: Changed the background from an 8.9MB PNG to a 128KB WebP Removed the jQuery + jQuery Terminal CDN block and terminal.js from pages/LessonLanding.html Added and to pages/LessonLanding.html and all 6 lesson pages Added to all 11 pages Changed the title on index.html and pages/Homepage.html from “Interactive Educational Website” to “SudoSchool - Interactive Linux Command Line Lessons”
Made the scrolling noticeably smoother, tidied up the code for the next ship and pushed to a new demo.
Ships:
I have built an interactive way to learn the basics of the linux terminal, all without requiring you to install a VM, Distro or terminal emulator, it all happens from your browser.
I have built an interactive way to learn the basics of the linux terminal, all without requiring you to install a VM, Distro or terminal emulator, it all happens from your browser. Now with smoother scrolling animations, fully working commands and all features complete....
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1793008196.3367624
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1793094596.3367624
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|
44477
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MeowGame! by @CharlieCatMeow | Stardance
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CharlieCatMeow
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2
|
34.0
|
431
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T15:23:00Z", "hours": 29.0, "multiplier": 14.72, "payout": 431, "blessing": "neutral", "text": "MeowGame MeowGame is a forest-themed WarioWare style game featuring 7 minigames! All art is drawn by me, it’s my first time doing this, so don’t expect it to look fabulous. The minigames: Platformer Clicking Game Fly through obstacles (Like Flappy Bird) Collect falling fruit Jump over spiky bushes Climb to the top (Kind of like Doodle Jump) Maneuver a raft There’s also a pause menu, just press the Esc key. If you’re stuck, the controls are shown during the intermission just before the game. It took me quite a while to get accustomed to everything, from the basic Godot UI to drawing the pixel art. I learned quite a lot throughout this whole process and am pretty happy about the result. Looking back, there are definitely things I would’ve done differently, but as my first step into game development this is pretty good I think. I redid a bunch of stuff on the way and kept changing stuff. it took me a while to get a unified theme going (forest and stuff) Also if you haven’t noticed, the character I drew is inspired from Sekiro. Drawing that character was the hardest, especially the walking animation.", "repo": "https://github.com/CharlieTheCatMeow/WarioWare-Game", "demo": "https://charliecatmeow.itch.io/meowgame"}, {"ship_num": 2, "ts": "2026-08-06T16:08:52Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "(Please read the README first) MeowGame! is a WarioWare inspired game with two minigames: A platformer and a clicker game. The difficulty is very easy please keep that in mind. The art is all drawn by hand so it may look a bit silly. Quite a fun experience creating my first game. I got a grasp of the basics of Godot now and am excited to further develog this game.", "repo": "https://github.com/CharlieTheCatMeow/WarioWare-Game", "demo": "https://charliecatmeow.itch.io/meowgame"}]...
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[{"post_id": 66655, "ts": "202 [{"post_id": 66655, "ts": "2026-09-12T14:47:10Z", "hours": 2.9856, "text": "MeowGame Devlog #12 Even more fixes and small changes Some more decoration and visual stuff I added some bushes in the background of two minigames. I also adjusted the lighting a bit. Particle changes I changed the particles a bit. Some of them should be more noticable now. Pause menu update You can now find settings inside the pause menu. Audio fix I found out the volume that was being changed with the slider in the game settings wasn’t working probably, so I fixed that. Timer changes I changed the timers on some minigames so the game is a bit more balanced. Clicking sound There is now a sound when you click menu buttons because why not Timer visibility The timer wasn’t visible in one or two minigames, so that’s fixed too. README I also updated the README a bit in preperation for shipping. That should be all"}, {"post_id": 61577, "ts": "2026-09-04T15:36:35Z", "hours": 2.7022, "text": "MeowGame Devlog #11 More stuff Pause menu I added a pause menu. You can choose to return to the main menu now. Thanks to whoever gave me this idea. Some particles I added a few particles to some levels. The first minigame I changed it a bit and also added some lanterns Controls Controls for the next minigame are now visible during the intermission. Also added arrow keys and stuff back into the controls. Ambient sound I added ambient sound to all levels (I think)"}, {"post_id": 57420, "ts": "2026-08-29T15:43:02Z", "hours": 3.0892, "text": "MeowGame Devlog #10 (Wow a 10th devlog already) Normal maps and god rays God rays I found a shader for god rays online and decided to put them in my scenes. Very pretty things they are Normal Maps I found out that normal maps exist. I proceeded to add a normal map to almost every texture in the game. It isn’t a huge difference but it’s there and that’s cool."}, {"post_id": 52884, "ts": "2026-08-23T08:19:18Z", "hours": 2.0542, "text": "MeowGame Devlog #9 Some small stuff I did some performance improvements and added some particle effects. I added a falling leaves effect to the 4th minigame (I think) and added some wind particles to a few other minigames. I had to change the particles from GPUParticles2d to CPUParticles2d, otherwise the browser lags for some reason. I forgot what else I may have done that wasn’t there before."}, {"post_id": 48062, "ts": "2026-08-16T10:50:12Z", "hours": 7.5864, "text": "MeowGame! Devlog #8 It’s a long one, I got a bit carried away I changed some minigames so that it all fits one theme (forests and stuff) Changed the Pong minigame into a game where you have to collect fruit that falls from a tree. Also replaced the racing game with a minigame kinda like Geometry Dash. Changed the art on the flappy bird game to fit the forest theme more. More minigames! I added two more minigames (I think) A doodle jump game where you have to reach the top. A game where you have to maneuver a raft through obstacles Also did some minor quality of life improvements. That’s all :D"}, {"post_id": 44762, "ts": "2026-08-10T19:14:10Z", "hours": 2.2844, "text": "Let there be light MeowGame! Devlog #7 I started experimenting with lights. I recently found out that lights and stuff exist in 2d, so I experimented a bit. I added some lights and glow to my first platformer minigame. I also spent some time redrawing the player sprite. I wanted to have one that’s a bit more detailed to avoid a big difference in pixel size. That’s all :D"}, {"post_id": 43963, "ts": "2026-08-09T12:59:02Z", "hours": 3.2581, "text": "MeowGame! Devlog #6 Top down racing game I added a top down racing game, you have to complete one lap before the timer ends. I also experimented a bit with lighting and stuff. I don’t quite understand it yet but it looks fun."}, {"post_id": 43259, "ts": "2026-08-08T12:47:03Z", "hours": 2.4878, "text": "MeowGame! Devlog #5 I added a Pong game I added a simple pong minigame. There’s not much to say about that, it’s pretty self-explanatory. Also, particles I figured out how the particle system works and have implemented some in a few places. Sounds! I added a coin pickup sound. That’s all, cheers!"}, {"post_id": 42557, "ts": "2026-08-07T11:41:09Z", "hours": 2.8578, "text": "MeowGame! Devlog #4 Added a Flappy Bird game I added a space themed flappy bird game. This was my first time doing a bit of proper coding in GDscript, everything is still a bit weird for me. Redid some art. I updated the art for the platformer minigame, I hope it looks a bit better now."}, {"post_id": 42005, "ts": "2026-08-06T15:28:32Z", "hours": 1.1956, "text": "MeowGame! Devlog #3 Spent a bit of time on art and polishing the game. I added: Flasks as a life counter New Background ✨ Animated character for the platformer minigame Polished some small stuff Overall very enjoyable project, I hope my drawing skills aren’t too bad Will ship now."}, {"post_id": 41904, "ts": "2026-08-06T12:30:31Z", "hours": 3.0183, "text": "MeowGame! Devlog #2 Pretty much finished the guide now I added two minigames, a win screen and a lose screen. It got a lot easier after understanding the basics of how Godot works and I got through it fairly easily. I really enjoyed creating my own custom textures (first time doing this). Some of it is nightmare fuel though (I can’t draw cats) I’m still in the process of refining some stuff and hope I can get to the 5 hour requirement while doing so."}, {"post_id": 41814, "ts": "2026-08-06T08:17:58Z", "hours": 0.9336, "text": "MeowGame! Devlog #1 First Devlog of this project! Godot is completely new to me, so I used the first hour to follow the guide and get a grasp on the basics. I added a start menu and the level_scene as told by the guide. Looking forward to continue working on this project."}]...
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Title: MeowGame! by @CharlieCatMeow | Stardance
D Title: MeowGame! by @CharlieCatMeow | Stardance
Devlogs:
MeowGame! Devlog #1 First Devlog of this project! Godot is completely new to me, so I used the first hour to follow the guide and get a grasp on the basics. I added a start menu and the level_scene as told by the guide. Looking forward to continue working on this project.
MeowGame! Devlog #2 Pretty much finished the guide now I added two minigames, a win screen and a lose screen. It got a lot easier after understanding the basics of how Godot works and I got through it fairly easily. I really enjoyed creating my own custom textures (first time doing this). Some of it is nightmare fuel though (I can’t draw cats) I’m still in the process of refining some stuff and hope I can get to the 5 hour requirement while doing so.
MeowGame! Devlog #3 Spent a bit of time on art and polishing the game. I added: Flasks as a life counter New Background ✨ Animated character for the platformer minigame Polished some small stuff Overall very enjoyable project, I hope my drawing skills aren’t too bad Will ship now.
MeowGame! Devlog #4 Added a Flappy Bird game I added a space themed flappy bird game. This was my first time doing a bit of proper coding in GDscript, everything is still a bit weird for me. Redid some art. I updated the art for the platformer minigame, I hope it looks a bit better now.
MeowGame! Devlog #5 I added a Pong game I added a simple pong minigame. There’s not much to say about that, it’s pretty self-explanatory. Also, particles I figured out how the particle system works and have implemented some in a few places. Sounds! I added a coin pickup sound. That’s all, cheers!
MeowGame! Devlog #6 Top down racing game I added a top down racing game, you have to complete one lap before the timer ends. I also experimented a bit with lighting and stuff. I don’t quite understand it yet but it looks fun.
Let there be light MeowGame! Devlog #7 I started experimenting with lights. I recently found out that lights and stuff exist in 2d, so I experimented a bit. I added some lights and glow to my first platformer minigame. I also spent some time redrawing the player sprite. I wanted to have one that’s a bit more detailed to avoid a big difference in pixel size. That’s all :D
MeowGame! Devlog #8 It’s a long one, I got a bit carried away I changed some minigames so that it all fits one theme (forests and stuff) Changed the Pong minigame into a game where you have to collect fruit that falls from a tree. Also replaced the racing game with a minigame kinda like Geometry Dash. Changed the art on the flappy bird game to fit the forest theme more. More minigames! I added two more minigames (I think) A doodle jump game where you have to reach the top. A game where you have to maneuver a raft through obstacles Also did some minor quality of life improvements. That’s all :D
MeowGame Devlog #9 Some small stuff I did some performance improvements and added some particle effects. I added a falling leaves effect to the 4th minigame (I think) and added some wind particles to a few other minigames. I had to change the particles from GPUParticles2d to CPUParticles2d, otherwise the browser lags for some reason. I forgot what else I may have done that wasn’t there before.
MeowGame Devlog #10 (Wow a 10th devlog already) Normal maps and god rays God rays I found a shader for god rays online and decided to put them in my scenes. Very pretty things they are Normal Maps I found out that normal maps exist. I proceeded to add a normal map to almost every texture in the game. It isn’t a huge difference but it’s there and that’s cool.
MeowGame Devlog #11 More stuff Pause menu I added a pause menu. You can choose to return to the main menu now. Thanks to whoever gave me this idea. Some particles I added a few particles to some levels. The first minigame I changed it a bit and also added some lanterns Controls Controls for the next minigame are now visible during the intermission. Also added arrow keys and stuff back into the controls. Ambient sound I added ambient sound to all levels (I think)
MeowGame Devlog #12 Even more fixes and small changes Some more decoration and visual stuff I added some bushes in the background of two minigames. I also adjusted the lighting a bit. Particle changes I changed the particles a bit. Some of them should be more noticable now. Pause menu update You can now find settings inside the pause menu. Audio fix I found out the volume that was being changed with the slider in the game settings wasn’t working probably, so I fixed that. Timer changes I changed the timers on some minigames so the game is a bit more balanced. Clicking sound There is now a sound when you click menu buttons because why not Timer visibility The timer wasn’t visible in one or two minigames, so that’s fixed too. README I also updated the README a bit in preperation for shipping. That should be all
Ships:
(Please read the README first) MeowGame! is a WarioWare inspired game with two minigames: A platformer and a clicker game. The difficulty is very easy please keep that in mind. The art is all drawn by hand so it may look a bit silly. Quite a fun experience creating my first game. I got a grasp of the basics of Godot now and am excited to further develog this game.
MeowGame MeowGame is a forest-themed WarioWare style game featuring 7 minigames! All art is drawn by me, it’s my first time doing this, so don’t expect it to look fabulous. The minigames: Platformer Clicking Game Fly through obstacles (Like Flappy Bird) Collect falling fruit Jump over spiky bushes Climb to the top (Kind of like Doodle Jump) Maneuver a raft There’s also a pause menu, just press the Esc key. If you’re stuck, the controls are shown during the intermission just before the game. It took me quite a while to get accustomed to everything, from the basic Godot UI to drawing the pixel art. I learned quite a lot throughout this whole process and am pretty happy about the result. Looking back, there are definitely things I would’ve done differently, but as my first step into game development this is pretty good I think. I redid a bunch of stuff on the way and kept changing stuff. it took me a while to get a unified theme going (forest and stuff) Also if you haven’t noticed, the character I drew is inspired from Sekiro. Drawing that character was the hardest, especially the walking animation....
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part-of.my.id revived by @satr14 | Stardance
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T03:56:39Z", "hours": 15.0, "multiplier": 10.93, "payout": 165, "blessing": "neutral", "text": "okay a LOT OF NEW FEATURES and improvements from last devlog feedback: subdomain service: NEW record: REDIRECT, a CloudFlare Single Redirect Rule powered robust tests using bun’s built in jest compatible testing API website & docs: NEW docs: /services, listing all known tested and working services tldr in the docs and README for quick registration support for REDIRECT records in webui editor short consice guide for registering", "repo": "https://github.com/partofmyid/register", "demo": "https://part-of.my.id/docs/domains101"}, {"ship_num": 2, "ts": "2026-09-15T09:35:30Z", "hours": 4.0, "multiplier": 13.65, "payout": 60, "blessing": "neutral", "text": "this should have improvements from last ship’s suggestions and feedback /record and /success page for generating json fixed broken links (no /d or /q anymore) added background elements to make website feel more alive", "repo": "https://github.com/partofmyid/register", "demo": "https://part-of.my.id/docs/domains101"}, {"ship_num": 3, "ts": "2026-08-16T05:45:34Z", "hours": 14.0, "multiplier": 14.89, "payout": 205, "blessing": "neutral", "text": "VERSION 2.0 IS LIVE Registration instructions are available on the website. part-of.my.id is a free subdomain service that allows you to get a sleek lookin your-name.part-of.my.id domain instead of a the boring old one that hosting providers provide like pages.dev, github.io, etc. This rewrite brings to you: Multi apex domain support for the new domain: is-my.id A sleek redesigned main website and documentation", "repo": "https://github.com/partofmyid/register", "demo": "https://part-of.my.id/docs/domains101"}]...
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[{"post_id": 82051, "ts": "202 [{"post_id": 82051, "ts": "2026-10-23T16:39:48Z", "hours": 2.9956, "text": "well more time without devlogs, but i didnt work on anything massive anyways so should be fine. last commit hashes: website: 6fee809e77174f42e3ece9c71d2d8b6a95120d69 register: 4c1860c68904c5378a761a100013ce3da8836771 this is gonna be the last devlog before i ship for the last time. or not, but ill most likely work on other projects. i do still have 1 more thing to do which i might or might not do. depending on how hard it ends up being. then again i am paid by the hour sooo….. but school is starting to get busy again so ig we’ll see register: completed the draft /docs/domains101.md doc for introduction to the service website: add handler for /docs/[empty] to redirect to first in line defined doc moved loadDoc helper function to $lib added a loading bar for indicating page load in progress add previous and next buttons to the bottom of docs page added domains101 doc entry"}, {"post_id": 80984, "ts": "2026-10-19T14:46:48Z", "hours": 1.7822, "text": "this is when im starting to head bang a lot, because of an undocumented github feature ive been relying on for web ui editor. last commit hashes: website: f1e3a4387e6780d61bc55feeead37ead03ec3b0a register: 5625239d30e691ace298336953d663b6e396c0e3 so ive been using github’s REPO/new/branch/PATH?filenam=A&value=B query params for prefilling records in the web ui editor form. during testing, i noticed that for some reason JSON.stringify isnt formatting the json when i open it on github. after a bit of testing, turns out github minifies valid json input. when i tried some string concats with JSON.stringify output that produced invalid json then the indentation returns. this is rather confusing and frustrating. even tho the ci now handles formatting, its still a pain for pr reviewing to review unformatted, one-line json files. due to github not really documenting this feature well, i suppose we have to live with it. i do have plans later to possibly use octokit instead for pr generation, but thats a lot more work i dont have time for. anyways, i didnt feel like writing changelog so ill just say it in brief. i added email regex checks to the ci as well as formatting warnings. and for the web ui, i made an advanced view to show raw json and the file path in case someone is willing to do it themselves. i also fixed a lot of the unserious things i threw around the success page like the ??? step"}, {"post_id": 80413, "ts": "2026-10-17T15:47:36Z", "hours": 0.7022, "text": "genuinely so tired for some reason. prob from playing mc recently and dying and lossing my stuff to despawn timer. OKAY! enough trauma dumping. we got work to do last commit hashes: website: e4e59479ec953dcfb63e0965518d35906ab625e8 register: mostly a lot of janitor work: code cleanup and directory reordering. but theres also an auto formatter in the workflow now! website: fix heading centering from last devlog, found bug after testing mobile view register: move dnsconfig.js to /scripts/bin for organization installed oxfmt for formatting files added bun fmt script to package.json added oxfmt config file with exclusion rule on everything but /domains formatted every domain file using oxfmt added notes for cf tunnels in /docs/services.md (unsupported services) add prettify/formatting workflow for every push code cleanup: remove unused nodejs step in workflow file, were using bun anyways code cleanup: whitespace and newline removal add tip and caution alerts in quickstart guide regarding pr checklist and prettify formatting"}, {"post_id": 80168, "ts": "2026-10-16T15:08:22Z", "hours": 1.3353, "text": "all my energy went into working at the weekdays 😭 now im hella tired. either that or im procrastinating more. last commit hashes: website: e4e59479ec953dcfb63e0965518d35906ab625e8 im still hopping i can at least reach 11h a week for my goal. training before i switch to another ysws when stardance ends fr website: code cleanup, add missing semicolons and remove unused imports added common issues help guides with screenshots to next steps page added back to query link for record editor page unified box styling across the site for consistent design made edit button in record editor yellow if subdomain taken grammar fix to landing page paragraph :p query page: moved announcement to the bottom of the page minor styling changes to borders, seperators, text selection, and cursors"}, {"post_id": 79810, "ts": "2026-10-15T14:39:47Z", "hours": 2.6617, "text": "i forgot to devlog yesterday ;-; also i was supposed to work on other important aspects like the tutorial and barely finished pages. but ngl looking at the existing pages and adding small improvements and tiny details just feels more relaxing for me. but i still need to do that tutorial because stardance said so ;-; last commit hashes: website: 2de11547f2cc7e0b8ad3c107fbee8d44e0a97682 register: 2e183b224fdce4811b05c89b9f594551c13a7dad lowk idk when but i got mystery motivation and im racking up good amount of hours/day. i do have a goal rn to try and buy an bambu lab 3d printer so thats prob a contributor to my motivation. website: code cleanup, remove unused typescript code import use tables in record forum page for consistent spacing fix hover confusion on disabled inputs by disabling hover background color change remove unnecesarry label (just please research about dns 😭 ) added more dividers to records form page add clarification that subdomain descriptions are optional make pfp previews link to github profiles bug fix to REDIRECT records on read only mode improve table of contents styling to tree like stem made toc and md parser function also generate heading numbering (e.g. 1.2.3) (unused for now) code cleanup, remove empty new lines to compact code made table of contents entry highlight depending on view (js required) close table of contents in docs by default tweaked query page styles for showing borders set disabled state as default in records form hide checkmark if input is disabled added fork warning in records page added the ability to edit registered subdomain hide table inputs if empty register: clarity to reference docs regarding CNAME and REDIRECT changed heading level in Terms of Service AI section"}, {"post_id": 79335, "ts": "2026-10-13T15:29:43Z", "hours": 1.45, "text": "a bit of a rant before anything, PLEASE JUST DO YOUR RESEARCH BEFORE RATTING MY PROJECT. may come off as mean but please. yall asked for detailed and concrete docs and end up saying its “too long” like bro 😭. i do have one more plan for tutorials to make it easy. but if this doesnt help then go rtfm last commit hashes: website: 122e3777c7c52e7bf05a8a32f7e4f91b11d09ada register: d7ac98d86913daad3c18260120e41dda2873f8ef got stacks of homework today so i cant really do my 2 hour daily goal rn unfortunately :( but trust me, i will get that 11 hour weekly website: rename doc link “requirements” to “terms” new favicon of indonesian flag (using emoji variation from discord/twitter) might use this for a logo later code cleanup and simplification remove unused variables in code query page with ssr optimizations moved /query/[query] to /query handled passing subdomain query to form body changed landing and query page to use sveltekit form actions made readme announcement fetching ssr hide subdomains when query is empty made apex listing ssr register: fixed github actions workflow labeler created issue templates for bug report, abuse report, and support questions added abuse report information and email to main readme changed query url to match website"}, {"post_id": 79068, "ts": "2026-10-12T15:48:11Z", "hours": 2.2858, "text": "last commit hashes: website: d27e3b5f90cfcb4a59d39a6fe507c45388a323ec register: 24080879b4fbb1bb8c9e436dc8f2bdefce64af4f energy on mondays to work on this phew website: added doc entry for faq page added support email in website footer adjusted spacing and sizing on containers to make other elements visible handle disabled js for forum and counter integrate lavender theme throughout landing page added table of contents to docs page via marked plugin for gfm heading ids mobile input layout fixes for records web ui page register: added domain configurations for google search console and cloudflare email routing for support email added ignore directive to dnscontrol for cloudflare managed records added extra rules against vibe coded websites github workflow file fix causing some checks to skip grammar fix across markdown files (thank you claude copilot) added pr labeling automation for detecting non domain changes in a pr quickly modified dnscontrol script to add incrementing mx priorities based on order of entry clarify rough points within documentations added draft beginner guide docs added new documentation for frequently asked questions code cleanup: remove comments, fix indentation reorganizing files and directories to put images in appropriate locations fix gfm blockquote alert usages added all full records to example file contents in reference documentation"}, {"post_id": 78696, "ts": "2026-10-11T10:29:20Z", "hours": 0.9756, "text": "last commit hashes: website: a4917bbdf5899623b6dfcae356e01572dfbceb05 realized there were some issues after shipping so im fixing them now. got a near perfect lighthouse score :D fix responsive size on landing page cards added missing meta tags for SEO added banner for meta tags handle github rate limiting on landing page fix accessibility on landing page buttons optimized github avatar images fetching to fixed size fix document heading hierarchy code cleanup removing unused comments font optimizations with preconnect hints and preload tricks"}, {"post_id": 78247, "ts": "2026-10-10T03:53:00Z", "hours": 1.5075, "text": "last commit hashes: website: f04e761e0557d7c5c7bfd6a680bec5a6cfbca44a register: 154bfb712857b9000d00ba0e6ea613064f367246 last devlog before shipping :D website: added REDIRECT record support to web ui editor (thanks claude) minor ux and styling fixes with labels and lists purely and only server side render docs page reworked steps section to be more appealing register: added small note to docs in the supported services section for when you want to add a supported service thats not listed"}, {"post_id": 78113, "ts": "2026-10-09T16:25:13Z", "hours": 2.5431, "text": "last commit hashes: website: 8410efa3debca260451e80b206b2ec8923a45c7c register: a1aefd289360a874e40e09c9b2817501d3b2590f i again forgot to devlog so heres more category based changelogs. after this im gonna add support for redirect record in the web ui website: added table of supported services docs added styling for article tables adjust minor ux tweaks for a better experience maintenance: run bun update to update deps and lockfile add a short 4 step tldr on the website landing page add a short tldr in the quickstart guide register: added new record type: REDIRECT, a cloudflare single redirect rule powered 302 redirect implemented tests for redirect wrote docs in references.md about new REDIRECT record migrate hardcoded extracommits into their own domain files added brief registration guide in README wrote new docs for supported services table add tldr for quickstart guide adapted from brief guide in main README register misc: fixed some names in github actions workflow files"}, {"post_id": 78022, "ts": "2026-10-09T07:10:39Z", "hours": 3.5436, "text": "last commit hash: 72f864ff282701585c5d43d5818a5ee22c29e168 supposed to be 3 separate devlogs but i genuinely forgot to. so im gonna split this changelog to categories. bun test validation: add github helpers for fetching diff and raw files from commit and raw urls implemented tests for checking changed file owners against pr author added a bypass label for ownership transfer extra types and functiong tweaks to existing library apis skipped pr author check if pr number for checking isnt present remove uneeded exports in some files as most are internal use optional chaining for clearer error messages in ci project structuring: split deep.test.ts to multiple focused files instead of relying on describe() grouping split helpers, constants, and types into a their own library file move tests and shared libs into /scripts/lib and /script/tests respectively github actions: wire bun tests into ci updated ci triggers for prs, manual, and push settings removed step for validating with json schema in favor of bun tests rename a couple of step and job names for clarity misc: add some missing semicolons tab space consistency fix a couple of variable names"}, {"post_id": 76291, "ts": "2026-10-03T03:10:53Z", "hours": 1.1539, "text": "last commit hash: 2d191fa190db7b3904256e96b27dd6608d42af56 fix existing record files failing the test fix test to exclude .json extension during name length test add a check for unknown and typoed keys added draft tests for website reachability made draft/empty tests fail on purpose check subdomain if containing any apexes minify some parts of the code to one liners made ownership checks per level (a.b.c.json checks for b.c.json and c.json instead of just c.json) added safeguards to not print multiple failures if root cause is erroring out to make sure errors are readable reorder some tests to run first than others used node:path’s path.join for path handling moved json parsing expect calls to helper function for reading json to eliminate repeated code made most of the error messages clearer to follow"}, {"post_id": 75789, "ts": "2026-10-01T04:41:44Z", "hours": 1.0119, "text": "made a new field in the getDomainRecords helper function to check for file existance and handle json parse fails made a new helper function to generate subdomain file path based of apex and subdomain changed tests to use the new implementation of getDomainRecords implemented tests for cloudflare proxied rules implemented tests for dns limitation rules implemented tests for root and nested subdomain ownership"}, {"post_id": 75593, "ts": "2026-09-30T14:57:47Z", "hours": 1.2486, "text": "ts is me with random lock in phases: still not fully implemented to be included with the testing workflow, i have a lot of features planned but i prefer to finish this first. better error messages for expect fails extra checks for empty objects, arrays, and strings made most/all tests use testing api specifics rather than a conditional check if expression is true (for better error messages) add a check for capping filenames to less than 245 characters (as per dns hostname rules) checks for nested apex in filenames (example: steve.is-my.id.json is invalid) reorder some tests add a check for uppercase letters (one of the existing subdomains violated this rule so i fixed it manually) add a check for repeated dashes (–) as the current regex doesnt catch this and i didnt feel like changing it created empty tests as drafts for later to be implemented remove unused ALIAS record handling as it was used internally but not needed anymore"}, {"post_id": 75220, "ts": "2026-09-29T14:41:31Z", "hours": 1.475, "text": "so mostly focused on improving the register repo and docs experience as i feel like the website is established and complete at this point. i am still learning the bun/jest api on writing test code so this may not be perfect, but its a start! made a wrapper function for looping through subdomain files using callbacks and bun fs api improve regex checks for ipv4, ipv6, and fqdns based on ajv-formats npm package (regex is copied pasted from source code rather than installing the package directly as that introduces bloat and dependency management) slight fixed to tests handling promises (still rather broken but ill fix that later) add new constants for looping though records made a helper function to read subdomain file and parse the json. both using bun fs api update all test fail messages to print file paths for easy tracing new test to check schema structure and record values using ip and domain regexes"}, {"post_id": 74331, "ts": "2026-09-27T05:47:48Z", "hours": 1.6714, "text": "split time between writing docs (uncommited, might be discarded due to low quality) and writing tests leveraging bun apis. these tests are not completed, therefore they wont be used for github actions pr check workflows (yet). wrote docs: beginners guide (partial) and unsupported services (empty) extracted typescript types and constant to schema.ts for use in test units initialized bun for package management in the future if needed created deep.test.ts wrote test for checking unknown files outside of the /domains/[apex] directories wrote test for checking file names valid subdomain fqdns wrote test for checking if json is valid and parse-able"}, {"post_id": 69643, "ts": "2026-09-17T14:04:10Z", "hours": 0.9692, "text": "okay well ships on this project isnt really doing the best in terms of stardance output, so i really need to address a lot of these critics if i want good multipliers. anyways so most of the time here is spent on writing ci tests for the register repo. however, i decided to scratch the majority of this code due to poor implementation execution. so this devlog will only have commits resolving some critics. website: fix z-index header bug where some elements would appear above the bar add a warning tip to the website repo readme for anyone who ends up there instead of the register repo changed the view source link for this project on stardance to redirect to the register repo updated the readme (adapted from my personal website repo readme) register: (scratched) test framework with raw js and bun add a tip for registering via web ui last commits from git repos (pinpoint for writing the next devlogs): register: 1564638a6d7eccc495a89948145898d0e4a1ddfc a1e2b4e4cf511f921ffc6b78bca260133afe4e7d okay a bit of a rant but school is starting to burn me out again. honestly i already got my certificate but now my motivator is gonna be the shop items. (i havent spent anything yet, not even for domain grants) im saving up and will spend after stardance ends. i am planning to hopefully do at least 1 - 1.5 hours on weekdays and hopefully overtime on weekends. we’ll see how that turns out i guess."}, {"post_id": 68541, "ts": "2026-09-15T09:17:00Z", "hours": 1.2439, "text": "edit: okay so i forgot some other changes but i cant really add those minutes to this devlog so ill just put the change here: added a character limit to the homepage search input (register repo) add a tip in quickstart doc about webui registering end of edit add warning texts for empty records and submit button pretty format resulting json enforced populated records instead of allowing empty domain registration form layout styling tweaks and fixes to inconsistency spacing add a success page that waits 5 seconds before opening github and displays next steps change submit functionality to redirect to success page code cleanup from unused variables and inconsistent spacings"}, {"post_id": 67994, "ts": "2026-09-14T10:36:43Z", "hours": 1.8175, "text": "almost forgot to devlog! anyways website: made a draft object for the form, should make interactivity easier to implement styling for checkbox, hr, and disabled input elements made an ARRAY_RECORDS string for supported records in type of string[] implemented form for registering subdomain records made readonly if subdomain is taken"}, {"post_id": 66670, "ts": "2026-09-12T15:11:06Z", "hours": 1.3625, "text": "changes are half complete but i decided to devlog rn to keep things short. please note these changes arent pushed yet as im writing this website: rename /q and /d to /query and /docs change redirect links to the new routes add background stars from my personal website made a records page for creating subdomains and editing existing records (incomplete) implemented fetch function for getting records change query link to redirect to record page register: replace /docs/*.md code blocks to actual doc links only resolvable when viewed from the main website"}, {"post_id": 47895, "ts": "2026-08-16T05:16:20Z", "hours": 0.5, "text": "added important links polished org readme added a profile picture for the org and website add a nametag gimmick on the website (desktop only)"}, {"post_id": 47881, "ts": "2026-08-16T04:27:20Z", "hours": 1.2019, "text": "fix wrong key on website add discord domain verification record for is-my.id wrote website requirement docs fixed grammar errors and typos (thanks claude) remove outdated docs notice replaced part-of.my.id’s v1 website with placeholder for v2 last final touch ups v2 website should be live now"}, {"post_id": 47536, "ts": "2026-08-15T14:44:42Z", "hours": 2.2581, "text": "mostly spent fiddling with a bit of ai and doing finishing touches before deployment. this was supposed to be 2 devlogs but i forgot to post and just continued coding but oh well. a lot of styling tweaks for markdown displays and forms install marked alert plugin for gfm alert blockquotes scrollbar, article, disabled button, and other element styling made footer stick to the bottom regardless of content height move loaddoc function to lib for use in other pages such as query function to remove apex domains from query if present implement subdomain suggestions html structure readme display for announcements loading indicator texts change nav link from config to query after this im gonna write docs/requirement.md and polish the github org a bit before shipping (hopefully) tomorrow"}, {"post_id": 47253, "ts": "2026-08-15T01:50:28Z", "hours": 1.3742, "text": "split time between website and register docs, bc i keep going back and forth and cant decide whether the website or the docs are more important. anyways register: create base doc files for quickstart and requirements write docs for quickstart guide remove cringy line on the register repo readme website-v2: made a base domain query page (unfinished) new page-container class in global styles used for consistent margin and padding fix link styles in docs handle form submission for homepage subdomain search better query param handling for docs loaddoc function tweaks for handling input styling changes to docs"}, {"post_id": 45763, "ts": "2026-08-12T13:47:31Z", "hours": 1.5139, "text": "felt productive again somehow during a school night made docs page under /d/[document name] implement markdown fetching from github raw api implement docs nav via hardcoded object for paths installed marked styled docs markdown render using tailwind typography plugin updated whole website to use lora font fixed some homepage paragraph wordings fixed some elements to use correct cursor move some styles to global app.css fixed mobile spacing for header and footer"}, {"post_id": 43670, "ts": "2026-08-09T02:03:31Z", "hours": 1.1919, "text": "thats a pretty good amount of time accumulated purely writing docs new markdown files under /docs for documentation and usage guides wrote raw references for filesystem structure and json schemas"}, {"post_id": 43375, "ts": "2026-08-08T16:04:06Z", "hours": 0.6681, "text": "small devlog but prob worth mentioning well the actions script failed due to worker routes being read only. i decided to use dnscontrol’s built in CF_REDIRECT record for this instead and also update it due to missmatch TTL from dev with prod. apparently this caused an error because actions kept failing to deploy due to missing creds. after a while of debugging and headbanging, i folded and attempted to use github copilot agent to try and fix it (hehe pr number 67) but that didnt do the trick. it was only when i checked the repo secrets that i realized the env variable is called CF_API_TOKEN and not CLOUDFLARE_API_TOKEN. that was like hours of my time spent away debugging instead of working on the website like i planned but oh well no changelog list because im gen tired rn like its 11.00pm wiuriuhewuhfiuwhfihewiuhih"}, {"post_id": 43319, "ts": "2026-08-08T14:49:31Z", "hours": 1.8528, "text": "took longer than expected, now im rewriting the dnscontrol script for deploying dns records to support multiple apex domains. this was rather challenging due to dnscontrol’s heavily limited dsl and language features, but eventually it works and now i just need to add documentation in markdown. fix type errors and cleanup code in dnscontrol.js before rewrite cleanup unused scripts and nix files remove nix branch (previous plan but support was too limited to be reliable) modified json schema so now “record” key is “records” (plural) update github action yaml files as well as fix old file paths"}, {"post_id": 43146, "ts": "2026-08-08T07:52:31Z", "hours": 1.4406, "text": "mhm not bad so to say reordered fetch function calls for stats display adjusted the typing and count functions for smootheness use lavender as the primary color complete homepage sections (mostly copied from the old site) add a footer and yes i made the github logo cyan but cmon we need some colors here"}, {"post_id": 41933, "ts": "2026-08-06T13:42:52Z", "hours": 1.1564, "text": "back after a long procrastination and burn out period. made stats counter increment one by one when loaded using js function by copilot made main title typing using js function by copilot added a little info bar indicating new subdomain available for registration added forum/search bar for registering new domains added grid dot background from my personal site added a nav bar added small about me, wip for continuation on the main landing page"}, {"post_id": 35748, "ts": "2026-07-27T11:57:51Z", "hours": 0.595, "text": "humble beginnings :D init sveltekit with tailwind installed tailwind typography and forums plugins installed catppuccin color theme made initial base home page design"}]...
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Title: part-of.my.id revived by @satr14 | Stardanc Title: part-of.my.id revived by @satr14 | Stardance
Devlogs:
humble beginnings :D init sveltekit with tailwind installed tailwind typography and forums plugins installed catppuccin color theme made initial base home page design
back after a long procrastination and burn out period. made stats counter increment one by one when loaded using js function by copilot made main title typing using js function by copilot added a little info bar indicating new subdomain available for registration added forum/search bar for registering new domains added grid dot background from my personal site added a nav bar added small about me, wip for continuation on the main landing page
mhm not bad so to say reordered fetch function calls for stats display adjusted the typing and count functions for smootheness use lavender as the primary color complete homepage sections (mostly copied from the old site) add a footer and yes i made the github logo cyan but cmon we need some colors here
took longer than expected, now im rewriting the dnscontrol script for deploying dns records to support multiple apex domains. this was rather challenging due to dnscontrol’s heavily limited dsl and language features, but eventually it works and now i just need to add documentation in markdown. fix type errors and cleanup code in dnscontrol.js before rewrite cleanup unused scripts and nix files remove nix branch (previous plan but support was too limited to be reliable) modified json schema so now “record” key is “records” (plural) update github action yaml files as well as fix old file paths
small devlog but prob worth mentioning well the actions script failed due to worker routes being read only. i decided to use dnscontrol’s built in CF_REDIRECT record for this instead and also update it due to missmatch TTL from dev with prod. apparently this caused an error because actions kept failing to deploy due to missing creds. after a while of debugging and headbanging, i folded and attempted to use github copilot agent to try and fix it (hehe pr number 67) but that didnt do the trick. it was only when i checked the repo secrets that i realized the env variable is called CF_API_TOKEN and not CLOUDFLARE_API_TOKEN. that was like hours of my time spent away debugging instead of working on the website like i planned but oh well no changelog list because im gen tired rn like its 11.00pm wiuriuhewuhfiuwhfihewiuhih
thats a pretty good amount of time accumulated purely writing docs new markdown files under /docs for documentation and usage guides wrote raw references for filesystem structure and json schemas
felt productive again somehow during a school night made docs page under /d/[document name] implement markdown fetching from github raw api implement docs nav via hardcoded object for paths installed marked styled docs markdown render using tailwind typography plugin updated whole website to use lora font fixed some homepage paragraph wordings fixed some elements to use correct cursor move some styles to global app.css fixed mobile spacing for header and footer
split time between website and register docs, bc i keep going back and forth and cant decide whether the website or the docs are more important. anyways register: create base doc files for quickstart and requirements write docs for quickstart guide remove cringy line on the register repo readme website-v2: made a base domain query page (unfinished) new page-container class in global styles used for consistent margin and padding fix link styles in docs handle form submission for homepage subdomain search better query param handling for docs loaddoc function tweaks for handling input styling changes to docs
mostly spent fiddling with a bit of ai and doing finishing touches before deployment. this was supposed to be 2 devlogs but i forgot to post and just continued coding but oh well. a lot of styling tweaks for markdown displays and forms install marked alert plugin for gfm alert blockquotes scrollbar, article, disabled button, and other element styling made footer stick to the bottom regardless of content height move loaddoc function to lib for use in other pages such as query function to remove apex domains from query if present implement subdomain suggestions html structure readme display for announcements loading indicator texts change nav link from config to query after this im gonna write docs/requirement.md and polish the github org a bit before shipping (hopefully) tomorrow
fix wrong key on website add discord domain verification record for is-my.id wrote website requirement docs fixed grammar errors and typos (thanks claude) remove outdated docs notice replaced part-of.my.id’s v1 website with placeholder for v2 last final touch ups v2 website should be live now
added important links polished org readme added a profile picture for the org and website add a nametag gimmick on the website (desktop only)
changes are half complete but i decided to devlog rn to keep things short. please note these changes arent pushed yet as im writing this website: rename /q and /d to /query and /docs change redirect links to the new routes add background stars from my personal website made a records page for creating subdomains and editing existing records (incomplete) implemented fetch function for getting records change query link to redirect to record page register: replace /docs/*.md code blocks to actual doc links only resolvable when viewed from the main website
almost forgot to devlog! anyways website: made a draft object for the form, should make interactivity easier to implement styling for checkbox, hr, and disabled input elements made an ARRAY_RECORDS string for supported records in type of string[] implemented form for registering subdomain records made readonly if subdomain is taken
edit: okay so i forgot some other changes but i cant really add those minutes to this devlog so ill just put the change here: added a character limit to the homepage search input (register repo) add a tip in quickstart doc about webui registering end of edit add warning texts for empty records and submit button pretty format resulting json enforced populated records instead of allowing empty domain registration form layout styling tweaks and fixes to inconsistency spacing add a success page that waits 5 seconds before opening github and displays next steps change submit functionality to redirect to success page code cleanup from unused variables and inconsistent spacings
okay well ships on this project isnt really doing the best in terms of stardance output, so i really need to address a lot of these critics if i want good multipliers. anyways so most of the time here is spent on writing ci tests for the register repo. however, i decided to scratch the majority of this code due to poor implementation execution. so this devlog will only have commits resolving some critics. website: fix z-index header bug where some elements would appear above the bar add a warning tip to the website repo readme for anyone who ends up there instead of the register repo changed the view source link for this project on stardance to redirect to the register repo updated the readme (adapted from my personal website repo readme) register: (scratched) test framework with raw js and bun add a tip for registering via web ui last commits from git repos (pinpoint for writing the next devlogs): register: 1564638a6d7eccc495a89948145898d0e4a1ddfc a1e2b4e4cf511f921ffc6b78bca260133afe4e7d okay a bit of a rant but school is starting to burn me out again. honestly i already got my certificate but now my motivator is gonna be the shop items. (i havent spent anything yet, not even for domain grants) im saving up and will spend after stardance ends. i am planning to hopefully do at least 1 - 1.5 hours on weekdays and hopefully overtime on weekends. we’ll see how that turns out i guess.
split time between writing docs (uncommited, might be discarded due to low quality) and writing tests leveraging bun apis. these tests are not completed, therefore they wont be used for github actions pr check workflows (yet). wrote docs: beginners guide (partial) and unsupported services (empty) extracted typescript types and constant to schema.ts for use in test units initialized bun for package management in the future if needed created deep.test.ts wrote test for checking unknown files outside of the /domains/[apex] directories wrote test for checking file names valid subdomain fqdns wrote test for checking if json is valid and parse-able
so mostly focused on improving the register repo and docs experience as i feel like the website is established and complete at this point. i am still learning the bun/jest api on writing test code so this may not be perfect, but its a start! made a wrapper function for looping through subdomain files using callbacks and bun fs api improve regex checks for ipv4, ipv6, and fqdns based on ajv-formats npm package (regex is copied pasted from source code rather than installing the package directly as that introduces bloat and dependency management) slight fixed to tests handling promises (still rather broken but ill fix that later) add new constants for looping though records made a helper function to read subdomain file and parse the json. both using bun fs api update all test fail messages to print file paths for easy tracing new test to check schema structure and record values using ip and domain regexes
ts is me with random lock in phases: still not fully implemented to be included with the testing workflow, i have a lot of features planned but i prefer to finish this first. better error messages for expect fails extra checks for empty objects, arrays, and strings made most/all tests use testing api specifics rather than a conditional check if expression is true (for better error messages) add a check for capping filenames to less than 245 characters (as per dns hostname rules) checks for nested apex in filenames (example: steve.is-my.id.json is invalid) reorder some tests add a check for uppercase letters (one of the existing subdomains violated this rule so i fixed it manually) add a check for repeated dashes (–) as the current regex doesnt catch this and i didnt feel like changing it created empty tests as drafts for later to be implemented remove unused ALIAS record handling as it was used internally but not needed anymore
made a new field in the getDomainRecords helper function to check for file existance and handle json parse fails made a new helper function to generate subdomain file path based of apex and subdomain changed tests to use the new implementation of getDomainRecords implemented tests for cloudflare proxied rules implemented tests for dns limitation rules implemented tests for root and nested subdomain ownership
last commit hash: 2d191fa190db7b3904256e96b27dd6608d42af56 fix existing record files failing the test fix test to exclude .json extension during name length test add a check for unknown and typoed keys added draft tests for website reachability made draft/empty tests fail on purpose check subdomain if containing any apexes minify some parts of the code to one liners made ownership checks per level (a.b.c.json checks for b.c.json and c.json instead of just c.json) added safeguards to not print multiple failures if root cause is erroring out to make sure errors are readable reorder some tests to run first than others used node:path’s path.join for path handling moved json parsing expect calls to helper function for reading json to eliminate repeated code made most of the error messages clearer to follow
last commit hash: 72f864ff282701585c5d43d5818a5ee22c29e168 supposed to be 3 separate devlogs but i genuinely forgot to. so im gonna split this changelog to categories. bun test validation: add github helpers for fetching diff and raw files from commit and raw urls implemented tests for checking changed file owners against pr author added a bypass label for ownership transfer extra types and functiong tweaks to existing library apis skipped pr author check if pr number for checking isnt present remove uneeded exports in some files as most are internal use optional chaining for clearer error messages in ci project structuring: split deep.test.ts to multiple focused files instead of relying on describe() grouping split helpers, constants, and types into a their own library file move tests and shared libs into /scripts/lib and /script/tests respectively github actions: wire bun tests into ci updated ci triggers for prs, manual, and push settings removed step for validating with json schema in favor of bun tests rename a couple of step and job names for clarity misc: add some missing semicolons tab space consistency fix a couple of variable names
last commit hashes: website: 8410efa3debca260451e80b206b2ec8923a45c7c register: a1aefd289360a874e40e09c9b2817501d3b2590f i again forgot to devlog so heres more category based changelogs. after this im gonna add support for redirect record in the web ui website: added table of supported services docs added styling for article tables adjust minor ux tweaks for a better experience maintenance: run bun update to update deps and lockfile add a short 4 step tldr on the website landing page add a short tldr in the quickstart guide register: added new record type: REDIRECT, a cloudflare single redirect rule powered 302 redirect implemented tests for redirect wrote docs in references.md about new REDIRECT record migrate hardcoded extracommits into their own domain files added brief registration guide in README wrote new docs for supported services table add tldr for quickstart guide adapted from brief guide in main README register misc: fixed some names in github actions workflow files
last commit hashes: website: f04e761e0557d7c5c7bfd6a680bec5a6cfbca44a register: 154bfb712857b9000d00ba0e6ea613064f367246 last devlog before shipping :D website: added REDIRECT record support to web ui editor (thanks claude) minor ux and styling fixes with labels and lists purely and only server side render docs page reworked steps section to be more appealing register: added small note to docs in the supported services section for when you want to add a supported service thats not listed
last commit hashes: website: a4917bbdf5899623b6dfcae356e01572dfbceb05 realized there were some issues after shipping so im fixing them now. got a near perfect lighthouse score :D fix responsive size on landing page cards added missing meta tags for SEO added banner for meta tags handle github rate limiting on landing page fix accessibility on landing page buttons optimized github avatar images fetching to fixed size fix document heading hierarchy code cleanup removing unused comments font optimizations with preconnect hints and preload tricks
last commit hashes: website: d27e3b5f90cfcb4a59d39a6fe507c45388a323ec register: 24080879b4fbb1bb8c9e436dc8f2bdefce64af4f energy on mondays to work on this phew website: added doc entry for faq page added support email in website footer adjusted spacing and sizing on containers to make other elements visible handle disabled js for forum and counter integrate lavender theme throughout landing page added table of contents to docs page via marked plugin for gfm heading ids mobile input layout fixes for records web ui page register: added domain configurations for google search console and cloudflare email routing for support email added ignore directive to dnscontrol for cloudflare managed records added extra rules against vibe coded websites github workflow file fix causing some checks to skip grammar fix across markdown files (thank you claude copilot) added pr labeling automation for detecting non domain changes in a pr quickly modified dnscontrol script to add incrementing mx priorities based on order of entry clarify rough points within documentations added draft beginner guide docs added new documentation for frequently asked questions code cleanup: remove comments, fix indentation reorganizing files and directories to put images in appropriate locations fix gfm blockquote alert usages added all full records to example file contents in reference documentation
a bit of a rant before anything, PLEASE JUST DO YOUR RESEARCH BEFORE RATTING MY PROJECT. may come off as mean but please. yall asked for detailed and concrete docs and end up saying its “too long” like bro 😭. i do have one more plan for tutorials to make it easy. but if this doesnt help then go rtfm last commit hashes: website: 122e3777c7c52e7bf05a8a32f7e4f91b11d09ada register: d7ac98d86913daad3c18260120e41dda2873f8ef got stacks of homework today so i cant really do my 2 hour daily goal rn unfortunately :( but trust me, i will get that 11 hour weekly website: rename doc link “requirements” to “terms” new favicon of indonesian flag (using emoji variation from discord/twitter) might use this for a logo later code cleanup and simplification remove unused variables in code query page with ssr optimizations moved /query/[query] to /query handled passing subdomain query to form body changed landing and query page to use sveltekit form actions made readme announcement fetching ssr hide subdomains when query is empty made apex listing ssr register: fixed github actions workflow labeler created issue templates for bug report, abuse report, and support questions added abuse report information and email to main readme changed query url to match website
i forgot to devlog yesterday ;-; also i was supposed to work on other important aspects like the tutorial and barely finished pages. but ngl looking at the existing pages and adding small improvements and tiny details just feels more relaxing for me. but i still need to do that tutorial because stardance said so ;-; last commit hashes: website: 2de11547f2cc7e0b8ad3c107fbee8d44e0a97682 register: 2e183b224fdce4811b05c89b9f594551c13a7dad lowk idk when but i got mystery motivation and im racking up good amount of hours/day. i do have a goal rn to try and buy an bambu lab 3d printer so thats prob a contributor to my motivation. website: code cleanup, remove unused typescript code import use tables in record forum page for consistent spacing fix hover confusion on disabled inputs by disabling hover background color change remove unnecesarry label (just please research about dns 😭 ) added more dividers to records form page add clarification that subdomain descriptions are optional make pfp previews link to github profiles bug fix to REDIRECT records on read only mode improve table of contents styling to tree like stem made toc and md parser function also generate heading numbering (e.g. 1.2.3) (unused for now) code cleanup, remove empty new lines to compact code made table of contents entry highlight depending on view (js required) close table of contents in docs by default tweaked query page styles for showing borders set disabled state as default in records form hide checkmark if input is disabled added fork warning in records page added the ability to edit registered subdomain hide table inputs if empty register: clarity to reference docs regarding CNAME and REDIRECT changed heading level in Terms of Service AI section
all my energy went into working at the weekdays 😭 now im hella tired. either that or im procrastinating more. last commit hashes: website: e4e59479ec953dcfb63e0965518d35906ab625e8 im still hopping i can at least reach 11h a week for my goal. training before i switch to another ysws when stardance ends fr website: code cleanup, add missing semicolons and remove unused imports added common issues help guides with screenshots to next steps page added back to query link for record editor page unified box styling across the site for consistent design made edit button in record editor yellow if subdomain taken grammar fix to landing page paragraph :p query page: moved announcement to the bottom of the page minor styling changes to borders, seperators, text selection, and cursors
genuinely so tired for some reason. prob from playing mc recently and dying and lossing my stuff to despawn timer. OKAY! enough trauma dumping. we got work to do last commit hashes: website: e4e59479ec953dcfb63e0965518d35906ab625e8 register: mostly a lot of janitor work: code cleanup and directory reordering. but theres also an auto formatter in the workflow now! website: fix heading centering from last devlog, found bug after testing mobile view register: move dnsconfig.js to /scripts/bin for organization installed oxfmt for formatting files added bun fmt script to package.json added oxfmt config file with exclusion rule on everything but /domains formatted every domain file using oxfmt added notes for cf tunnels in /docs/services.md (unsupported services) add prettify/formatting workflow for every push code cleanup: remove unused nodejs step in workflow file, were using bun anyways code cleanup: whitespace and newline removal add tip and caution alerts in quickstart guide regarding pr checklist and prettify formatting
this is when im starting to head bang a lot, because of an undocumented github feature ive been relying on for web ui editor. last commit hashes: website: f1e3a4387e6780d61bc55feeead37ead03ec3b0a register: 5625239d30e691ace298336953d663b6e396c0e3 so ive been using github’s REPO/new/branch/PATH?filenam=A&value=B query params for prefilling records in the web ui editor form. during testing, i noticed that for some reason JSON.stringify isnt formatting the json when i open it on github. after a bit of testing, turns out github minifies valid json input. when i tried some string concats with JSON.stringify output that produced invalid json then the indentation returns. this is rather confusing and frustrating. even tho the ci now handles formatting, its still a pain for pr reviewing to review unformatted, one-line json files. due to github not really documenting this feature well, i suppose we have to live with it. i do have plans later to possibly use octokit instead for pr generation, but thats a lot more work i dont have time for. anyways, i didnt feel like writing changelog so ill just say it in brief. i added email regex checks to the ci as well as formatting warnings. and for the web ui, i made an advanced view to show raw json and the file path in case someone is willing to do it themselves. i also fixed a lot of the unserious things i threw around the success page like the ??? step
well more time without devlogs, but i didnt work on anything massive anyways so should be fine. last commit hashes: website: 6fee809e77174f42e3ece9c71d2d8b6a95120d69 register: 4c1860c68904c5378a761a100013ce3da8836771 this is gonna be the last devlog before i ship for the last time. or not, but ill most likely work on other projects. i do still have 1 more thing to do which i might or might not do. depending on how hard it ends up being. then again i am paid by the hour sooo….. but school is starting to get busy again so ig we’ll see register: completed the draft /docs/domains101.md doc for introduction to the service website: add handler for /docs/[empty] to redirect to first in line defined doc moved loadDoc helper function to $lib added a loading bar for indicating page load in progress add previous and next buttons to the bottom of docs page added domains101 doc entry
Ships:
VERSION 2.0 IS LIVE Registration instructions are available on the website. part-of.my.id is a free subdomain service that allows you to get a sleek lookin your-name.part-of.my.id domain instead of a the boring old one that hosting providers provide like pages.dev, github.io, etc. This rewrite brings to you: Multi apex domain support for the new domain: is-my.id A sleek redesigned main website and documentation
this should have improvements from last ship’s suggestions and feedback /record and /success page for generating json fixed broken links (no /d or /q anymore) added background elements to make website feel more alive
okay a LOT OF NEW FEATURES and improvements from last devlog feedback: subdomain service: NEW record: REDIRECT, a CloudFlare Single Redirect Rule powered robust tests using bun’s built in jest compatible testing API website & docs: NEW docs: /services, listing all known tested and working services tldr in the docs and README for quick registration support for REDIRECT records in webui editor short consice guide for registering...
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Storm Glide by @thenetheritedog | Stardance
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thenetheritedog
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69.0
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430
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T01:20:17Z", "hours": 69.0, "multiplier": 6.27, "payout": 430, "blessing": "neutral", "text": "Storm glide is a 3D action platformer where you are gliding down a stormy mountain. In order to do you must use the caves meaning you must keep your glider intact and avoid the obstacles. Holding onto the glider will cause it to fall faster meaning you have to manage how long you stay on it. Your able to grapple and wall run for extra help. You can test it in the Itch.io page on your web, however it needs a PC to run with keyboard and mouse. The struggles of creation were just as expected with how games are made and were in the beginning mostly physics related. They were fixed through trial and error or just left out of the final game. Originally the glider would of had mechanics where you go glide and then soar by pulling back up which never made it to the final game. The models were relatively easy to make however the first design of the character was a cat. Also I had major issues with making the music so it ended up not being the best. I am proud of the renders. Apparently they reminded people so much of the PS1 that a bad edit of one render on a PS1 disc holder was enough for people to think it was real. Even if sent into an art channel. I am also proud of the controls and how fun it was even though it took so long to get the levels right. I don’t know much about how to ship these games to be honest, I have turned in 1 other project and it got lower results due to lack of dev logging and history so hopefully the read me and other stuff is good enough for this.", "repo": "https://github.com/thenetheritedog/StarDance-Platformer", "demo": "https://netheritedog.itch.io/storm-glide"}]...
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[{"post_id": 74700, "ts": "202 [{"post_id": 74700, "ts": "2026-09-28T01:09:28Z", "hours": 7.1181, "text": "It has been completed the and is on Itch.io We have added decorations and a win screen. Everything that was used for debugging is removed. The game is able to be played on web and everything is now over. It is all done"}, {"post_id": 70437, "ts": "2026-09-19T05:59:06Z", "hours": 8.6503, "text": "Levels are made I honestly forgot to track unity time so it’s a lot more time then actually logged. Ok first of all we have a win screen added and a new glider model, next we have a lock on indicator for your grapple. Bugs: Physics bugs exist and make me mad Potential solutions: Remove rotating player model on sloped surfaces. limit slopes. ignore it. I am probably going to finish it this weekend as I just want the CPU grant at this point. Also I did a lot of shader testing and this was the best i could do"}, {"post_id": 48682, "ts": "2026-08-17T05:53:35Z", "hours": 4.5081, "text": "NEW LEVELS, now when you reach the end of a level with your glider you win the level. This is done by just deleting the level and finding the level with the next number in the resources.load. I feel as if I am another 10-20 hours away from finishing this as I still need more levels. Better visuals for said levels. Title screen and maybe some simple 90s CGI animations. A new PS1 filter . And maybe a wind mechanic? I’ll keep you all updated on this. Also there is a release to test this"}, {"post_id": 46569, "ts": "2026-08-13T21:54:55Z", "hours": 8.1131, "text": "Storm Glide has a new banner and new levels are in the works. Also a CGI character built for renders is made using high subdivision counts, procedural texturing, procedural effects and a rendering system that is low intensive to really recreate that 90s CGI look"}, {"post_id": 44879, "ts": "2026-08-10T22:25:28Z", "hours": 6.7169, "text": "While I did not finish the cave like I said I would I did make a prerelease build available now and add a pause menu. I will either make a title screen next or the cave. Please check it out I want play testers, however it does not work on the web. I just realized the pause menu is broken so I’ll fix that too"}, {"post_id": 43811, "ts": "2026-08-09T07:38:03Z", "hours": 6.8208, "text": "It took me a while but I finished the animations and had to fight unity about the way the animations were shown however it is done. For some reason Unity instead of making forward for the animation what I said in the modeling program just made up forward based on the hip rotation? So I fixed that by changing import settings. Model is based off a paraglider I thought of in my head and the animations show that. I was going to make a glider animation but the grapple animation already fits with it so I might not. Slight CRT filter added will refine, stone texture as place holder I will make a new cave for the next devlog, maybe I’ll also fix the glider. I’m tired as hell so I’m going to bed now"}, {"post_id": 43177, "ts": "2026-08-08T09:20:56Z", "hours": 4.7072, "text": "Music and Model have been actually added into the game. So in the game now you have some visuals and audio to look at besides the most basic things. Animations are not finished and should end up being finished tomorrow. The running, walking and idle are in the game though. Music is probably final unless I really hate it. Also in the video you can see spikes and the void killing you."}, {"post_id": 42451, "ts": "2026-08-07T05:40:44Z", "hours": 2.2183, "text": "Spikes, effects and speed lines have been added. A song and model are in progress I am nearing the end of the features I want to add to the game. Next I will work on the visuals and story. Story is currently you are performing a stunt where you paraglide through a storm. In order to do this you are going through caves down a mountain. I will probably refine both the model and music but for now they work. Spikes are just if you hit them it resets everything, speedlines and running smoke are both particles, speedlines just being out of view at lower FOVs which go up as you gain speed. Smoke becomes more and more the faster you go. Gliding can go through spikes (Will change but rn need for testing levels) Also I added a cat model project I was thinking of adding into the game so I got the time from it, so a half hour of this was from that."}, {"post_id": 41851, "ts": "2026-08-06T10:12:52Z", "hours": 5.1969, "text": "Glider and Grapple update. What was added Well I have added a glider that you can grapple on to, increasing the weight and falling speed of it while doing so. You also can use your speed to push it faster. The grapple also now has a normal stat that lets me set the players rotation once in it allowing for smoother wall running. Reason why it took so long I wanted some aerodynamic glider but got stuck between it being overpowered, broken, or not fun in its intended use. Game idea is now Decided You are a mountain climber needing to get down, you have a glider however due to the storm you cannot dive through normally meaning you have to go down the mountain through the caves. The deeper you go the more you unveil. Next is probably music."}, {"post_id": 40602, "ts": "2026-08-04T08:05:22Z", "hours": 5.2825, "text": "Grappling hook added, polished, terrain testing and a new obstacle course added…. also I tried fixing slopes again and they still are alright So I currently don’t know what to add next or what the main character will be, I have an old model I might be able to use that I made for a different game that I didn’t finish. I did turn it in however as part of a website so I might not be able to use it. My ideas for what next will be added is particles, character, environment and maybe some new cool ability. Issues: Wallrun acts weird on curved surfaces Slopes are still buggy Camera is a bit weird I will probably start a thread on slack about this. I don’t have a clue what to do for 3d platforming. (Maybe something involving a mountain and gliding?) Hard to keep motivation, might just deal with the weird bugs and wait to fix them. Probably will do music or art next devlog."}, {"post_id": 39329, "ts": "2026-08-02T07:37:15Z", "hours": 6.4725, "text": "Wall slide is here, slopes also have been fixed and give you a velocity boost to show you gaining speed while going down and losing speed going up. Otherwise I have a cat model made but I don’t know if imma keep it."}, {"post_id": 38469, "ts": "2026-07-31T21:10:23Z", "hours": 2.8192, "text": "Basic controls added. Character can move jump, hold jump, walk up and down slopes, turn camera and have a little bit of time after falling to jump (coyote time). Next I will probably add a sprint. fix up collision issues and make a model for the character."}]...
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Title: Storm Glide by @thenetheritedog | Stardance Title: Storm Glide by @thenetheritedog | Stardance
Devlogs:
Basic controls added. Character can move jump, hold jump, walk up and down slopes, turn camera and have a little bit of time after falling to jump (coyote time). Next I will probably add a sprint. fix up collision issues and make a model for the character.
Wall slide is here, slopes also have been fixed and give you a velocity boost to show you gaining speed while going down and losing speed going up. Otherwise I have a cat model made but I don’t know if imma keep it.
Grappling hook added, polished, terrain testing and a new obstacle course added…. also I tried fixing slopes again and they still are alright So I currently don’t know what to add next or what the main character will be, I have an old model I might be able to use that I made for a different game that I didn’t finish. I did turn it in however as part of a website so I might not be able to use it. My ideas for what next will be added is particles, character, environment and maybe some new cool ability. Issues: Wallrun acts weird on curved surfaces Slopes are still buggy Camera is a bit weird I will probably start a thread on slack about this. I don’t have a clue what to do for 3d platforming. (Maybe something involving a mountain and gliding?) Hard to keep motivation, might just deal with the weird bugs and wait to fix them. Probably will do music or art next devlog.
Glider and Grapple update. What was added Well I have added a glider that you can grapple on to, increasing the weight and falling speed of it while doing so. You also can use your speed to push it faster. The grapple also now has a normal stat that lets me set the players rotation once in it allowing for smoother wall running. Reason why it took so long I wanted some aerodynamic glider but got stuck between it being overpowered, broken, or not fun in its intended use. Game idea is now Decided You are a mountain climber needing to get down, you have a glider however due to the storm you cannot dive through normally meaning you have to go down the mountain through the caves. The deeper you go the more you unveil. Next is probably music.
Spikes, effects and speed lines have been added. A song and model are in progress I am nearing the end of the features I want to add to the game. Next I will work on the visuals and story. Story is currently you are performing a stunt where you paraglide through a storm. In order to do this you are going through caves down a mountain. I will probably refine both the model and music but for now they work. Spikes are just if you hit them it resets everything, speedlines and running smoke are both particles, speedlines just being out of view at lower FOVs which go up as you gain speed. Smoke becomes more and more the faster you go. Gliding can go through spikes (Will change but rn need for testing levels) Also I added a cat model project I was thinking of adding into the game so I got the time from it, so a half hour of this was from that.
Music and Model have been actually added into the game. So in the game now you have some visuals and audio to look at besides the most basic things. Animations are not finished and should end up being finished tomorrow. The running, walking and idle are in the game though. Music is probably final unless I really hate it. Also in the video you can see spikes and the void killing you.
It took me a while but I finished the animations and had to fight unity about the way the animations were shown however it is done. For some reason Unity instead of making forward for the animation what I said in the modeling program just made up forward based on the hip rotation? So I fixed that by changing import settings. Model is based off a paraglider I thought of in my head and the animations show that. I was going to make a glider animation but the grapple animation already fits with it so I might not. Slight CRT filter added will refine, stone texture as place holder I will make a new cave for the next devlog, maybe I’ll also fix the glider. I’m tired as hell so I’m going to bed now
While I did not finish the cave like I said I would I did make a prerelease build available now and add a pause menu. I will either make a title screen next or the cave. Please check it out I want play testers, however it does not work on the web. I just realized the pause menu is broken so I’ll fix that too
Storm Glide has a new banner and new levels are in the works. Also a CGI character built for renders is made using high subdivision counts, procedural texturing, procedural effects and a rendering system that is low intensive to really recreate that 90s CGI look
NEW LEVELS, now when you reach the end of a level with your glider you win the level. This is done by just deleting the level and finding the level with the next number in the resources.load. I feel as if I am another 10-20 hours away from finishing this as I still need more levels. Better visuals for said levels. Title screen and maybe some simple 90s CGI animations. A new PS1 filter . And maybe a wind mechanic? I’ll keep you all updated on this. Also there is a release to test this
Levels are made I honestly forgot to track unity time so it’s a lot more time then actually logged. Ok first of all we have a win screen added and a new glider model, next we have a lock on indicator for your grapple. Bugs: Physics bugs exist and make me mad Potential solutions: Remove rotating player model on sloped surfaces. limit slopes. ignore it. I am probably going to finish it this weekend as I just want the CPU grant at this point. Also I did a lot of shader testing and this was the best i could do
It has been completed the and is on Itch.io We have added decorations and a win screen. Everything that was used for debugging is removed. The game is able to be played on web and everything is now over. It is all done
Ships:
Storm glide is a 3D action platformer where you are gliding down a stormy mountain. In order to do you must use the caves meaning you must keep your glider intact and avoid the obstacles. Holding onto the glider will cause it to fall faster meaning you have to manage how long you stay on it. Your able to grapple and wall run for extra help. You can test it in the Itch.io page on your web, however it needs a PC to run with keyboard and mouse. The struggles of creation were just as expected with how games are made and were in the beginning mostly physics related. They were fixed through trial and error or just left out of the final game. Originally the glider would of had mechanics where you go glide and then soar by pulling back up which never made it to the final game. The models were relatively easy to make however the first design of the character was a cat. Also I had major issues with making the music so it ended up not being the best. I am proud of the renders. Apparently they reminded people so much of the PS1 that a bad edit of one render on a PS1 disc holder was enough for people to think it was real. Even if sent into an art channel. I am also proud of the controls and how fun it was even though it took so long to get the levels right. I don’t know much about how to ship these games to be honest, I have turned in 1 other project and it got lower results due to lack of dev logging and history so hopefully the read me and other stuff is good enough for this....
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1793004480.7582178
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1793090880.7582178
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24383
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Magic Chainsaw ⛓️ - fruitninja chainsaw game by @a Magic Chainsaw ⛓️ - fruitninja chainsaw game by @ar-bh | Stardance...
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ar-bh
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1
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29.0
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429
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-17T19:42:48Z", "hours": 29.0, "multiplier": 14.74, "payout": 429, "blessing": "neutral", "text": "PLEASE HELP ME WIN AN XBOX! A game inspired by griffpatch’s scratch game: 15% In 15% you have to enter cutting mode, by pressing “e” or your mouse and then cut the shape to an area of less than 15%. But be careful because if you fail and accidentally seperate the pointers, you lose! (all instructions can be found in the game) Get to as high a level as you can, and the levels keep getting harder! Good luck and have fun!", "repo": "https://github.com/ar-bh/15percent", "demo": "https://ar-bh.github.io/15percent/"}]...
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[{"post_id": 30110, "ts": "202 [{"post_id": 30110, "ts": "2026-07-17T12:57:23Z", "hours": 0.4214, "text": "First game ship ready I think"}, {"post_id": 29841, "ts": "2026-07-16T23:59:11Z", "hours": 1.0469, "text": "Refactored my code and got rid of everything unnecessary next I will probably change my title screen"}, {"post_id": 29804, "ts": "2026-07-16T22:53:09Z", "hours": 0.6169, "text": "Made a plan Eventually I want the game to work on steam so it has to have solid replayability, so I started working using gemini and google docs on a gameplan and content guide"}, {"post_id": 29071, "ts": "2026-07-15T18:32:43Z", "hours": 1.1842, "text": "added index.html on git"}, {"post_id": 28607, "ts": "2026-07-14T23:13:32Z", "hours": 0.5411, "text": "It’s not worth adding a video but I added a togglable debug mode with cmd4 to make things easier for me picture of chainsaw man because i want to implement him in my game somehwo"}, {"post_id": 28572, "ts": "2026-07-14T22:04:55Z", "hours": 1.595, "text": "I added the pointers this took a lot of work for some reason there are still some bugs though and features to add the features include the losing system (making sure that if pointers are seperated, the game ends with a loss) the bugs include the cutting because sometimes it will cut the part that the pointers are included in, like if they are in the smaller polygon of the cut (which is the one that gets deleted) I need to edit the code that chooses which polygon is eliminated so the ones with the pointer never get eliminated"}, {"post_id": 28430, "ts": "2026-07-14T17:45:45Z", "hours": 0.5825, "text": "Animations next is themes and outlines, and I will probably remove the modulate tween"}, {"post_id": 27965, "ts": "2026-07-13T22:29:33Z", "hours": 4.3311, "text": "FINALLY FREE I spent SO MUCH TIME fixing this one bug with colors just to realize that it was because my collisionbox2d’s visibility was on. this pissed me off so much and took so much work to realize it wasn’t a code issue anyway i finally got to the cutting, worked on some nice themes, please smash that like button and don’t forget to subscribe thanks look at my video as well, the whole cutting thing took a lot of math and effort and i think i came up with a pretty cool name that i will probably stick with"}, {"post_id": 26258, "ts": "2026-07-10T22:56:03Z", "hours": 1.2194, "text": "Rectangle -> polygon I experimented with ways to apply a polygon because I don’t want my game to have squares/rectangles the entire time"}, {"post_id": 26147, "ts": "2026-07-10T19:29:30Z", "hours": 1.5822, "text": "Devlog #9📝 Prepare 🟩 Learn godot Create basic line addition 🟩 Static line on mouse enter/exit Filter valid lines 🟩 only cross two sides 🟩 mouse clicking (cut mode on) 🟩 mouse velocity high enough 🟥 Stops counting after 0.2 seconds Shape as polygon 🟥 Rename rect / _get_rect_local() -> polygon equivalents (correct calc) 🟥 Rename rect_edges / _get_rect_edges() -> polygon edge list (correct calc) 🟥 Store shape as a point list 🟥 Render shape from that point list (Polygon2D) 🟥 Match collider to the same points (CollisionPolygon2D) 🟥 _is_inside` uses Geometry2D.is_point_in_polygon 🟥 Enter/exit hits use polygon edges (not just 4 rect sides) Perform a real cut 🟥 On valid swipe, get enter + exit points on the polygon 🟥 Split the point list into two polygons along that cut 🟥 Replace the old shape with the two new shapes (visual + collider) 🟥 Remove / ignore the cut line after the split (or keep as VFX only) Cut pieces move 🟥 Put each piece on its own body (RigidBody2D or AnimatableBody2D / manual motion) 🟥 On split, give each piece a velocity away from the cut (impulse / linear_velocity) 🟥 Optional: add gravity / spin so pieces fall and rotate 🟥 Optional: despawn pieces after a short time or off-screen Stop here (matches “until pieces move”) 🛑 🟥 One shape -> swipe -> two pieces fly apart (i used ai to make this devlog but it just turned my attachment into markdown, that’s all)"}, {"post_id": 26048, "ts": "2026-07-10T17:10:49Z", "hours": 1.6294, "text": "first look at core gameplay there was lots of stuff to figure out and lots of debugging but I finally made my first step by drawing lines from where the mouse enters and exits the shape next step is to cut the shape by the line and then calculate area"}, {"post_id": 25605, "ts": "2026-07-09T23:42:01Z", "hours": 1.4781, "text": "Learing complete 🎓 I don’t know everything I need yet but I think I can manage"}, {"post_id": 25328, "ts": "2026-07-09T15:30:32Z", "hours": 1.5222, "text": "Learning milestone #4 Learend how to make a pause screen, it’s clear how I will use this in my game"}, {"post_id": 24912, "ts": "2026-07-08T19:37:09Z", "hours": 5.2356, "text": "🌟 Learning milestone #3! ⭐ This time, I learned a lot about player movement. This will be useful to the pointers that are going to be inside the shape that you are cutting. This took a while because there was a lot to learn about like movements but also themes and how to make a character texture look nice using shading, themes, etc. Also, probably the most interesting, I learned to use GPUParticles2D (i’m building in Godot) to make fire! 🔥 I’m probably not going to directly use fire in my project but I plan on giving the mouse a trail, and I suspect that I can keep a GPUParticles2D node attached to the mouse’s position to keep particles following it. Look at the video for a demonstration:"}, {"post_id": 21079, "ts": "2026-07-02T21:09:52Z", "hours": 1.8511, "text": "Learned even more stuff Basically the same as the last devlog- i followed the tutorial a bit more, so I think I can start building core mechanics now another random screenshot of my code👇"}, {"post_id": 20902, "ts": "2026-07-02T17:02:57Z", "hours": 2.5139, "text": "Learned lots of new stuff I’m following a course right now and I finished a big part of it, so i thought I would make a devlog so the time after this would be counted seperately. random screenshot of my code👇 idk"}, {"post_id": 20383, "ts": "2026-07-01T23:25:43Z", "hours": 1.1367, "text": "I created a semi-working menu Right now, start and quit work and are featured in the attached videos. I still have to start options but that will probably be after the core gameplay Big thanks 🙏 to Gabl on this paltform and itch for my backgrounds, i will change them eventually."}, {"post_id": 20038, "ts": "2026-07-01T15:21:43Z", "hours": 0.6381, "text": "I made a working parallax background I just found some random background for now but I will change it later and make it more interactive to whatever is happening on the screen"}]...
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Title: Magic Chainsaw ⛓️ - fruitninja chainsaw gam Title: Magic Chainsaw ⛓️ - fruitninja chainsaw game by @ar-bh | Stardance
Devlogs:
I made a working parallax background I just found some random background for now but I will change it later and make it more interactive to whatever is happening on the screen
I created a semi-working menu Right now, start and quit work and are featured in the attached videos. I still have to start options but that will probably be after the core gameplay Big thanks 🙏 to Gabl on this paltform and itch for my backgrounds, i will change them eventually.
Learned lots of new stuff I’m following a course right now and I finished a big part of it, so i thought I would make a devlog so the time after this would be counted seperately. random screenshot of my code👇 idk
Learned even more stuff Basically the same as the last devlog- i followed the tutorial a bit more, so I think I can start building core mechanics now another random screenshot of my code👇
🌟 Learning milestone #3! ⭐ This time, I learned a lot about player movement. This will be useful to the pointers that are going to be inside the shape that you are cutting. This took a while because there was a lot to learn about like movements but also themes and how to make a character texture look nice using shading, themes, etc. Also, probably the most interesting, I learned to use GPUParticles2D (i’m building in Godot) to make fire! 🔥 I’m probably not going to directly use fire in my project but I plan on giving the mouse a trail, and I suspect that I can keep a GPUParticles2D node attached to the mouse’s position to keep particles following it. Look at the video for a demonstration:
Learning milestone #4 Learend how to make a pause screen, it’s clear how I will use this in my game
Learing complete 🎓 I don’t know everything I need yet but I think I can manage
first look at core gameplay there was lots of stuff to figure out and lots of debugging but I finally made my first step by drawing lines from where the mouse enters and exits the shape next step is to cut the shape by the line and then calculate area
Devlog #9📝 Prepare 🟩 Learn godot Create basic line addition 🟩 Static line on mouse enter/exit Filter valid lines 🟩 only cross two sides 🟩 mouse clicking (cut mode on) 🟩 mouse velocity high enough 🟥 Stops counting after 0.2 seconds Shape as polygon 🟥 Rename rect / _get_rect_local() -> polygon equivalents (correct calc) 🟥 Rename rect_edges / _get_rect_edges() -> polygon edge list (correct calc) 🟥 Store shape as a point list 🟥 Render shape from that point list (Polygon2D) 🟥 Match collider to the same points (CollisionPolygon2D) 🟥 _is_inside` uses Geometry2D.is_point_in_polygon 🟥 Enter/exit hits use polygon edges (not just 4 rect sides) Perform a real cut 🟥 On valid swipe, get enter + exit points on the polygon 🟥 Split the point list into two polygons along that cut 🟥 Replace the old shape with the two new shapes (visual + collider) 🟥 Remove / ignore the cut line after the split (or keep as VFX only) Cut pieces move 🟥 Put each piece on its own body (RigidBody2D or AnimatableBody2D / manual motion) 🟥 On split, give each piece a velocity away from the cut (impulse / linear_velocity) 🟥 Optional: add gravity / spin so pieces fall and rotate 🟥 Optional: despawn pieces after a short time or off-screen Stop here (matches “until pieces move”) 🛑 🟥 One shape -> swipe -> two pieces fly apart (i used ai to make this devlog but it just turned my attachment into markdown, that’s all)
Rectangle -> polygon I experimented with ways to apply a polygon because I don’t want my game to have squares/rectangles the entire time
FINALLY FREE I spent SO MUCH TIME fixing this one bug with colors just to realize that it was because my collisionbox2d’s visibility was on. this pissed me off so much and took so much work to realize it wasn’t a code issue anyway i finally got to the cutting, worked on some nice themes, please smash that like button and don’t forget to subscribe thanks look at my video as well, the whole cutting thing took a lot of math and effort and i think i came up with a pretty cool name that i will probably stick with
Animations next is themes and outlines, and I will probably remove the modulate tween
I added the pointers this took a lot of work for some reason there are still some bugs though and features to add the features include the losing system (making sure that if pointers are seperated, the game ends with a loss) the bugs include the cutting because sometimes it will cut the part that the pointers are included in, like if they are in the smaller polygon of the cut (which is the one that gets deleted) I need to edit the code that chooses which polygon is eliminated so the ones with the pointer never get eliminated
It’s not worth adding a video but I added a togglable debug mode with cmd4 to make things easier for me picture of chainsaw man because i want to implement him in my game somehwo
added index.html on git
Made a plan Eventually I want the game to work on steam so it has to have solid replayability, so I started working using gemini and google docs on a gameplan and content guide
Refactored my code and got rid of everything unnecessary next I will probably change my title screen
First game ship ready I think
Ships:
PLEASE HELP ME WIN AN XBOX! A game inspired by griffpatch’s scratch game: 15% In 15% you have to enter cutting mode, by pressing “e” or your mouse and then cut the shape to an area of less than 15%. But be careful because if you fail and accidentally seperate the pointers, you lose! (all instructions can be found in the game) Get to as high a level as you can, and the levels keep getting harder! Good luck and have fun!...
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1792986485.9023426
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1793072885.9023426
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25609
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mini swerve modules and chasis by @NIKOLAI_GOGOL44 mini swerve modules and chasis by @NIKOLAI_GOGOL444 | Stardance...
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NIKOLAI_GOGOL444
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1
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86.0
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429
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T14:40:20Z", "hours": 86.0, "multiplier": 5.0, "payout": 429, "blessing": "neutral", "text": "I made a miniature functional swerve chasis modeled after frc swerve drive trains. I am proud of it being my first actual finished project, and challenging thing along the way was definitely learning the new software required to make this.", "repo": "https://github.com/NIKOLAI-GOGOL444/mini-swerve-drive-train", "demo": ""}]...
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[{"post_id": 31281, "ts": "202 [{"post_id": 31281, "ts": "2026-07-19T15:46:26Z", "hours": 4.2267, "text": "Programming complete! PCB time. Today I fixed the issue of module 3’s wheel being offset, and tuned the PID loop. Now the robot finally works well enough to begin pcb design! Designing a pcb will make the final push of testing and programming much easier. I probably wont have may devlogs here for awhile because Im documenting my PCB as a seperate project on hackclub horizons so I can qualify for polaris, but once the pcb is done ill do a final post for this project. This has been very fun, i will definitely do another project before summer ends on stardance."}, {"post_id": 30958, "ts": "2026-07-18T23:34:22Z", "hours": 9.0239, "text": "pid tuning + finding some problems! found some issues in the code varriable defenitions that did not relate to the actual robot, ex some pins were switched that made modules steer backwards rather than the direction intended, mod 3 displacement was wrong. still some issues, like modules 4 and 3 are pretty tense, will have to open them up and see if anythings wrong. probably going to start pcb design about now anyway because I think the code is fine, and I need 20 hours in time to buy a ticket to polaris. anyway super super tired, havent slept in 20 hours :’-)"}, {"post_id": 30569, "ts": "2026-07-18T07:58:33Z", "hours": 7.6264, "text": "pid tuning + debugging. i did some bug fixes with the kinematics code, such as fixing radians to angle conversion that i forgot to add, added a step that accounts from slight added drive speed from steering that happens in coaxial swerve drive, and spent 3 hours trying to fix my multiplexer only to realize i accidentially changed the adress. oops! then, I finally began tuning the pid loop, only to discover that turning is weak because the gears that are attached to the steer motors have bad grip on the shaft, because when I made them i forgot to add wiggle room, so during assembly i would sand the insides, making them too loose. so fixed that and reprinted, now in my next time log i will add the new gears and finish tuning the pid, if thats done then this projects time on stardance is complete! when i finish this project, I defenitley want to do some cool stuf with RFs. defo gonna do another project here on stardance."}, {"post_id": 29394, "ts": "2026-07-16T10:07:22Z", "hours": 9.3406, "text": "BIG devlog tonight! swerve drive kinematics code + some testing! today, I pulled through and did all the kinematics code for the swerve drive. it required using the offsets of the modules from the center, the drive joystick inputs, and the steer joystick inputs to calculate vector length and magnitude, then use those to derive a target angle and speed for each module, then speed is scaled down to fit the (0,4095) PWM range for my motors. the target angle is optimized to switch to a smaller rotation if the angle is above 90 degrees, then it is plugged into a PID loop that helps the steer motor achieve the angle. im super tired its like 6 am over here, so Im going to sleep. tomorrow I will have to replace an encoder that went bad on module two, and tune the PID loop. after that, this project will be complete, and I will begin the second half, which is pcb creation, and I will be documenting that on horizons as a seperate hardware project. :-)"}, {"post_id": 28682, "ts": "2026-07-15T02:36:36Z", "hours": 5.5006, "text": "code and elecronic fixes + new weird issue I dont really remember what I did last night on the robot, I do remember though that one of my encoders went bad so I had to buy a new one, that should come soon. also, all four of my drive motors have stopped reacting to pwm inputs. after peering more, the motors themselves are fine, and even the h brigde is fine because the motors will sometimes twitch abit during startup from floating values. I think It is the code, will look into that tonight. on a good note I have daisychained power to all 4 of my motor controllers, and begun planning out how I want to program my swerves and learning the mathematics needed for that, so Im pretty excited to do that. hopefully I can wrap this project up soon so I can start working On the ISEF project I wanna do with radio waves :-)"}, {"post_id": 27614, "ts": "2026-07-13T11:04:04Z", "hours": 8.6331, "text": "booting difficulties + figured it out + swerve kinematics planning! I was having alot of trouble getting the code to flash to my ESP32. the board would dissapear, loose connection, etc. this began happening after adding alot more components to the board, which eventually led to me learning that some of the pins on my board are completely unuseable due to connections to PSRAM. I need almost all the pins on the board for my project, so I am switching to a different ESP32 model that doesnt have psram, as my project doesnt need all that processing strength. after that, I began learning the kinematics needed to program a swerve drive train, and began taking notes and making plans for code structure, etc."}, {"post_id": 26480, "ts": "2026-07-11T09:26:15Z", "hours": 4.3925, "text": "Soldering electronics to breadboarded system + some coding! Today I soldered all the electronics to the breadboarded system that I haven’t yet, so the breadboarded system is complete and ready to be programmed for 4 modules! I also ran out of I/O pins on my esp32, so I added an I/O extension chip breakout board to the system so I could have enough pins for my drive motors’ encoders, which will be very important for autonomous programs later os For coding, I changed my functions and rewrote some of the code to be suitable for 4 modules, such as changing the drive and steer functions to take an int variable argument of 1 through 4, to control different modules. I also did the same thing for the encoders. I’m tired, so I will sleep, and tomorrow I plan to program the I/O extension chip and the drive encoders, then hopefully get my hands on some 18AWGg wire so I can daisy chain the battery to my four motor controllers, so I can see how just the basic code without any trig math works on my swerve drive train, then just go from there. hopefully this coding stage doesnt take so long, so I can design a pcb! the messy breadboard is stressing me out >_<, also I wanna make my first pcb, working on this project has helped me learn alot more about data protocols and chips, also how to read datasheets, so Id love to figure out kicad and make something using that knowledge, Oh and I really wanna make the pcb cute with decals n stuff lol. Wow, that was a long devlog prob my longest. Oh, one more thing: I’m pretty sure one of my modules steer motors is broken, so I’ll have to open it up and see what is wrong; probably will have an update on that tomorrow."}, {"post_id": 25817, "ts": "2026-07-10T08:58:52Z", "hours": 8.2981, "text": "completed chasis + starting code! I completed the chasis, and I will begin programming. I just noticed my code isnt working for one module and radio system, so im debugging that, then ill probably go to bed and solder the other 3 modules to the system, then program it. I want to have a working system and code before I try making a pcb, so ill have to deal with this wire mess for now :’-)"}, {"post_id": 24585, "ts": "2026-07-08T09:05:41Z", "hours": 1.88, "text": "assembling final chasis began! I finished the first swerve today and screwed it into the chasis as you can see in the picture, and I would have done the other three tonight, however my printer (my moms technicaly, shes a teacher and she bought it for her class using a grant, but she lets me use it lol) is clogged! my mother doesnt want me to touch it so she will fix it soon, so until then I cant print anything :’-( should be fixed in a few days though."}, {"post_id": 23972, "ts": "2026-07-07T06:36:46Z", "hours": 4.15, "text": "assembling some swerve V6 + one minor issue + soldering some components!: I assembled about two swerves, before running out of filament, so ill keep printing once I get my hands on a new roll. as for the meshing issues, they have been fixed now! the gears mesh perfectly. however, there is too much wiggle room for the 48t gear in the bottom shell, which causes meshing issues when the 48t gear shifts out of the center, so Ill have to fix that, but after that the design is perfect! yaaay! other than that, I disasembled the older swerve model ive been using for programming, and soldered its components plus the steer motors."}, {"post_id": 23304, "ts": "2026-07-06T05:39:11Z", "hours": 4.5336, "text": "Finished swerves V^! should be the final deisgn, as I went in and fixed all the design errors I was avoiding. everything looks perfect! hopefuly this is the last iteration, ill print it ASAP and see. (ignore the missing leg thingy, in the redesign both are identical!) these files will be on the repository soon."}, {"post_id": 22707, "ts": "2026-07-05T08:43:38Z", "hours": 7.0681, "text": "swerves V6! began working on (FIINAALL) swerve iteration. V5 wouldve been final if I hadnt ignored super obvi meshing issues.. anyway as you can see meshing is perfect. as you can see by the second photo I got a whole lot done. moral of the story, dont ignore obvious problems until they become a hassle to fix and have you awake at 4:41 am :’-)"}, {"post_id": 22029, "ts": "2026-07-04T08:42:20Z", "hours": 0.9167, "text": "trying to fix meshing issues. after some research, its likely due to innacuracies of the shaft holder for the drive gears, and misalignment of my bevels. its super late, so ill make some cad fixes tomorrow."}, {"post_id": 22009, "ts": "2026-07-04T07:38:40Z", "hours": 0.7833, "text": "greasing modules + meshing issues! idk why theres meshing issues tbh. im gonna look at the cad and see what I can do :’-("}, {"post_id": 21781, "ts": "2026-07-03T21:44:04Z", "hours": 4.3769, "text": "today I worked on assembling swerves for my final assembly, and I also soddered some encoders for the swerves."}, {"post_id": 19440, "ts": "2026-06-30T19:17:59Z", "hours": 5.1442, "text": "moving project to stardance from forge, and code updates! today, I moved my projects logs and info to stardance as best I could, because shipping ends today and Id like to ship. my logs from forge are on my repository, and I now have a demo in my stardance if anyone is intrested in viewing the cad. also, last night I worked on the code alot, specifically the system that will use nrf pa lina modules to transmit controller commands to the robot. its not working, and after working around the code abit, I suspect it is because I havent soddered 10uf capacitors to the gnd and 3.3v pins of my nrf pa lina modules, so I will try that soon and update how it goes. the updated code with radio transmission is posted in my repository however, if you would like to see it."}]...
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Title: mini swerve modules and chasis by @NIKOLAI_ Title: mini swerve modules and chasis by @NIKOLAI_GOGOL444 | Stardance
Devlogs:
moving project to stardance from forge, and code updates! today, I moved my projects logs and info to stardance as best I could, because shipping ends today and Id like to ship. my logs from forge are on my repository, and I now have a demo in my stardance if anyone is intrested in viewing the cad. also, last night I worked on the code alot, specifically the system that will use nrf pa lina modules to transmit controller commands to the robot. its not working, and after working around the code abit, I suspect it is because I havent soddered 10uf capacitors to the gnd and 3.3v pins of my nrf pa lina modules, so I will try that soon and update how it goes. the updated code with radio transmission is posted in my repository however, if you would like to see it.
today I worked on assembling swerves for my final assembly, and I also soddered some encoders for the swerves.
greasing modules + meshing issues! idk why theres meshing issues tbh. im gonna look at the cad and see what I can do :’-(
trying to fix meshing issues. after some research, its likely due to innacuracies of the shaft holder for the drive gears, and misalignment of my bevels. its super late, so ill make some cad fixes tomorrow.
swerves V6! began working on (FIINAALL) swerve iteration. V5 wouldve been final if I hadnt ignored super obvi meshing issues.. anyway as you can see meshing is perfect. as you can see by the second photo I got a whole lot done. moral of the story, dont ignore obvious problems until they become a hassle to fix and have you awake at 4:41 am :’-)
Finished swerves V^! should be the final deisgn, as I went in and fixed all the design errors I was avoiding. everything looks perfect! hopefuly this is the last iteration, ill print it ASAP and see. (ignore the missing leg thingy, in the redesign both are identical!) these files will be on the repository soon.
assembling some swerve V6 + one minor issue + soldering some components!: I assembled about two swerves, before running out of filament, so ill keep printing once I get my hands on a new roll. as for the meshing issues, they have been fixed now! the gears mesh perfectly. however, there is too much wiggle room for the 48t gear in the bottom shell, which causes meshing issues when the 48t gear shifts out of the center, so Ill have to fix that, but after that the design is perfect! yaaay! other than that, I disasembled the older swerve model ive been using for programming, and soldered its components plus the steer motors.
assembling final chasis began! I finished the first swerve today and screwed it into the chasis as you can see in the picture, and I would have done the other three tonight, however my printer (my moms technicaly, shes a teacher and she bought it for her class using a grant, but she lets me use it lol) is clogged! my mother doesnt want me to touch it so she will fix it soon, so until then I cant print anything :’-( should be fixed in a few days though.
completed chasis + starting code! I completed the chasis, and I will begin programming. I just noticed my code isnt working for one module and radio system, so im debugging that, then ill probably go to bed and solder the other 3 modules to the system, then program it. I want to have a working system and code before I try making a pcb, so ill have to deal with this wire mess for now :’-)
Soldering electronics to breadboarded system + some coding! Today I soldered all the electronics to the breadboarded system that I haven’t yet, so the breadboarded system is complete and ready to be programmed for 4 modules! I also ran out of I/O pins on my esp32, so I added an I/O extension chip breakout board to the system so I could have enough pins for my drive motors’ encoders, which will be very important for autonomous programs later os For coding, I changed my functions and rewrote some of the code to be suitable for 4 modules, such as changing the drive and steer functions to take an int variable argument of 1 through 4, to control different modules. I also did the same thing for the encoders. I’m tired, so I will sleep, and tomorrow I plan to program the I/O extension chip and the drive encoders, then hopefully get my hands on some 18AWGg wire so I can daisy chain the battery to my four motor controllers, so I can see how just the basic code without any trig math works on my swerve drive train, then just go from there. hopefully this coding stage doesnt take so long, so I can design a pcb! the messy breadboard is stressing me out >_<, also I wanna make my first pcb, working on this project has helped me learn alot more about data protocols and chips, also how to read datasheets, so Id love to figure out kicad and make something using that knowledge, Oh and I really wanna make the pcb cute with decals n stuff lol. Wow, that was a long devlog prob my longest. Oh, one more thing: I’m pretty sure one of my modules steer motors is broken, so I’ll have to open it up and see what is wrong; probably will have an update on that tomorrow.
booting difficulties + figured it out + swerve kinematics planning! I was having alot of trouble getting the code to flash to my ESP32. the board would dissapear, loose connection, etc. this began happening after adding alot more components to the board, which eventually led to me learning that some of the pins on my board are completely unuseable due to connections to PSRAM. I need almost all the pins on the board for my project, so I am switching to a different ESP32 model that doesnt have psram, as my project doesnt need all that processing strength. after that, I began learning the kinematics needed to program a swerve drive train, and began taking notes and making plans for code structure, etc.
code and elecronic fixes + new weird issue I dont really remember what I did last night on the robot, I do remember though that one of my encoders went bad so I had to buy a new one, that should come soon. also, all four of my drive motors have stopped reacting to pwm inputs. after peering more, the motors themselves are fine, and even the h brigde is fine because the motors will sometimes twitch abit during startup from floating values. I think It is the code, will look into that tonight. on a good note I have daisychained power to all 4 of my motor controllers, and begun planning out how I want to program my swerves and learning the mathematics needed for that, so Im pretty excited to do that. hopefully I can wrap this project up soon so I can start working On the ISEF project I wanna do with radio waves :-)
BIG devlog tonight! swerve drive kinematics code + some testing! today, I pulled through and did all the kinematics code for the swerve drive. it required using the offsets of the modules from the center, the drive joystick inputs, and the steer joystick inputs to calculate vector length and magnitude, then use those to derive a target angle and speed for each module, then speed is scaled down to fit the (0,4095) PWM range for my motors. the target angle is optimized to switch to a smaller rotation if the angle is above 90 degrees, then it is plugged into a PID loop that helps the steer motor achieve the angle. im super tired its like 6 am over here, so Im going to sleep. tomorrow I will have to replace an encoder that went bad on module two, and tune the PID loop. after that, this project will be complete, and I will begin the second half, which is pcb creation, and I will be documenting that on horizons as a seperate hardware project. :-)
pid tuning + debugging. i did some bug fixes with the kinematics code, such as fixing radians to angle conversion that i forgot to add, added a step that accounts from slight added drive speed from steering that happens in coaxial swerve drive, and spent 3 hours trying to fix my multiplexer only to realize i accidentially changed the adress. oops! then, I finally began tuning the pid loop, only to discover that turning is weak because the gears that are attached to the steer motors have bad grip on the shaft, because when I made them i forgot to add wiggle room, so during assembly i would sand the insides, making them too loose. so fixed that and reprinted, now in my next time log i will add the new gears and finish tuning the pid, if thats done then this projects time on stardance is complete! when i finish this project, I defenitley want to do some cool stuf with RFs. defo gonna do another project here on stardance.
pid tuning + finding some problems! found some issues in the code varriable defenitions that did not relate to the actual robot, ex some pins were switched that made modules steer backwards rather than the direction intended, mod 3 displacement was wrong. still some issues, like modules 4 and 3 are pretty tense, will have to open them up and see if anythings wrong. probably going to start pcb design about now anyway because I think the code is fine, and I need 20 hours in time to buy a ticket to polaris. anyway super super tired, havent slept in 20 hours :’-)
Programming complete! PCB time. Today I fixed the issue of module 3’s wheel being offset, and tuned the PID loop. Now the robot finally works well enough to begin pcb design! Designing a pcb will make the final push of testing and programming much easier. I probably wont have may devlogs here for awhile because Im documenting my PCB as a seperate project on hackclub horizons so I can qualify for polaris, but once the pcb is done ill do a final post for this project. This has been very fun, i will definitely do another project before summer ends on stardance.
Ships:
I made a miniature functional swerve chasis modeled after frc swerve drive trains. I am proud of it being my first actual finished project, and challenging thing along the way was definitely learning the new software required to make this....
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UrStudyBuddy by @kow4566 | Stardance
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kow4566
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427
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T06:51:22Z", "hours": 10.0, "multiplier": 18.49, "payout": 176, "blessing": "neutral", "text": "UrStudyBuddy - The Second Ship Im rlly proud to see i have made tis project and when through loads of fixes (even during my examss) and i hope ul try it and to yall whoever is trying tis project a huge thank youu. Now u can scroll down What is this project capable of? Dashboard – See your homework, study streaks, and study stats all in one place. AI Notes – Upload a PDF and use AI to turn it into useful study notes. AI Quiz Generator – Automatically generate quizzes based on your uploaded notes. Saved Notes – Save your generated notes and come back to them later. Email Notes – Send your notes directly to your email. Weekly Timetable – Plan and organise your schedule from Monday to Sunday. Download Timetable – Download your timetable to use outside the website. Homework Tracker – Add homework and keep track of what you need to finish. Pomodoro Timer – Use focus sessions to help you stay on task while studying. Study Room – A dedicated space made for focused studying. Lofi Music Player – Listen to background music while you study. Study Scenes – Change the atmosphere of your study room. Fidget Zone – Take a quick break from studying with some simple interactive activities. Dark Mode – Switch to a darker theme for studying at night. Accounts – Sign up and log in to keep your study stuff together. Study Streaks – Keep track of how consistently you’ve been studying. Study Stats – See your study progress over time. These are all that has happened for this ship and will soon try to make a v2 of UrStudyBuddy, and thats all, try the project to see the other features not listed here.", "repo": "https://github.com/koushikrajd2011-rgb/UrStudyBuddy", "demo": "https://urstudybuddy.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-10T13:25:27Z", "hours": 14.0, "multiplier": 17.82, "payout": 251, "blessing": "neutral", "text": "UrStudyBuddy Ship - The first version FINALLY it works, UrStudyBuddy has reached a good stage and is now gonna be prepared for a way better version by me soooon! I have added my pomodoro timer, the generating notes work - i used gemini for this one ( in the sense of api key ) and when uploading ur pdf, make sure it is typed text and not pictures or any unclear sources ur uploading. What it does Upload notes — upload a PDF, pick a style (bullet points, flashcards, Cornell notes, whatever fits how you study), and AI generates genuinely new notes plus a 5-question quiz from it. Homework list — add tasks, tick them off, see your progress right on the dashboard. Timetable — a full weekly grid, click any cell and just type into it. Stopwatch + Pomodoro timer — track a study session, or use the Work/Break Pomodoro cycle. Dashboard that actually shows something — today’s homework preview, your study streak, and how many hours people around the world have studied on the app. Dark mode , because obviously. Im pretty proud of spending loads of time on this project and im yet to make it wayyy better. Hope you like it, and thats all for this ship!", "repo": "https://github.com/koushikrajd2011-rgb/UrStudyBuddy", "demo": "https://urstudybuddy.vercel.app/"}]...
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[{"post_id": 69539, "ts": "202 [{"post_id": 69539, "ts": "2026-09-17T08:04:02Z", "hours": 0.2644, "text": "jst need to be edited again after sometime, cuz i mistakenly posted it"}, {"post_id": 69008, "ts": "2026-09-16T06:36:53Z", "hours": 0.8228, "text": "UrStudyBuddy Devlog 16 - Before the second shipp So this 16th devlog will be the last devlog before the second ship, or mostly my last ship before this project ends cuz i might get a lil busy. So i have finally added the best part of the urstudybuddy and infact the most useful resource out of the rest in the project - The Study Room . It was rlly a great thing ive made along with the help of ai for some parts like the background and bugs to fix. Ive also added a new color picker for your background. I felt like brown shldnt be the main one, so il leave the choice to u to choose what colour background u rlly like. Explore my project to try my other colourss too!! 🎨 So what is new this update New color picker for your background Study room In the study room u can choose background, 4 lofis and focus with the pomodoro timer And yep pretty short but this is all for this devlogg and ima shipp the very next second i upload all the 4 lofis into my folder"}, {"post_id": 68053, "ts": "2026-09-14T13:08:29Z", "hours": 4.4186, "text": "UrStudyBuddy Devlog 15 - The neww zoneeeee! !! 4 hrs and 25 min is a bit too long so lets say it was 3 hrs and 45 min mostly spent after the 14th devlog. I have worked on something quite impressive but wierd to think of what its doing in such a project. what i have made , ive used AI - claude to make a rlly interesting thing Its called the fidget zone. The fidget zone is not something i really thought of at first because its a study site. But i realised maybe why not add it, some might have fun with it and so i have got it in my project. Try it out hereeee:- https://urstudybuddy.vercel.app/ For this fidget zone i used AI to get over with some bugs and sounds which worked quite well and its w!! I have also improved other things like the:- Auto save feature, create an account using ur email or username, get yourself logged in and work with anything like notes. If you leave, it gets saved and u can come back anytime for it in ur digital folder. I am still working on it for the timetable because it quite difficult to get over with it. And check out my project and try out anything u like, im also taking in comments and ratings from slack so i can improve it to make it ideal for all So see yall for the next devloggg!!"}, {"post_id": 64150, "ts": "2026-09-08T11:05:53Z", "hours": 1.5575, "text": "UrStudyBuddy Devlog 14 - Sign in and Login page first lookss!! !! The project has finally got its sign up/ log in page. It took quite sometime and finally got the hold of it. Along with the sign up page i have added a lil cloud above the page where it reacts to whatever you type or do. Move your cursor around and see its eyes moving . And it goes red when you type a wrong password or the email is wrong. Signing up lets you save your tasks and notes incase you missed them (im still working on tis part). I have commited to github quite a lot this devlog. I have also come across many bugs especially with the database, a huge story that ruined the sign up page, but now its fine. So what was the bug about ❓ Im writing this because i believe it could be common problem for many people (and i hope it solves yours if you have a similar problem too- When creating a login and signup page, there should be a database created in your source of deployement, i use vercel. There was a major problem with creating accounts when trying the project out. The database (Upstash Redis) was connected to the project, but only for the “live” version — not for testing on my own laptop. So locally, my code was trying to communicate to a database it couldn’t actually find. Tis problem was found by checking vercel dev on my vs code terminal and it couldnt find database connections. So what did i do? - copied the actual API token and url values straight from Vercel’s Environment Variables page and pasted them into local .env. I have also committed this to github - Commit d53f1a0 (it can make it much easier) There might be still some problems so this feature wont be working right now (some will tho). So feel free to comment if you come across any bugs when tryin out tis project . And thats all for today, the next devlog i will surely bring in - Login page working Study room Better AI Model for making notes And more fun ideas So thats all, see you next devlogg"}, {"post_id": 60206, "ts": "2026-09-02T13:08:20Z", "hours": 2.1994, "text": "UrStudyBuddy Devlog 13 - Login page and more This devlog is about 2 hours but i have come back to this project after a very long timee. So i have decided to come back with some really good news - Login page has come into production and will soon begin the next devlog!!! I have acknowledged some reviews after proposing this project on slack and i have decided to fix the minor bugs and add some stuff. The project seems to be a lil boring with same color so the background so i will make the background customizable and changable (but the current theme will be set default unless you change it) What i have done so far I have started working on the login page (some buttons wont work for now) Created two new js files under API file for login page so the accounts are stored in the database Planned on the study room (its gonna look really great) So check out my github for the code source and feel free to add any idea or bugs u find in the comments. And thats all for todayy"}, {"post_id": 45053, "ts": "2026-08-11T09:34:31Z", "hours": 0.5439, "text": "UrStudyBuddy Devlog 12 - Color theme update and dashboard stuff!! Nothing much this update, but after long 14-15 hrs i have finally changed the theme of the project, its brown and its awesomeee to me!! As you can see the below screenshot, its the dark mode and i feel its great, I have also edited the buttons to have a 3D effect cuz i like these type of buttons and i have used it in other projects of mine aswll. I also have created a ripple effect on the dashboard page which u can try out, its jst rough for now and doesnt seem good but by next 2-3 devlogs it will evolve So whats next ? Background/theme switching Login streaks tied to real accounts Real account login, multi-device Real transactional email (To send AI Notes) And that’s all for this devlog!!"}, {"post_id": 44574, "ts": "2026-08-10T12:55:47Z", "hours": 0.7917, "text": "UrStudyBuddy Devlog 11 - Now runs on vercel Now it can finally run on vercel, and right now the project is quite ready to use but not all features yet but this devlog will be the last one before the 1st ship of this project and im proud of it. And i got the gemini workin on my project’s AI notes section, but there is a problem and i will fix it within the next ship. I got some help from claude and have commited to github too. Every 10 min you will get a motivational quote and i think it was fun getting the ideas too! Nothing much this devlog, i have around 29 github commits now (i dunno if its great or not, tried my best). And this time i added a new focus timer pomodoro - as said in the previous devlogs. I am also working with the UI and the fonts to make it way better. And thats all for this devlog, and will soon ship it tommorow!!!🚢 !! ig i shipped it early"}, {"post_id": 44459, "ts": "2026-08-10T06:50:07Z", "hours": 1.4786, "text": "UrStudyBuddy Devlog 10 - File debugging and AI notes For this devlog, i havent spent much time coding, tbh i spent debugging on git push errors again, and had some duplicated files which later was solved . I dont have things to talk about much this devlog but i have found some good lofi music which seems to be pretty good and more, im gonna put it in the virtual study room (which im planning to make it pixelated and its kinda short but so cool). This idea is just a rough concept but if i do have the time i can lock in and make it look insane, but il try my best to make a rlly good virtual study room. As you can see in the picture, it took loads of time for figuring out the duped files and now its clean and tidy. This is the current Upload your notes sector of the project. In this part, u can choose you u would like your notes to be, here is the code : - <select id=\"noteStyle\"> <option value=\"bullet\">Bullet points</option> <option value=\"paragraph\">Flowing paragraphs</option> <option value=\"flashcard\">Flashcard style</option> <option value=\"cornell\">Cornell notes (Cue+Summary)</option> </select> <select id=\"detailLevel\"> <option value=\"concise\">Concise summary</option> <option value=\"detailed\">Detailed explanation</option> <option value=\"eli5\">Explain like I'm new to this.</option> </select> <select id=\"tone\"> <option value=\"simple\">Simple, Everyday Language</option> <option value=\"exam\">Exam focused, Academic tone</option> </select> These r the features that lets u customize how u want ur notes and u can send these notes to any gmail or email soon! And yep thats all for this devlog, will come back for more!!!"}, {"post_id": 43864, "ts": "2026-08-09T09:43:33Z", "hours": 1.5417, "text": "UrStudyBuddy Devlog 9 - CSS/JS reworks and new features This time i have got some really great ideas to make this project look really attractive and cool, so i have taken some time to research rlly good fonts for a website and i have gotten it here as seen in the screenshot. I have used ‘AI for some bit of js’ to help me with the study streak cuz it was confusing, came over minor bugs and have commited to github quite a lot tis time ( i had an issue with this aswll (took me 10-15 min to push a commit). I have decided to use the theme of the project color to orange & brown, its a rlly good combination and hope to use it pretty well. I also have come up with some lofi music yt links so it can be changed in a section which will be added soon!! (feel free to send ur fav lofi music in the comment section if you want to). I have also changed some of the fonts to cursive as you can see and it has alrdy become on of my favourite parts of this project journey so far and i cant wait to use it more ! I have added features like the tasks preview, study streak (functional right now) and the number of hours everyone has spent in this website, will work on minutes being shown in this part aswell. I will soon be comin up with more stuff like - background changable virtual study room study methods like pomodoro timer etc And yep, thats all within tis update for now, now ima make it better and better !!!"}, {"post_id": 41922, "ts": "2026-08-06T13:24:41Z", "hours": 1.0703, "text": "UrStudyBuddy Devlog 8 - Darkmode toggle and dock update and new stuff!! So for this update i have gotten the dark mode working, quite a miracle after spending sometime fighting bugs. The dark mode had issues until i recoded and finally it works. Check the below screenshot - its the dark mode for now. I really cant decide which color i shuld set for the website. I have worked on the dock as well as you can see in the screenshot below. I will soon update the dock styling and add extra buttons to it. I am planning to add extra stuff to the project to make it really awesome : - Login Streak Login feature (excluding sign in using google for now) Preview of what you have done so far Motivational quotes every 10 min Lofi music for studying Im planning more stuff to be added to this project. So stay tunned for more! Thats all for tdy"}, {"post_id": 39487, "ts": "2026-08-02T13:51:33Z", "hours": 2.3522, "text": "UrStudyBuddy Devlog 7 - CSS rework & debugging It took loads of time in debugging, havent checked the output yet, and didnt code much but i did commit some commits in github this time. To be honest, within 2 hours i spent like an hour in css and the rest in debugging cuz i culdnt link java and css within the html as usual due to some bugs and kept switching browsers, and had an event recently so culdnt work much or wuldve gotten like 4-5 hrs this devlog. So pretty much what ive worked on this project is that i reworked my full css code cuz there were load of ideas in my mind and making some UI for the buttons to make it look cool for the website. Nothing much other than debugging for mins. Thats all for this devlog."}, {"post_id": 35042, "ts": "2026-07-26T06:18:25Z", "hours": 1.2261, "text": "UrStudyBuddy Devlog 6 - New settings, upper dock & digital clock This past hour i have worked on many ideas, i had to research a lot about downloading and stuff in js (i havent started and its gonna be lots of work inlcuding the ai generated notes). I have created a new setting and an upper dock in this project. It lets you use dark mode. Im gonna be setting the full project theme in purple for now and then change many things, the color theme isnt finalised yet and im deciding to make it light brown themed. I havent come across any bugs right now, the project is being functional and working well! For the above bar (dock) i have made buttons which are not functional yet but im going to add many things which will be useful. I have also made a digital clock for the website. 3-5 commits from the past 1 hr and 13 mins. Thats all for tdy!"}, {"post_id": 30624, "ts": "2026-07-18T10:46:35Z", "hours": 1.1258, "text": "UrStudyBuddy Devlog 5 - Combined HTML files & new features I have taken about 1 hour to update my main.js because there were new changes i want to make to my file. So first of all, it started with 4-5 html files each with different features and now i have combined them and commited to github repo. I have made about 2-3 github commits today. Now this project can store your name and save it in your browser and works everytime u comeback to login, and i have changed some behaviours of some buttons in this project. The picture below is the newly updated html file, its basically all 4 html files into one and it really didnt take that much time, even tho there were some bugs but easy to fix. In css, i learnt things like animation, i also learnt some parts of it from previous hours of working. Here is the code that is included in my project files - @keyframes slideUp { from { transform : translateY ( 20px ); opacity : 0 ; } to { transform : translateY ( 0 ); opacity : 1 ; } } Finally, i have decided to come up with fun features and dont wanna make this project rlly boring. Thats all i have done within 1 hour."}, {"post_id": 26998, "ts": "2026-07-12T03:57:07Z", "hours": 1.4486, "text": "UrStudyBuddy Devlog 4 - File arrangement & name input I had loads on problem about the files arrangement . They were duplicated and had errors and github commits were not kinda workin…so it took a long time to fix that aswll. So now github wont be updated with the current files and will soon make new commits. This pic below is the name input section where u gonna basically put ur name any way u like to and will be used throughout ur session. If web page is closed and reopened it wont most likely to safe ur name and i will be working on it towards the end of the update."}, {"post_id": 26954, "ts": "2026-07-12T01:27:11Z", "hours": 1.1394, "text": "UrStudyBuddy Devlog 3 - Homework HTML & stopwatch feature In this devlog i have worked a lot in javascript and started working on the html and a bit of css. There were loads of bugs with the main.js file and it took me like 10 to 15 minutes to get over it. I also made several github commits on the page. I have made the homework html and worked on the stopwatch feature (which shows time u have taken doing a hw) which was kinda complicated but easy to deal it. So within the next devlog i will try to somewhat make the timetable page better with features u can use. Later on the timetable will have the best features to customize it however you want and will make the download button after some time."}, {"post_id": 26309, "ts": "2026-07-11T01:12:03Z", "hours": 1.3217, "text": "UrStudyBuddy Devlog 2 - More HTML & dashboard updates So for about an hour and 15 min, i have added more html for different tasks in UrStudyBuddy so i dont put everything in the same html, and is quite easier for me aswll. So the below pic is right now the current version of UrStudyBuddy (im tryna find a new name instead of Dashboard). As said in the below devlog i will be adding loads of features to make this one of the useful websites for studying. I will soon choose a new color and create new things within the dashboard. So the below pic is right now the current version of UrStudyBuddy (im tryna find a new name instead of Dashboard). As said in the below devlog i will be adding loads of features to make this one of the useful websites for studying. I will soon choose a new color and create new things within the dashboard."}, {"post_id": 25645, "ts": "2026-07-10T01:47:07Z", "hours": 0.5656, "text": "UrStudyBuddy Devlog 1 - Whats tis about? This is UrStudyBuddy. I made this project cuz i thought it would be useful for some people or more. So i have decided to add some features which will help. Here u can make ur own timetable, add ur homework and list it all, and more ideas to be added. So for now, i have made the starting screen and i am planning to completly run this project on vercel. I used npm create vite@latest and added the required files as shown on the image like the assets and all and this is what i have done so far. I am yet to make a good UI which will take loads of time and adding some things which im yet to learn about."}]...
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Title: UrStudyBuddy by @kow4566 | Stardance
Devlo Title: UrStudyBuddy by @kow4566 | Stardance
Devlogs:
UrStudyBuddy Devlog 1 - Whats tis about? This is UrStudyBuddy. I made this project cuz i thought it would be useful for some people or more. So i have decided to add some features which will help. Here u can make ur own timetable, add ur homework and list it all, and more ideas to be added. So for now, i have made the starting screen and i am planning to completly run this project on vercel. I used npm create vite@latest and added the required files as shown on the image like the assets and all and this is what i have done so far. I am yet to make a good UI which will take loads of time and adding some things which im yet to learn about.
UrStudyBuddy Devlog 2 - More HTML & dashboard updates So for about an hour and 15 min, i have added more html for different tasks in UrStudyBuddy so i dont put everything in the same html, and is quite easier for me aswll. So the below pic is right now the current version of UrStudyBuddy (im tryna find a new name instead of Dashboard). As said in the below devlog i will be adding loads of features to make this one of the useful websites for studying. I will soon choose a new color and create new things within the dashboard. So the below pic is right now the current version of UrStudyBuddy (im tryna find a new name instead of Dashboard). As said in the below devlog i will be adding loads of features to make this one of the useful websites for studying. I will soon choose a new color and create new things within the dashboard.
UrStudyBuddy Devlog 3 - Homework HTML & stopwatch feature In this devlog i have worked a lot in javascript and started working on the html and a bit of css. There were loads of bugs with the main.js file and it took me like 10 to 15 minutes to get over it. I also made several github commits on the page. I have made the homework html and worked on the stopwatch feature (which shows time u have taken doing a hw) which was kinda complicated but easy to deal it. So within the next devlog i will try to somewhat make the timetable page better with features u can use. Later on the timetable will have the best features to customize it however you want and will make the download button after some time.
UrStudyBuddy Devlog 4 - File arrangement & name input I had loads on problem about the files arrangement . They were duplicated and had errors and github commits were not kinda workin…so it took a long time to fix that aswll. So now github wont be updated with the current files and will soon make new commits. This pic below is the name input section where u gonna basically put ur name any way u like to and will be used throughout ur session. If web page is closed and reopened it wont most likely to safe ur name and i will be working on it towards the end of the update.
UrStudyBuddy Devlog 5 - Combined HTML files & new features I have taken about 1 hour to update my main.js because there were new changes i want to make to my file. So first of all, it started with 4-5 html files each with different features and now i have combined them and commited to github repo. I have made about 2-3 github commits today. Now this project can store your name and save it in your browser and works everytime u comeback to login, and i have changed some behaviours of some buttons in this project. The picture below is the newly updated html file, its basically all 4 html files into one and it really didnt take that much time, even tho there were some bugs but easy to fix. In css, i learnt things like animation, i also learnt some parts of it from previous hours of working. Here is the code that is included in my project files - @keyframes slideUp { from { transform : translateY ( 20px ); opacity : 0 ; } to { transform : translateY ( 0 ); opacity : 1 ; } } Finally, i have decided to come up with fun features and dont wanna make this project rlly boring. Thats all i have done within 1 hour.
UrStudyBuddy Devlog 6 - New settings, upper dock & digital clock This past hour i have worked on many ideas, i had to research a lot about downloading and stuff in js (i havent started and its gonna be lots of work inlcuding the ai generated notes). I have created a new setting and an upper dock in this project. It lets you use dark mode. Im gonna be setting the full project theme in purple for now and then change many things, the color theme isnt finalised yet and im deciding to make it light brown themed. I havent come across any bugs right now, the project is being functional and working well! For the above bar (dock) i have made buttons which are not functional yet but im going to add many things which will be useful. I have also made a digital clock for the website. 3-5 commits from the past 1 hr and 13 mins. Thats all for tdy!
UrStudyBuddy Devlog 7 - CSS rework & debugging It took loads of time in debugging, havent checked the output yet, and didnt code much but i did commit some commits in github this time. To be honest, within 2 hours i spent like an hour in css and the rest in debugging cuz i culdnt link java and css within the html as usual due to some bugs and kept switching browsers, and had an event recently so culdnt work much or wuldve gotten like 4-5 hrs this devlog. So pretty much what ive worked on this project is that i reworked my full css code cuz there were load of ideas in my mind and making some UI for the buttons to make it look cool for the website. Nothing much other than debugging for mins. Thats all for this devlog.
UrStudyBuddy Devlog 8 - Darkmode toggle and dock update and new stuff!! So for this update i have gotten the dark mode working, quite a miracle after spending sometime fighting bugs. The dark mode had issues until i recoded and finally it works. Check the below screenshot - its the dark mode for now. I really cant decide which color i shuld set for the website. I have worked on the dock as well as you can see in the screenshot below. I will soon update the dock styling and add extra buttons to it. I am planning to add extra stuff to the project to make it really awesome : - Login Streak Login feature (excluding sign in using google for now) Preview of what you have done so far Motivational quotes every 10 min Lofi music for studying Im planning more stuff to be added to this project. So stay tunned for more! Thats all for tdy
UrStudyBuddy Devlog 9 - CSS/JS reworks and new features This time i have got some really great ideas to make this project look really attractive and cool, so i have taken some time to research rlly good fonts for a website and i have gotten it here as seen in the screenshot. I have used ‘AI for some bit of js’ to help me with the study streak cuz it was confusing, came over minor bugs and have commited to github quite a lot tis time ( i had an issue with this aswll (took me 10-15 min to push a commit). I have decided to use the theme of the project color to orange & brown, its a rlly good combination and hope to use it pretty well. I also have come up with some lofi music yt links so it can be changed in a section which will be added soon!! (feel free to send ur fav lofi music in the comment section if you want to). I have also changed some of the fonts to cursive as you can see and it has alrdy become on of my favourite parts of this project journey so far and i cant wait to use it more ! I have added features like the tasks preview, study streak (functional right now) and the number of hours everyone has spent in this website, will work on minutes being shown in this part aswell. I will soon be comin up with more stuff like - background changable virtual study room study methods like pomodoro timer etc And yep, thats all within tis update for now, now ima make it better and better !!!
UrStudyBuddy Devlog 10 - File debugging and AI notes For this devlog, i havent spent much time coding, tbh i spent debugging on git push errors again, and had some duplicated files which later was solved . I dont have things to talk about much this devlog but i have found some good lofi music which seems to be pretty good and more, im gonna put it in the virtual study room (which im planning to make it pixelated and its kinda short but so cool). This idea is just a rough concept but if i do have the time i can lock in and make it look insane, but il try my best to make a rlly good virtual study room. As you can see in the picture, it took loads of time for figuring out the duped files and now its clean and tidy. This is the current Upload your notes sector of the project. In this part, u can choose you u would like your notes to be, here is the code : - <select id="noteStyle"> <option value="bullet">Bullet points</option> <option value="paragraph">Flowing paragraphs</option> <option value="flashcard">Flashcard style</option> <option value="cornell">Cornell notes (Cue+Summary)</option> </select> <select id="detailLevel"> <option value="concise">Concise summary</option> <option value="detailed">Detailed explanation</option> <option value="eli5">Explain like I'm new to this.</option> </select> <select id="tone"> <option value="simple">Simple, Everyday Language</option> <option value="exam">Exam focused, Academic tone</option> </select> These r the features that lets u customize how u want ur notes and u can send these notes to any gmail or email soon! And yep thats all for this devlog, will come back for more!!!
UrStudyBuddy Devlog 11 - Now runs on vercel Now it can finally run on vercel, and right now the project is quite ready to use but not all features yet but this devlog will be the last one before the 1st ship of this project and im proud of it. And i got the gemini workin on my project’s AI notes section, but there is a problem and i will fix it within the next ship. I got some help from claude and have commited to github too. Every 10 min you will get a motivational quote and i think it was fun getting the ideas too! Nothing much this devlog, i have around 29 github commits now (i dunno if its great or not, tried my best). And this time i added a new focus timer pomodoro - as said in the previous devlogs. I am also working with the UI and the fonts to make it way better. And thats all for this devlog, and will soon ship it tommorow!!!🚢 !! ig i shipped it early
UrStudyBuddy Devlog 12 - Color theme update and dashboard stuff!! Nothing much this update, but after long 14-15 hrs i have finally changed the theme of the project, its brown and its awesomeee to me!! As you can see the below screenshot, its the dark mode and i feel its great, I have also edited the buttons to have a 3D effect cuz i like these type of buttons and i have used it in other projects of mine aswll. I also have created a ripple effect on the dashboard page which u can try out, its jst rough for now and doesnt seem good but by next 2-3 devlogs it will evolve So whats next ? Background/theme switching Login streaks tied to real accounts Real account login, multi-device Real transactional email (To send AI Notes) And that’s all for this devlog!!
UrStudyBuddy Devlog 13 - Login page and more This devlog is about 2 hours but i have come back to this project after a very long timee. So i have decided to come back with some really good news - Login page has come into production and will soon begin the next devlog!!! I have acknowledged some reviews after proposing this project on slack and i have decided to fix the minor bugs and add some stuff. The project seems to be a lil boring with same color so the background so i will make the background customizable and changable (but the current theme will be set default unless you change it) What i have done so far I have started working on the login page (some buttons wont work for now) Created two new js files under API file for login page so the accounts are stored in the database Planned on the study room (its gonna look really great) So check out my github for the code source and feel free to add any idea or bugs u find in the comments. And thats all for todayy
UrStudyBuddy Devlog 14 - Sign in and Login page first lookss!! !! The project has finally got its sign up/ log in page. It took quite sometime and finally got the hold of it. Along with the sign up page i have added a lil cloud above the page where it reacts to whatever you type or do. Move your cursor around and see its eyes moving . And it goes red when you type a wrong password or the email is wrong. Signing up lets you save your tasks and notes incase you missed them (im still working on tis part). I have commited to github quite a lot this devlog. I have also come across many bugs especially with the database, a huge story that ruined the sign up page, but now its fine. So what was the bug about ❓ Im writing this because i believe it could be common problem for many people (and i hope it solves yours if you have a similar problem too- When creating a login and signup page, there should be a database created in your source of deployement, i use vercel. There was a major problem with creating accounts when trying the project out. The database (Upstash Redis) was connected to the project, but only for the “live” version — not for testing on my own laptop. So locally, my code was trying to communicate to a database it couldn’t actually find. Tis problem was found by checking vercel dev on my vs code terminal and it couldnt find database connections. So what did i do? - copied the actual API token and url values straight from Vercel’s Environment Variables page and pasted them into local .env. I have also committed this to github - Commit d53f1a0 (it can make it much easier) There might be still some problems so this feature wont be working right now (some will tho). So feel free to comment if you come across any bugs when tryin out tis project . And thats all for today, the next devlog i will surely bring in - Login page working Study room Better AI Model for making notes And more fun ideas So thats all, see you next devlogg
UrStudyBuddy Devlog 15 - The neww zoneeeee! !! 4 hrs and 25 min is a bit too long so lets say it was 3 hrs and 45 min mostly spent after the 14th devlog. I have worked on something quite impressive but wierd to think of what its doing in such a project. what i have made , ive used AI - claude to make a rlly interesting thing Its called the fidget zone. The fidget zone is not something i really thought of at first because its a study site. But i realised maybe why not add it, some might have fun with it and so i have got it in my project. Try it out hereeee:- https://urstudybuddy.vercel.app/ For this fidget zone i used AI to get over with some bugs and sounds which worked quite well and its w!! I have also improved other things like the:- Auto save feature, create an account using ur email or username, get yourself logged in and work with anything like notes. If you leave, it gets saved and u can come back anytime for it in ur digital folder. I am still working on it for the timetable because it quite difficult to get over with it. And check out my project and try out anything u like, im also taking in comments and ratings from slack so i can improve it to make it ideal for all So see yall for the next devloggg!!
UrStudyBuddy Devlog 16 - Before the second shipp So this 16th devlog will be the last devlog before the second ship, or mostly my last ship before this project ends cuz i might get a lil busy. So i have finally added the best part of the urstudybuddy and infact the most useful resource out of the rest in the project - The Study Room . It was rlly a great thing ive made along with the help of ai for some parts like the background and bugs to fix. Ive also added a new color picker for your background. I felt like brown shldnt be the main one, so il leave the choice to u to choose what colour background u rlly like. Explore my project to try my other colourss too!! 🎨 So what is new this update New color picker for your background Study room In the study room u can choose background, 4 lofis and focus with the pomodoro timer And yep pretty short but this is all for this devlogg and ima shipp the very next second i upload all the 4 lofis into my folder
jst need to be edited again after sometime, cuz i mistakenly posted it
Ships:
UrStudyBuddy Ship - The first version FINALLY it works, UrStudyBuddy has reached a good stage and is now gonna be prepared for a way better version by me soooon! I have added my pomodoro timer, the generating notes work - i used gemini for this one ( in the sense of api key ) and when uploading ur pdf, make sure it is typed text and not pictures or any unclear sources ur uploading. What it does Upload notes — upload a PDF, pick a style (bullet points, flashcards, Cornell notes, whatever fits how you study), and AI generates genuinely new notes plus a 5-question quiz from it. Homework list — add tasks, tick them off, see your progress right on the dashboard. Timetable — a full weekly grid, click any cell and just type into it. Stopwatch + Pomodoro timer — track a study session, or use the Work/Break Pomodoro cycle. Dashboard that actually shows something — today’s homework preview, your study streak, and how many hours people around the world have studied on the app. Dark mode , because obviously. Im pretty proud of spending loads of time on this project and im yet to make it wayyy better. Hope you like it, and thats all for this ship!
UrStudyBuddy - The Second Ship Im rlly proud to see i have made tis project and when through loads of fixes (even during my examss) and i hope ul try it and to yall whoever is trying tis project a huge thank youu. Now u can scroll down What is this project capable of? Dashboard – See your homework, study streaks, and study stats all in one place. AI Notes – Upload a PDF and use AI to turn it into useful study notes. AI Quiz Generator – Automatically generate quizzes based on your uploaded notes. Saved Notes – Save your generated notes and come back to them later. Email Notes – Send your notes directly to your email. Weekly Timetable – Plan and organise your schedule from Monday to Sunday. Download Timetable – Download your timetable to use outside the website. Homework Tracker – Add homework and keep track of what you need to finish. Pomodoro Timer – Use focus sessions to help you stay on task while studying. Study Room – A dedicated space made for focused studying. Lofi Music Player – Listen to background music while you study. Study Scenes – Change the atmosphere of your study room. Fidget Zone – Take a quick break from studying with some simple interactive activities. Dark Mode – Switch to a darker theme for studying at night. Accounts – Sign up and log in to keep your study stuff together. Study Streaks – Keep track of how consistently you’ve been studying. Study Stats – See your study progress over time. These are all that has happened for this ship and will soon try to make a v2 of UrStudyBuddy, and thats all, try the project to see the other features not listed here....
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Dartmouth BASIC Interpreter by @Sabrina | Stardanc Dartmouth BASIC Interpreter by @Sabrina | Stardance...
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Sabrina
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1
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22.0
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425
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T02:47:08Z", "hours": 22.0, "multiplier": 19.04, "payout": 425, "blessing": "neutral", "text": "I made a BASIC interpreter + old school recreation of the teletype to interface with it on the main server! The most challenging part of making the interpreter was a pratt parser for doing math operatoins, but after a while i just gave up and used eval to do it for me The most challenging part of the backend+frontend is getting the api.py to spawn in terminal.py s and talk with them You SHOULD go look at the specified pages in the manual to know how to use the teletype, maybe a bit on what commands there are and to write a sample program, then also if you get errors look at the 2nd manual", "repo": "https://github.com/BoomBoomMushroom/Dartmouth-BASIC", "demo": "https://dartmouth-basic.netlify.app/"}]...
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[{"post_id": 43680, "ts": "202 [{"post_id": 43680, "ts": "2026-08-09T02:38:34Z", "hours": 0.2592, "text": "misc code updates to make it work on the nest server as well as home computer server"}, {"post_id": 43664, "ts": "2026-08-09T01:55:55Z", "hours": 5.0728, "text": "DONE!!! Finally! (hopefully) I’ve done a bunch of bug hunting and working on the frontend in the past 5 hrs of work,,, so here is the breakdown Frontend website I created the frontend for the BASIC interpreter in the “style” of the Dartmouth by adding a CRT effect in CSS I also made an input thingie from scratch to take keyboard inputs and put them on the screen, all capital letters, and (ctrl+)backspace, spaces, and enter works! The frontend also connected to the backend API.py via a websocket Actual interpreter code I basically just added a case for divide by zero, which results in +infinity (which is ~5.78960e76) Backend I took the basis of the communicate.py and turned it into a class and gave one to each client that connected to the websocket server, created using websocket_server Thats about it I think, i just need to put the server on nest and then change the api url to the prod url and upload the website on netlify"}, {"post_id": 42826, "ts": "2026-08-07T19:11:10Z", "hours": 2.9139, "text": "Over the course of yesterday night and this afternoon I created a python file that spawns terminal.py as a subprocess and it will communicate with it. This is the first step in creating a websocket, connecting to it, and having an abstracted interface with terminal.py w/o needing to port the interpreter to javascript. I can connect to a websocket server and use the terminal.py from my browser client"}, {"post_id": 29154, "ts": "2026-07-15T21:07:14Z", "hours": 1.8392, "text": "Terminal Done! I have added a recreation of the original terminal interface, where you type HELLO answer questions like your student number, problem number, and then you can write the program in the terminal, run it, save it, etc! Readme I also created the readme"}, {"post_id": 26979, "ts": "2026-07-12T03:25:29Z", "hours": 3.4192, "text": "Basically finished I added a bunch of the orignal error messages from a 1964 manual, and now it is feature complete (minus DIM and DEF ) Next What i’d like to do next is create the terminal interface as described in this manual, on pages 16-18. It would be cool to say HELLO and then type in a user id, program id, write the program and save it, and even run it. I think it would feel very fitting!"}, {"post_id": 26820, "ts": "2026-07-11T20:37:52Z", "hours": 0.6761, "text": "I implemented the skipping FOR loops if they are invalid. ex for i = 0 to 10 step -1 I also created a few test programs and ran then to see if they worked (they did) Here is my pythagarian triangle finder: 10 FOR A = 1 TO 50 STEP 1 20 FOR B = 1 TO 50 STEP 1 30 LET C2 = A*A + B*B 40 LET C = SQR(C2) 50 IF INT(C)=C THEN 70 60 GOTO 80 70 GOSUB 500 80 NEXT B 90 NEXT A 100 STOP 500 PRINT \"PYTHAGARIAN TRIANGLE FOUND\";A;B;C 510 RETURN 1000 STOP I’m highkey a lazy bum and dont want to implement DEF and DIM for my own sanity’s sake, and making better debug screens? goodness no! I’ll be making an interface to type in basic programs now"}, {"post_id": 26795, "ts": "2026-07-11T19:48:45Z", "hours": 3.2275, "text": "It is like 90% complete, and like works REALLY well Lexer I updated this a little bit. I changed how the functions are called so instead of doing execute the interpreter calls __str__ on it and it will return the python function to do that operation inside of eval. As well I updated the parsing so you can put as many spaces or as little between operations as you want and it will still read just fine. like before you could only do ( A * 3 ) / 5 but now things like (A*3)/ 5 work just fine! I also made strings get read in entirely Also print statements now can use semicolons to seperate parts of a message on 1 line. like you can do 10 PRINT \"A = \"; A; \" B = \";B and it will print out “A = {A} B = {B}” with {A} and {B} being replaced with their actual runtime values! Interpreter I added some error catching and the global DATA array so the DATA statement can put its data in there It now catches when you try to NEXT from a for loop that doesnt exist also it catches when you try to RETURN from a subroutine when you never called a subroutine, as well as making sure that setting the program counter, via things like IF/THEN and GOTO are an actual line defined in the program Up Next I want to finish making sure all the functions and statements work as intended, as well as implementing DEF and DIM I also REALLY want to get more details error reports, by also giving the line number where an error occurred, possible typo/solutions, etc"}, {"post_id": 26408, "ts": "2026-07-11T05:50:52Z", "hours": 2.7144, "text": "Interpreter is basically done, I’ve only got to implement data def dim and read instructions. I’m highkey fearing making def since my current syntax parsing is fucking abysmal and this will only make it worse. I’ve also got to work on reading strings in for print statement and highkey most of my syntax reading in ngl But it does work for some programs like this Fibonacci sequence generator I made 10 LET A = 0 20 LET B = 1 30 LET C = A + B 40 IF C > 144 THEN 100 50 PRINT C 60 LET A = B 70 LET B = C 80 GOTO 30 100 STOP"}, {"post_id": 26355, "ts": "2026-07-11T03:03:15Z", "hours": 2.2114, "text": "Lexer I’ve got the lexer basically done, maybe a few tweaks a bit later but for the most part i can take in each line of Dartmouth Original BASIC and turn it into a list of lines and symbols to then parse Interpreter Currently it keeps track of all the variables and the program counter and runs through each line of BASIC executing it. Atm it looks fine, I just need to create and add the execute function to all of the BASIC statements like STOP, PRINT, IF, and LET Pratt Parser Currently I am working on the a pratt parser to determine the value of math operations for PRINT and LET and possible other stuff"}]...
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Title: Dartmouth BASIC Interpreter by @Sabrina | S Title: Dartmouth BASIC Interpreter by @Sabrina | Stardance
Devlogs:
Lexer I’ve got the lexer basically done, maybe a few tweaks a bit later but for the most part i can take in each line of Dartmouth Original BASIC and turn it into a list of lines and symbols to then parse Interpreter Currently it keeps track of all the variables and the program counter and runs through each line of BASIC executing it. Atm it looks fine, I just need to create and add the execute function to all of the BASIC statements like STOP, PRINT, IF, and LET Pratt Parser Currently I am working on the a pratt parser to determine the value of math operations for PRINT and LET and possible other stuff
Interpreter is basically done, I’ve only got to implement data def dim and read instructions. I’m highkey fearing making def since my current syntax parsing is fucking abysmal and this will only make it worse. I’ve also got to work on reading strings in for print statement and highkey most of my syntax reading in ngl But it does work for some programs like this Fibonacci sequence generator I made 10 LET A = 0 20 LET B = 1 30 LET C = A + B 40 IF C > 144 THEN 100 50 PRINT C 60 LET A = B 70 LET B = C 80 GOTO 30 100 STOP
It is like 90% complete, and like works REALLY well Lexer I updated this a little bit. I changed how the functions are called so instead of doing execute the interpreter calls __str__ on it and it will return the python function to do that operation inside of eval. As well I updated the parsing so you can put as many spaces or as little between operations as you want and it will still read just fine. like before you could only do ( A * 3 ) / 5 but now things like (A*3)/ 5 work just fine! I also made strings get read in entirely Also print statements now can use semicolons to seperate parts of a message on 1 line. like you can do 10 PRINT "A = "; A; " B = ";B and it will print out “A = {A} B = {B}” with {A} and {B} being replaced with their actual runtime values! Interpreter I added some error catching and the global DATA array so the DATA statement can put its data in there It now catches when you try to NEXT from a for loop that doesnt exist also it catches when you try to RETURN from a subroutine when you never called a subroutine, as well as making sure that setting the program counter, via things like IF/THEN and GOTO are an actual line defined in the program Up Next I want to finish making sure all the functions and statements work as intended, as well as implementing DEF and DIM I also REALLY want to get more details error reports, by also giving the line number where an error occurred, possible typo/solutions, etc
I implemented the skipping FOR loops if they are invalid. ex for i = 0 to 10 step -1 I also created a few test programs and ran then to see if they worked (they did) Here is my pythagarian triangle finder: 10 FOR A = 1 TO 50 STEP 1 20 FOR B = 1 TO 50 STEP 1 30 LET C2 = A*A + B*B 40 LET C = SQR(C2) 50 IF INT(C)=C THEN 70 60 GOTO 80 70 GOSUB 500 80 NEXT B 90 NEXT A 100 STOP 500 PRINT "PYTHAGARIAN TRIANGLE FOUND";A;B;C 510 RETURN 1000 STOP I’m highkey a lazy bum and dont want to implement DEF and DIM for my own sanity’s sake, and making better debug screens? goodness no! I’ll be making an interface to type in basic programs now
Basically finished I added a bunch of the orignal error messages from a 1964 manual, and now it is feature complete (minus DIM and DEF ) Next What i’d like to do next is create the terminal interface as described in this manual, on pages 16-18. It would be cool to say HELLO and then type in a user id, program id, write the program and save it, and even run it. I think it would feel very fitting!
Terminal Done! I have added a recreation of the original terminal interface, where you type HELLO answer questions like your student number, problem number, and then you can write the program in the terminal, run it, save it, etc! Readme I also created the readme
Over the course of yesterday night and this afternoon I created a python file that spawns terminal.py as a subprocess and it will communicate with it. This is the first step in creating a websocket, connecting to it, and having an abstracted interface with terminal.py w/o needing to port the interpreter to javascript. I can connect to a websocket server and use the terminal.py from my browser client
DONE!!! Finally! (hopefully) I’ve done a bunch of bug hunting and working on the frontend in the past 5 hrs of work,,, so here is the breakdown Frontend website I created the frontend for the BASIC interpreter in the “style” of the Dartmouth by adding a CRT effect in CSS I also made an input thingie from scratch to take keyboard inputs and put them on the screen, all capital letters, and (ctrl+)backspace, spaces, and enter works! The frontend also connected to the backend API.py via a websocket Actual interpreter code I basically just added a case for divide by zero, which results in +infinity (which is ~5.78960e76) Backend I took the basis of the communicate.py and turned it into a class and gave one to each client that connected to the websocket server, created using websocket_server Thats about it I think, i just need to put the server on nest and then change the api url to the prod url and upload the website on netlify
misc code updates to make it work on the nest server as well as home computer server
Ships:
I made a BASIC interpreter + old school recreation of the teletype to interface with it on the main server! The most challenging part of making the interpreter was a pratt parser for doing math operatoins, but after a while i just gave up and used eval to do it for me The most challenging part of the backend+frontend is getting the api.py to spawn in terminal.py s and talk with them You SHOULD go look at the specified pages in the manual to know how to use the teletype, maybe a bit on what commands there are and to write a sample program, then also if you get errors look at the 2nd manual...
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1792972609.6847167
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1793059009.6847167
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349
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Stardance Orbit by @keerthi | Stardance
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keerthi
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1
|
26.0
|
423
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T14:40:40Z", "hours": 26.0, "multiplier": 16.65, "payout": 423, "blessing": "neutral", "text": "This is a extention that improves the overall UI/UX of the stardance site to make it more easy for users to access. I had to learn scrapping a lottt before writing this.. but was pretty fun ngl.", "repo": "https://github.com/keerthi-officials/stardance-orbit", "demo": "https://github.com/keerthi-officials/stardance-orbit/releases/"}]...
|
[{"post_id": 4214, "ts": "2026 [{"post_id": 4214, "ts": "2026-06-07T13:30:26Z", "hours": 1.06, "text": "added tabs in home page to switch between following people’s devlogs, my devlogs and everyone devlogs"}, {"post_id": 4106, "ts": "2026-06-07T09:26:47Z", "hours": 0.8575, "text": "added readme file with all the features i have added in this extension & installation guide along with sm notes for better understanding of the extension"}, {"post_id": 4065, "ts": "2026-06-07T07:47:45Z", "hours": 0.4497, "text": "make the styles work for every light theme. previously the styles only worked for the catppuccin-latte light theme.. now the styles work for every light theme. added option to show light mode styles in custom themes depends on user!"}, {"post_id": 4023, "ts": "2026-06-07T06:12:21Z", "hours": 0.4872, "text": "added rearrangeable items in wishlist. also increase the quantity of each item (max 30)"}, {"post_id": 3675, "ts": "2026-06-06T18:42:18Z", "hours": 1.8106, "text": "added custom themes and fonts in the popup now you can customize what theme you want the stardance site to look like and what choose font u would like to use from 20+ fonts added 4 new themes too:- dark-plus, pastel, neon & high-contrast. also added auto saving drafts so that even if u reload the tab. what you have typed wont go away!"}, {"post_id": 3588, "ts": "2026-06-06T16:16:18Z", "hours": 1.1703, "text": "added quick-search, using Ctrl+K open a command menu where u can open pages/your projects with ease. you can also search up any project, any person and any post in the whole stardance site!"}, {"post_id": 3535, "ts": "2026-06-06T14:54:05Z", "hours": 0.2894, "text": "added overlay for shortcuts.."}, {"post_id": 3512, "ts": "2026-06-06T14:20:43Z", "hours": 1.3831, "text": "added the following shortcuts Home - alt + h Rate - alt + v Missions - alt + m Shop - alt + d Resources - alt + e Projects - alt + p Project 1 (what ever is the first project that comes in A-Z order) - alt + 1 Project 2 - alt + 2"}, {"post_id": 3442, "ts": "2026-06-06T11:50:35Z", "hours": 0.905, "text": "options to customize projects tab: grid and list alignment sort by: last updated, most devlogs, most hours, a-z"}, {"post_id": 3407, "ts": "2026-06-06T10:09:22Z", "hours": 0.7833, "text": "added number of words count and estimated time to read devlog. added collapse devlog option where user can collapse devlog so they can scroll thru feed section faster."}, {"post_id": 3384, "ts": "2026-06-06T08:56:05Z", "hours": 0.4122, "text": "added focus mode, which disables everything that might be distracting so u can write all ur ideas into the devlog!"}, {"post_id": 3215, "ts": "2026-06-06T01:20:25Z", "hours": 0.6861, "text": "what i added: pre-made devlog templates to type faster.. templates added: how it works: click on the dropdown that is placed above the post button and you will have 5 options to chose from. note: this devlog was also written with the help of a template"}, {"post_id": 2816, "ts": "2026-06-05T17:17:41Z", "hours": 0.8397, "text": "fixed sm bugs: in shop when u close a wishlisted item the shop item card still is activated. couldn’t figure it out first but it seems the problem was cuz i didnt update localstorage.. matched both the states now it works properly. also did sm button color fixes"}, {"post_id": 2780, "ts": "2026-06-05T16:10:55Z", "hours": 0.4817, "text": "added inline edit devlogs instead of redirecting to another page. heavily inspired by stardance-utils!"}, {"post_id": 2740, "ts": "2026-06-05T14:39:00Z", "hours": 1.3256, "text": "added light theme.. for who ever crazy enough to deal with that level of brightness.."}, {"post_id": 2695, "ts": "2026-06-05T12:04:47Z", "hours": 1.49, "text": "added a new theme called rose-pine.. also option to change between themes. changes applies almost instantly"}, {"post_id": 2056, "ts": "2026-06-04T11:02:30Z", "hours": 0.4669, "text": "improved time for extention to load and fixed looping issue. also added readme for better understanding of the extension"}, {"post_id": 2036, "ts": "2026-06-04T10:07:03Z", "hours": 0.7872, "text": "made the card ui better by disabling button if u dont get enough coins.. also removed that weird white color and replaced it with similar color to the bg"}, {"post_id": 2008, "ts": "2026-06-04T09:04:59Z", "hours": 0.8219, "text": "added the stardust prediction feature to the goals section in shop. also added cumulative and individual tabs for better understanding.."}, {"post_id": 1927, "ts": "2026-06-04T05:05:52Z", "hours": 1.5578, "text": "added stardust prediction to every project show page"}, {"post_id": 1465, "ts": "2026-06-03T14:53:01Z", "hours": 0.5347, "text": "in the shop page when ever you try to remove a wishlisted item by clicking on the x option it redirects to another page “/wishlist/:id”. i removed the redirecting and made the page only reload to show the change. i also added proper staring logic so that the wishlist gets updated in real-time i also added nice animation to turn the star yellow if its wishlisted and black if it isnt wishlisted"}, {"post_id": 1438, "ts": "2026-06-03T14:03:55Z", "hours": 1.3244, "text": "added goal items to shop page now by clicking on the star option you can see the progress u made to buy the item. todo: add predicting depending on how many hours done."}, {"post_id": 1367, "ts": "2026-06-03T11:12:58Z", "hours": 0.6736, "text": "added a progress bar to track how much more coins u need for that specific item. added this to all the shop items.. will update automatically when u get stardust"}, {"post_id": 743, "ts": "2026-06-02T11:32:32Z", "hours": 0.7617, "text": "added devlog inline… doesn’t work atm just a placeholder"}, {"post_id": 663, "ts": "2026-06-02T06:27:29Z", "hours": 1.5389, "text": "remove buttons and moved ship button. also by depending on turbo the changes made by this extention will apply way faster."}, {"post_id": 233, "ts": "2026-06-01T11:09:15Z", "hours": 0.5172, "text": "added better ui for the categories section in shop page…"}, {"post_id": 223, "ts": "2026-06-01T10:22:48Z", "hours": 2.1542, "text": "Created a basic extension using plasma. After experimenting a lot i made the shop page better. here are all the updates: i changed the layout of the shop updates orders and waitlist. moved them downwards to make it look better. updated the cards of shop items.. it was a test i made with ai, il update it soon and bring it back to normal.. i have also fixed the arrow keys in the new section of the shop page. made a button called order to redirect to a different page"}]...
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Title: Stardance Orbit by @keerthi | Stardance
De Title: Stardance Orbit by @keerthi | Stardance
Devlogs:
Created a basic extension using plasma. After experimenting a lot i made the shop page better. here are all the updates: i changed the layout of the shop updates orders and waitlist. moved them downwards to make it look better. updated the cards of shop items.. it was a test i made with ai, il update it soon and bring it back to normal.. i have also fixed the arrow keys in the new section of the shop page. made a button called order to redirect to a different page
added better ui for the categories section in shop page…
remove buttons and moved ship button. also by depending on turbo the changes made by this extention will apply way faster.
added devlog inline… doesn’t work atm just a placeholder
added a progress bar to track how much more coins u need for that specific item. added this to all the shop items.. will update automatically when u get stardust
added goal items to shop page now by clicking on the star option you can see the progress u made to buy the item. todo: add predicting depending on how many hours done.
in the shop page when ever you try to remove a wishlisted item by clicking on the x option it redirects to another page “/wishlist/:id”. i removed the redirecting and made the page only reload to show the change. i also added proper staring logic so that the wishlist gets updated in real-time i also added nice animation to turn the star yellow if its wishlisted and black if it isnt wishlisted
added stardust prediction to every project show page
added the stardust prediction feature to the goals section in shop. also added cumulative and individual tabs for better understanding..
made the card ui better by disabling button if u dont get enough coins.. also removed that weird white color and replaced it with similar color to the bg
improved time for extention to load and fixed looping issue. also added readme for better understanding of the extension
added a new theme called rose-pine.. also option to change between themes. changes applies almost instantly
added light theme.. for who ever crazy enough to deal with that level of brightness..
added inline edit devlogs instead of redirecting to another page. heavily inspired by stardance-utils!
fixed sm bugs: in shop when u close a wishlisted item the shop item card still is activated. couldn’t figure it out first but it seems the problem was cuz i didnt update localstorage.. matched both the states now it works properly. also did sm button color fixes
what i added: pre-made devlog templates to type faster.. templates added: how it works: click on the dropdown that is placed above the post button and you will have 5 options to chose from. note: this devlog was also written with the help of a template
added focus mode, which disables everything that might be distracting so u can write all ur ideas into the devlog!
added number of words count and estimated time to read devlog. added collapse devlog option where user can collapse devlog so they can scroll thru feed section faster.
options to customize projects tab: grid and list alignment sort by: last updated, most devlogs, most hours, a-z
added the following shortcuts Home - alt + h Rate - alt + v Missions - alt + m Shop - alt + d Resources - alt + e Projects - alt + p Project 1 (what ever is the first project that comes in A-Z order) - alt + 1 Project 2 - alt + 2
added overlay for shortcuts..
added quick-search, using Ctrl+K open a command menu where u can open pages/your projects with ease. you can also search up any project, any person and any post in the whole stardance site!
added custom themes and fonts in the popup now you can customize what theme you want the stardance site to look like and what choose font u would like to use from 20+ fonts added 4 new themes too:- dark-plus, pastel, neon & high-contrast. also added auto saving drafts so that even if u reload the tab. what you have typed wont go away!
added rearrangeable items in wishlist. also increase the quantity of each item (max 30)
make the styles work for every light theme. previously the styles only worked for the catppuccin-latte light theme.. now the styles work for every light theme. added option to show light mode styles in custom themes depends on user!
added readme file with all the features i have added in this extension & installation guide along with sm notes for better understanding of the extension
added tabs in home page to switch between following people’s devlogs, my devlogs and everyone devlogs
Ships:
This is a extention that improves the overall UI/UX of the stardance site to make it more easy for users to access. I had to learn scrapping a lottt before writing this.. but was pretty fun ngl....
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1793000921.0582137
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1793087321.0582137
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16442
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Booksole by @anujkishan918 | Stardance
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anujkishan918
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1
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22.0
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418
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T14:56:17Z", "hours": 22.0, "multiplier": 19.39, "payout": 418, "blessing": "neutral", "text": "BOOKSOLE is an interactive platform based on the idea of the retro game-console for Choose your own adventure books like the ones from goosebumps which are my favorite now you can play these books directly in your browser. The idea behind the application was to allow the users to feel that they were inserting a cartridge into the old game console, not just opening some document reader. The whole project is done using only one HTML-file and comprises such features as a library, ability to import TXT- and EPUB-formatted books, parser of branch stories, save slots, achievements, journal, searching and many more. The main difficulties in the process of development of BOOKSOLE were to develop an adaptable parser that could parse various gamebooks with different styles, page numbering and endings, and to coordinate all the features of the application. It was difficult to create a proper parser because of different styles of writing the gamebooks and to develop something that would be able to correctly parse all the books. One of the other problems is connected with application state management. Due to the presence of saves, achievements, endings found, journal and statistic information the application had to keep track of all of these at once. A user interface design was yet another crucial aspect of the project. Instead of working on a common reader app, I aimed at creating the whole process to be similar to playing with an old retro game console. This includes such elements as a booting process, cartridge library, achievements display, saving slots system, and several themed menus, all of which have the same aesthetic design. Moreover, the latest version of the software contains a redesign of an introductory animation, which involves changing a mere placeholder to a wider screen space, better pixel art and more sprites. There are a lot of aspects in my project I am particularly proud of, but the most noteworthy is the number of features implemented in just one HTML file. The process of development changed a simple reader program into a complex platform with progression, collectibles, searchable stories, saving system, paths tracking, and library management of several books. Besides, I believe that I achieved success in terms of presentation: whereas many other IF programs are concerned only with their functionality, BOOKSOLE is more playful and nostalgic. For testing the project, it is necessary to firstly download the html file from Github and open the downloaded HTML file ,Watch or skip through the intro and go straight to the boot screen with the help of a special button. After loading the system, you should import an acceptable TXT or EPUB file and open the cartridge with the imported gamebook. You can begin playing and making choices. You can try forming save slots, achieving accomplishments, finding keywords, and exploring story lines. All found endings will be registered in the journal, and all visited places will appear on the map of endings.", "repo": "https://github.com/Anuj981-blip/Booksole", "demo": "https://anuj981-blip.github.io/Booksole/"}]...
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[{"post_id": 10640, "ts": "202 [{"post_id": 10640, "ts": "2026-06-17T14:30:37Z", "hours": 4.1536, "text": "Introduction Cutscene Redesign This build focused exclusively on overhauling the intro cutscene that plays before the BOOKSOLE boot sequence. At the start of development, BOOKSOLE was already a complete self-contained HTML application featuring a retro game-console styled gamebook reader, cartridge library, EPUB/TXT importers, branching-choice reader, save slots, achievements, journal, and search functionality. The only unfinished-looking component was the opening cutscene, which functioned correctly but felt more like a placeholder than a polished introduction.The original cutscene ran on a 480×270 canvas with 3× pixel scaling. Characters were built from simple flat rectangles with very little detail, while backgrounds consisted mostly of solid colors and basic shapes. Rather than patching the existing artwork, the entire rendering system was rebuilt. The canvas size was increased to 640×360 while maintaining the 16:9 aspect ratio, and logical pixel size was increased from 3px to 4px. This provided significantly more room for detail while preserving the chunky pixel-art style.A major part of the redesign was expanding the color palette. The original palette contained around 25 colors, which limited shading options. The new palette contains roughly 60 colors organized by material type, allowing characters, props, and environments to use highlights, shadows, and depth. Every major sprite was rebuilt with proper shading and detail. New assets such as the moon, roof, curtains, chimney, mailbox, and ground elements were added, alongside three new creatures: a ventriloquist dummy, a haunted mask with glowing eyes, and a sinister garden gnome.Because the larger canvas changed the coordinate system substantially, all seven intro scenes were rebuilt from scratch rather than modified. These scenes include the title card, Victor spying on his neighbors, Victor’s laboratory, the package delivery, Max opening the package, the digital vortex sequence, and the final library reveal.A significant amount of work came from visual issues that automated testing could not detect. Screenshot reviews revealed problems such as furniture partially covering characters’ faces, fan letters floating unrealistically above a mailbox, an incorrectly proportioned hand holding the cartridge, and perspective lines that unintentionally converged behind a character’s head. These issues were corrected through scene-by-scene layout adjustments. The computer monitor in Victor’s lab was also redesigned so its display resembled actual code instead of loading bars.Another major improvement involved the dialogue system. The original dialogue box occupied a large opaque panel that obscured much of the artwork. It was replaced with a slimmer translucent gradient banner that automatically adjusts to the amount of text being displayed, allowing players to see more of each scene while maintaining readability.A final narrative pass strengthened the ending by moving previously hidden monsters into the foreground and adding narration that draws attention to them. Additional in-universe book titles, including The Babysitter’s Basement and Camp Deadlake, were added as flavor text to reinforce the horror-book atmosphere.Testing combined headless runtime simulation with manual screenshot review. Automated testing successfully identified runtime issues, while screenshot reviews were essential for catching visual composition problems. The intro remains a scripted sequence with click-to-advance dialogue and a SKIP INTRO option that jumps directly to the boot sequence. No changes were made to the library, parser, reader, saves, achievements, journal, or search systems; this update was focused entirely on improving the quality and presentation of the seven-scene introduction."}, {"post_id": 9930, "ts": "2026-06-16T13:31:06Z", "hours": 5.4014, "text": "BOOKSOLE v0.5 — It Finally Feels Like a Real Thing For a while, BOOKSOLE could load interactive books, parse them, and let you navigate choices, but it still felt like a tool. Functional, but not something with an identity. This update was about changing that. The biggest addition is the new library system. Instead of dropping straight into a book, you now land in a cartridge-style library where every story lives on a shelf. You can browse covers, check metadata, see your progress, and launch a book like you’re pulling a game off an old console rack. That shift sounds small, but it completely changed how the project feels. The other thing I spent an unreasonable amount of time on was the intro sequence. I could have gone with a simple splash screen, but instead I ended up building a fully animated pixel-art opening scene from scratch. Every character, prop, and background element is drawn procedurally on a canvas. Max, Victor, the mysterious cartridge, the old CRT aesthetic—it’s all there. Was it necessary? Absolutely not. But it was fun, and BOOKSOLE is the kind of project where atmosphere matters. After the intro, the application now boots like a retro console. There’s a fake startup sequence, loading messages, scanlines, pulsing graphics, and all the little details that make it feel like you’re powering on a strange forgotten machine rather than opening a web app. I also added a proper book details screen. Books now have their own dedicated page with cover art, author information, descriptions, tags, and progress statistics. It makes imported stories feel more like collectibles and less like files sitting in a folder. On the gameplay side, save slots finally arrived. This was something I wanted from the beginning because gamebooks are all about experimentation. Sometimes you want to make the reckless choice just to see what happens. Multiple save slots make that possible without destroying a perfectly good run. To support replayability even more, I built an ending discovery system. BOOKSOLE now keeps track of endings you’ve found and visualizes them through a simple ending map. Good endings, bad endings, weird endings—you can slowly fill out your collection as you explore different routes. There’s also a lightweight achievement system now. Nothing too serious, just a way to track things like choices made, pages visited, endings discovered, and total runs. It’s a small thing, but it reinforces the idea that reading these books is closer to playing a game than reading a novel. Another feature I’m surprisingly happy with is the journal. While testing branching stories, I kept finding myself taking notes elsewhere. So now BOOKSOLE has a built-in journal where players can leave thoughts, theories, and route notes while they play. It feels especially useful for mystery stories or books with hidden paths. A few quality-of-life improvements made it in too: Search across story pages Adjustable font sizes Backtracking through visited pages Import/export support for saves and progress Better organization of runs and statistics Looking at the project now, it finally feels like the original vision is starting to come together. The idea was never to build another ebook reader. The idea was to build a fictional retro console dedicated entirely to interactive fiction. A place where opening a book feels like inserting a cartridge. Version 0.5 is probably the first release where that idea actually comes across. Next up, I’m focusing on better EPUB support, smarter metadata extraction, richer achievement systems, and generally making the stories themselves feel more alive inside the platform. But for now, I’m pretty happy with where BOOKSOLE is. It’s weird. It’s overly nostalgic. And it’s finally starting to feel like its own thing."}, {"post_id": 9276, "ts": "2026-06-15T16:03:12Z", "hours": 5.5922, "text": "Added a new Home Screen and an intro story"}, {"post_id": 8809, "ts": "2026-06-14T17:12:37Z", "hours": 4.4892, "text": "Devlog 2 Added a boot screen and implemented a proper parser. I tested it with Give Yourself Goosebumps #15: Don’t Feed the Vampire , and it worked very well. This was a major milestone and greatly increased my confidence in the project. My next goal is to add support for user-created stories so that players can create and share their own interactive adventures. This will make the project more flexible and allow the community to contribute new content."}, {"post_id": 7677, "ts": "2026-06-12T20:31:04Z", "hours": 1.9189, "text": "When Books Become Cartridges A self-hosted, browser-based book console where your CYOA novels are the game. I’ve been thinking about what it would look like if the “Give Yourself Goosebumps” series never stopped being a game. You’d pick up the book, flip to a page, make a choice, flip again — and the whole time it felt less like reading and more like playing. The book was the cartridge. You were the console. That’s the idea behind Booksole. What is it? Booksole is a , single-file HTML app (for now)that turns choose-your-own-adventure books into playable games — complete with save slots, multiple playthroughs, auto-generated achievements, and an endings tracker. You drop in a plain .txt copy of your book. The app parses it, maps out all the branching paths, counts the endings, and boots it up like a game cartridge being slotted into a console. No server. No sign-up. No subscription. Just a file in a browser. The whole thing runs locally. Your books never leave your device. The Inspiration R.L. Stine’s Give Yourself Goosebumps series was my first experience with non-linear storytelling. You weren’t just reading — you were playing. Every “turn to page 52” was a decision with consequences. Some paths led to victory. Most led to something horrible. And the thrill was in finding all of them. Modern games have achievements, save states, completion trackers. Why don’t books? Stardance answers that question. It treats your book like a game ROM. It reads the branching structure, builds a graph of every page and decision, and wraps the whole thing in an interface that feels like a retro console — monospace font, dark terminal aesthetic, endings map, achievement popups. Every book you upload gets its own automatically generated achievement list based on its structure: find your first ending, reach a good ending, discover all the bad endings, finish in three choices or fewer. The game figures out what’s achievable by analyzing the book itself at parse time. v0.1 — What’s in it Cartridge loading — drop a .txt file and the parser scans for page markers and “turn to page X” instructions, rebuilds the branching tree, and launches Multiple save slots — run through the book multiple times simultaneously, each as a separate playthrough Endings map — a dot grid showing every ending in the book, colored by type (good / bad / neutral), filling in as you discover them Auto-generated achievements — built from graph analysis at load time, no hand-crafting needed Achievement toasts — unlock notifications that feel like a game, not a reading app Session stats choices made, pages visited, play throughs started, endings found Persistent saves everything lives in localStorage, survives page reloads the entire app is one .html file, no build step, no dependencies, no installing any software If any one has any suggestions on any features to add or any technologies that could be incorporated to make the development or the user experience easier please do give feedback"}]...
|
Title: Booksole by @anujkishan918 | Stardance
Dev Title: Booksole by @anujkishan918 | Stardance
Devlogs:
When Books Become Cartridges A self-hosted, browser-based book console where your CYOA novels are the game. I’ve been thinking about what it would look like if the “Give Yourself Goosebumps” series never stopped being a game. You’d pick up the book, flip to a page, make a choice, flip again — and the whole time it felt less like reading and more like playing. The book was the cartridge. You were the console. That’s the idea behind Booksole. What is it? Booksole is a , single-file HTML app (for now)that turns choose-your-own-adventure books into playable games — complete with save slots, multiple playthroughs, auto-generated achievements, and an endings tracker. You drop in a plain .txt copy of your book. The app parses it, maps out all the branching paths, counts the endings, and boots it up like a game cartridge being slotted into a console. No server. No sign-up. No subscription. Just a file in a browser. The whole thing runs locally. Your books never leave your device. The Inspiration R.L. Stine’s Give Yourself Goosebumps series was my first experience with non-linear storytelling. You weren’t just reading — you were playing. Every “turn to page 52” was a decision with consequences. Some paths led to victory. Most led to something horrible. And the thrill was in finding all of them. Modern games have achievements, save states, completion trackers. Why don’t books? Stardance answers that question. It treats your book like a game ROM. It reads the branching structure, builds a graph of every page and decision, and wraps the whole thing in an interface that feels like a retro console — monospace font, dark terminal aesthetic, endings map, achievement popups. Every book you upload gets its own automatically generated achievement list based on its structure: find your first ending, reach a good ending, discover all the bad endings, finish in three choices or fewer. The game figures out what’s achievable by analyzing the book itself at parse time. v0.1 — What’s in it Cartridge loading — drop a .txt file and the parser scans for page markers and “turn to page X” instructions, rebuilds the branching tree, and launches Multiple save slots — run through the book multiple times simultaneously, each as a separate playthrough Endings map — a dot grid showing every ending in the book, colored by type (good / bad / neutral), filling in as you discover them Auto-generated achievements — built from graph analysis at load time, no hand-crafting needed Achievement toasts — unlock notifications that feel like a game, not a reading app Session stats choices made, pages visited, play throughs started, endings found Persistent saves everything lives in localStorage, survives page reloads the entire app is one .html file, no build step, no dependencies, no installing any software If any one has any suggestions on any features to add or any technologies that could be incorporated to make the development or the user experience easier please do give feedback
Devlog 2 Added a boot screen and implemented a proper parser. I tested it with Give Yourself Goosebumps #15: Don’t Feed the Vampire , and it worked very well. This was a major milestone and greatly increased my confidence in the project. My next goal is to add support for user-created stories so that players can create and share their own interactive adventures. This will make the project more flexible and allow the community to contribute new content.
Added a new Home Screen and an intro story
BOOKSOLE v0.5 — It Finally Feels Like a Real Thing For a while, BOOKSOLE could load interactive books, parse them, and let you navigate choices, but it still felt like a tool. Functional, but not something with an identity. This update was about changing that. The biggest addition is the new library system. Instead of dropping straight into a book, you now land in a cartridge-style library where every story lives on a shelf. You can browse covers, check metadata, see your progress, and launch a book like you’re pulling a game off an old console rack. That shift sounds small, but it completely changed how the project feels. The other thing I spent an unreasonable amount of time on was the intro sequence. I could have gone with a simple splash screen, but instead I ended up building a fully animated pixel-art opening scene from scratch. Every character, prop, and background element is drawn procedurally on a canvas. Max, Victor, the mysterious cartridge, the old CRT aesthetic—it’s all there. Was it necessary? Absolutely not. But it was fun, and BOOKSOLE is the kind of project where atmosphere matters. After the intro, the application now boots like a retro console. There’s a fake startup sequence, loading messages, scanlines, pulsing graphics, and all the little details that make it feel like you’re powering on a strange forgotten machine rather than opening a web app. I also added a proper book details screen. Books now have their own dedicated page with cover art, author information, descriptions, tags, and progress statistics. It makes imported stories feel more like collectibles and less like files sitting in a folder. On the gameplay side, save slots finally arrived. This was something I wanted from the beginning because gamebooks are all about experimentation. Sometimes you want to make the reckless choice just to see what happens. Multiple save slots make that possible without destroying a perfectly good run. To support replayability even more, I built an ending discovery system. BOOKSOLE now keeps track of endings you’ve found and visualizes them through a simple ending map. Good endings, bad endings, weird endings—you can slowly fill out your collection as you explore different routes. There’s also a lightweight achievement system now. Nothing too serious, just a way to track things like choices made, pages visited, endings discovered, and total runs. It’s a small thing, but it reinforces the idea that reading these books is closer to playing a game than reading a novel. Another feature I’m surprisingly happy with is the journal. While testing branching stories, I kept finding myself taking notes elsewhere. So now BOOKSOLE has a built-in journal where players can leave thoughts, theories, and route notes while they play. It feels especially useful for mystery stories or books with hidden paths. A few quality-of-life improvements made it in too: Search across story pages Adjustable font sizes Backtracking through visited pages Import/export support for saves and progress Better organization of runs and statistics Looking at the project now, it finally feels like the original vision is starting to come together. The idea was never to build another ebook reader. The idea was to build a fictional retro console dedicated entirely to interactive fiction. A place where opening a book feels like inserting a cartridge. Version 0.5 is probably the first release where that idea actually comes across. Next up, I’m focusing on better EPUB support, smarter metadata extraction, richer achievement systems, and generally making the stories themselves feel more alive inside the platform. But for now, I’m pretty happy with where BOOKSOLE is. It’s weird. It’s overly nostalgic. And it’s finally starting to feel like its own thing.
Introduction Cutscene Redesign This build focused exclusively on overhauling the intro cutscene that plays before the BOOKSOLE boot sequence. At the start of development, BOOKSOLE was already a complete self-contained HTML application featuring a retro game-console styled gamebook reader, cartridge library, EPUB/TXT importers, branching-choice reader, save slots, achievements, journal, and search functionality. The only unfinished-looking component was the opening cutscene, which functioned correctly but felt more like a placeholder than a polished introduction.The original cutscene ran on a 480×270 canvas with 3× pixel scaling. Characters were built from simple flat rectangles with very little detail, while backgrounds consisted mostly of solid colors and basic shapes. Rather than patching the existing artwork, the entire rendering system was rebuilt. The canvas size was increased to 640×360 while maintaining the 16:9 aspect ratio, and logical pixel size was increased from 3px to 4px. This provided significantly more room for detail while preserving the chunky pixel-art style.A major part of the redesign was expanding the color palette. The original palette contained around 25 colors, which limited shading options. The new palette contains roughly 60 colors organized by material type, allowing characters, props, and environments to use highlights, shadows, and depth. Every major sprite was rebuilt with proper shading and detail. New assets such as the moon, roof, curtains, chimney, mailbox, and ground elements were added, alongside three new creatures: a ventriloquist dummy, a haunted mask with glowing eyes, and a sinister garden gnome.Because the larger canvas changed the coordinate system substantially, all seven intro scenes were rebuilt from scratch rather than modified. These scenes include the title card, Victor spying on his neighbors, Victor’s laboratory, the package delivery, Max opening the package, the digital vortex sequence, and the final library reveal.A significant amount of work came from visual issues that automated testing could not detect. Screenshot reviews revealed problems such as furniture partially covering characters’ faces, fan letters floating unrealistically above a mailbox, an incorrectly proportioned hand holding the cartridge, and perspective lines that unintentionally converged behind a character’s head. These issues were corrected through scene-by-scene layout adjustments. The computer monitor in Victor’s lab was also redesigned so its display resembled actual code instead of loading bars.Another major improvement involved the dialogue system. The original dialogue box occupied a large opaque panel that obscured much of the artwork. It was replaced with a slimmer translucent gradient banner that automatically adjusts to the amount of text being displayed, allowing players to see more of each scene while maintaining readability.A final narrative pass strengthened the ending by moving previously hidden monsters into the foreground and adding narration that draws attention to them. Additional in-universe book titles, including The Babysitter’s Basement and Camp Deadlake, were added as flavor text to reinforce the horror-book atmosphere.Testing combined headless runtime simulation with manual screenshot review. Automated testing successfully identified runtime issues, while screenshot reviews were essential for catching visual composition problems. The intro remains a scripted sequence with click-to-advance dialogue and a SKIP INTRO option that jumps directly to the boot sequence. No changes were made to the library, parser, reader, saves, achievements, journal, or search systems; this update was focused entirely on improving the quality and presentation of the seven-scene introduction.
Ships:
BOOKSOLE is an interactive platform based on the idea of the retro game-console for Choose your own adventure books like the ones from goosebumps which are my favorite now you can play these books directly in your browser. The idea behind the application was to allow the users to feel that they were inserting a cartridge into the old game console, not just opening some document reader. The whole project is done using only one HTML-file and comprises such features as a library, ability to import TXT- and EPUB-formatted books, parser of branch stories, save slots, achievements, journal, searching and many more. The main difficulties in the process of development of BOOKSOLE were to develop an adaptable parser that could parse various gamebooks with different styles, page numbering and endings, and to coordinate all the features of the application. It was difficult to create a proper parser because of different styles of writing the gamebooks and to develop something that would be able to correctly parse all the books. One of the other problems is connected with application state management. Due to the presence of saves, achievements, endings found, journal and statistic information the application had to keep track of all of these at once. A user interface design was yet another crucial aspect of the project. Instead of working on a common reader app, I aimed at creating the whole process to be similar to playing with an old retro game console. This includes such elements as a booting process, cartridge library, achievements display, saving slots system, and several themed menus, all of which have the same aesthetic design. Moreover, the latest version of the software contains a redesign of an introductory animation, which involves changing a mere placeholder to a wider screen space, better pixel art and more sprites. There are a lot of aspects in my project I am particularly proud of, but the most noteworthy is the number of features implemented in just one HTML file. The process of development changed a simple reader program into a complex platform with progression, collectibles, searchable stories, saving system, paths tracking, and library management of several books. Besides, I believe that I achieved success in terms of presentation: whereas many other IF programs are concerned only with their functionality, BOOKSOLE is more playful and nostalgic. For testing the project, it is necessary to firstly download the html file from Github and open the downloaded HTML file ,Watch or skip through the intro and go straight to the boot screen with the help of a special button. After loading the system, you should import an acceptable TXT or EPUB file and open the cartridge with the imported gamebook. You can begin playing and making choices. You can try forming save slots, achieving accomplishments, finding keywords, and exploring story lines. All found endings will be registered in the journal, and all visited places will appear on the map of endings....
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1792878773.1638021
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1793742773.1638021
|
|
57003
|
Jamly by @prymeknona | Stardance
|
prymeknona
|
1
|
37.0
|
417
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T19:34:18Z", "hours": 37.0, "multiplier": 11.2, "payout": 417, "blessing": "neutral", "text": "I built Jamly, a platform where musicians can find other musicians, discover people nearby, and connect to create music together. The hardest part was building the backend and messaging system, and I’m proud that Jamly is now live and ready to use!", "repo": "https://github.com/tadeusz12121/baza_muzykow", "demo": "https://www.jamly.pl"}]...
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[{"post_id": 68789, "ts": "202 [{"post_id": 68789, "ts": "2026-09-15T19:11:40Z", "hours": 1.7944, "text": "Improved the look of the login form, the .HEIC images upload on group chat works now"}, {"post_id": 67662, "ts": "2026-09-13T20:19:49Z", "hours": 2.1094, "text": "Added nearby musician search using GPS coordinates and Mongodb geolocation"}, {"post_id": 67201, "ts": "2026-09-13T08:10:12Z", "hours": 3.2406, "text": "Locked down profile picture uploads with size/type limits, added rate limiting on login/registration. Built a real-time group chat from scratch with Socket.IO including image uploads compressed on the fly with sharp"}, {"post_id": 66731, "ts": "2026-09-12T16:56:10Z", "hours": 2.4583, "text": "better profile ui"}, {"post_id": 66173, "ts": "2026-09-11T20:37:22Z", "hours": 2.8572, "text": "still working on a chat design"}, {"post_id": 65610, "ts": "2026-09-10T21:01:22Z", "hours": 3.1111, "text": "Built a notification system for incoming messages"}, {"post_id": 64814, "ts": "2026-09-09T14:21:29Z", "hours": 4.4819, "text": "Added a private chat feature"}, {"post_id": 62913, "ts": "2026-09-06T13:30:01Z", "hours": 8.2556, "text": "register form"}, {"post_id": 59712, "ts": "2026-09-01T17:12:53Z", "hours": 4.0675, "text": "some css now"}, {"post_id": 59473, "ts": "2026-09-01T10:38:19Z", "hours": 1.4558, "text": "Still working on a backend and added some new features the html"}, {"post_id": 59393, "ts": "2026-09-01T05:45:52Z", "hours": 3.3919, "text": "Built the backend for my musician networking platform. Added authentication checks and a musician search API with filters for instrument, skill level, and city."}]...
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Title: Jamly by @prymeknona | Stardance
Devlogs:
Title: Jamly by @prymeknona | Stardance
Devlogs:
Built the backend for my musician networking platform. Added authentication checks and a musician search API with filters for instrument, skill level, and city.
Still working on a backend and added some new features the html
some css now
register form
Added a private chat feature
Built a notification system for incoming messages
still working on a chat design
better profile ui
Locked down profile picture uploads with size/type limits, added rate limiting on login/registration. Built a real-time group chat from scratch with Socket.IO including image uploads compressed on the fly with sharp
Added nearby musician search using GPS coordinates and Mongodb geolocation
Improved the look of the login form, the .HEIC images upload on group chat works now
Ships:
I built Jamly, a platform where musicians can find other musicians, discover people nearby, and connect to create music together. The hardest part was building the backend and messaging system, and I’m proud that Jamly is now live and ready to use!...
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1793004927.0773869
|
1793091327.0773869
|
|
55042
|
Monochromium by @eli | Stardance
|
eli
|
1
|
59.56
|
414
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T13:51:31Z", "hours": 23.0, "multiplier": 17.92, "payout": 414, "blessing": "neutral", "text": "Hi everyone! Today I am shipping Monochromium (v0.1.1) a flexible CLI note taking app for the terminal! Written in Rust its a fast app with a binary smaller than 2mb! We have a full spec for future versions and plan to keep writing more code soon! My favorite part of developing this app was probably learning the clap syntax, its quite easy and intuitive now! Thanks for reading :)", "repo": "https://github.com/Papaya-Voldemort/Monochromium", "demo": "https://crates.io/crates/monochromium"}]...
|
[{"post_id": 82775, "ts": "202 [{"post_id": 82775, "ts": "2026-10-25T20:06:00Z", "hours": 2.8222, "text": "Monochromium v0.6.0 — We’re so back (with graphs!) Sorry it’s been so long since my last devlog! I have been stuck writing emails for Haven for such a long time lol! But I finally got 0.6.0 out to you guys! Yeah I know it’s super cool! Here is what got added (yeah, added ! It’s been a bit since I was not just writing polish): Sugar commands for checkin , todo , and ideas — allows you to quickly add notes with different types Value row on the db — allows you to add a value associated with the notes (as a suggestion: hype for ideas, mood for checkins, and priority for todos) And the big one… an overhauled stats command with mood graphs ! Yeah, you saw the value row and thought it was LAME right! Well, I added it so I could add these fancy graphs! Ok, quick story time: my mental health sucks (I assume it’s a common thing among programmers), so I have been adding a little score: +4 or smth to the end of my checkins from monochromium. I honestly have loved this, and it helped me get through the day just a little better… So I added that feature directly into the CLI… yeah, you don’t HAVE to use it… but I highly recommend it, even if it’s just for the pretty graphs (in the media below :) Anyways guys, have a great day <3"}, {"post_id": 81914, "ts": "2026-10-23T00:44:26Z", "hours": 2.1578, "text": "I started working through the feedback that I got from the different star interviews on my last ship because I want to make sure that the next one’s really polished for you guys! I wanted to try to be professional with this, so I made five GitHub issues, and I’ve been trying to use the CLI for most of the stuff! Here are the two I finished so far: Switch stats command to use SQL count for performance and simplicity Added Mac OS Intel release as well as a Universal binary Unrelated to the start interviews, I added some checks before you can commit your code to prevent CI fails Anyway, guys, sorry for the long time between this and the last vlog. Hopefully you guys are having a great day. Thanks for checking in. Bye :)"}, {"post_id": 81026, "ts": "2026-10-19T16:32:41Z", "hours": 3.8953, "text": "Honestly not much to share with you guys, just lots and lots of bug fixes across the board. Some of the major ones identified and fixed were: Commands breaking when parsing locked commands Code being super ugly :( Security Fixes And several I forgot… Any ways I am currently working on more security fixes so we can release 0.5.1 full release, I want to ensure that there are NO security issues for a update based entirely on making it secure… Some other planned stuff: Quick config change commands Better quick note title genration Full documentation on how to use Tutorial command? On Install helper prompt Anything else you guys want Ok bye! Changelog Fix fmt and clippy ( e839d6b ) pre security patch ( 90f155f ) QoL and code quality fixes ( a2be63e ) Bug fixes ( 9bbf71f ) Some more small polish ( 183aa5a ) 0.5.1-alpha.0: Attempt one at fixing enough bugs for a release ( 0a825ab ) PS: Make a github issue or submit a comment on any of the devlogs and I will most likely implement it within the day :)"}, {"post_id": 79342, "ts": "2026-10-13T15:47:40Z", "hours": 5.7886, "text": "I should probably be posting these devlogs significantly more… Almost 6 hours for a devlog is quite a bit… But here I am. Here’s what’s changed. Here’s what’s finished: 0.5.0 full release Official Markdown file support Quality-of-life improvements Comprehensive test suite for more things Here’s what’s in progress: The cryptography branch Basic file locking and unlocking More tests Binary optimization 0.5.1 beta release soon Here’s what’s yet to be started: Additional updates More commands Quality of life for locking and unlocking Better branding and more Anyway my first ship finally finished so I should be submitting the next one any day now, probably once 0.5.1 or 0.5.2 is completed! Thanks for reading bye! PS: Still no idea what to put for screenshots for a CLI like this so enjoy more terminal screenshots…"}, {"post_id": 77873, "ts": "2026-10-08T16:53:43Z", "hours": 5.5978, "text": "Hey guys! Sorry for the crazy long wait! I have been insanely busy lately with stuff but this project is finally mostly ready for the next release! 0.5.0-alpha.0 is done! The biggest new feature being file contents are controlled by md files not just db contents! Here is more depth: Schema changes: contents string -> file_link -> String Command Changes: Edit now uses default configured editor and also has commands to change db values (other than id!) QoL: Lots of tiny fixes for quality of life to ensure things work well More command flags: Many more flags have had added support Why still in alpha? So this update is HUGE and has tons of small bugs on migrations, editing, searching, listing files, and more… so I just want to make a few more changes before a full release! Thanks for staying with me its almost over! Bye!"}, {"post_id": 75994, "ts": "2026-10-01T22:54:09Z", "hours": 3.5514, "text": "I have been working on a big migration :) its not quite done ofc but I will get their eventually. So sorry for this tiny devlog but I am working on somthing big for you guys!"}, {"post_id": 74188, "ts": "2026-09-26T21:40:23Z", "hours": 2.2856, "text": "Hi guys! Today I worked on a new stats command! Pretty basic I know… But I was lazy ok… Also I did a few other small things: Updated CI a bit Wrote some more tests Bumped version to v0.4.3 Some other stuff Oh one bigger thing I did was fix a bug with new lines and the shell prompt bugging into stuff that did not do a new line at the end… pretty simple fix but it makes reminders and stats look much better! Sorry for the stale devlog! bye"}, {"post_id": 73152, "ts": "2026-09-24T14:25:32Z", "hours": 3.3036, "text": "No way! Stardance was extended for one more month! And it has a story! This is insane! Sorry for not keeping up with the daily scheduled… don’t worry I am back on track (for a unnumbered amount of time)… but I am totally getting some hours in so the spaceship can be rebuilt… (Do I really want that? I man the destruction particle effects are really nice…) Hopfully my past ship that is still not reviewed counts for the time for this event! Ok changes time: Added tests Unified CLI commands Added Github Actions Added Binarys for all OSes and a bunch of other stuff I forgot about :) Hopfully this media/screenshots are decent looking because I was lazy and did not put much work into them ;D thanks for tolerating me :) bye!"}, {"post_id": 72018, "ts": "2026-09-22T00:43:19Z", "hours": 3.6858, "text": "Ok my goal is to write 3 devlogs today so I can make up for some missed ones last week… Plus I have the day off. So here is the first one: This morning I worked on writing some tests for db and for utility functions just getting it prepped for the 0.3.0 release. Next I am going to work on the 0.4.0 release which will mostly be a polish run honestly :)"}, {"post_id": 71445, "ts": "2026-09-20T20:42:37Z", "hours": 3.4747, "text": "Whoah! Its been a LONG time since I made a devlog here… Honestly I had intended on never making another one…but then I found myself actually using Monochromium, and I had a lot of issues with it, and well I have a roadmap in my mind so might as well… So I may have done a few hour long rewrite… I basically did a little bit of stuff for the ship getting fixed, then updated the config and reminder timer, then updated the reminder system, then… I SWITCHED THE ENTIRE DB LIBRARY! So that took a very, very, very long time… but resulted in 75% smaller binary (again) we are looking at a very small binary now :) and that is with SQLite still bundled for compatibility! Anyway guys I am so happy to be back (not happy about my missing sticky streak…) and hope to write again soon! PS: Yes the media sucks I just ran out of time today ok… Changelog fix issue with time parsing ( 4ccff8e ) Finish refactor, ran cargo fmt, bump version number to 0.3.0 alpha ( 2825568 ) Switch everything over to rusqlite, switch to sync instead of async, add new database model, cut binary size a lot, fix minor bugs, huge refactor ( f2f318b ) V0.2.0: Moved the types system to seperate folder, fixed reminer and checkins, added toml config, and minor other fixes ( 735d4c4 ) Update reminder to use config time, updated config to support toml ( 281a6a3 ) Fix readme and demo video ( 3466ed2 )"}, {"post_id": 68287, "ts": "2026-09-14T21:08:35Z", "hours": 1.6672, "text": "Ok I am actually so tired. I have to work today and tomorrow and I am also starting third place so this is your final devlog… for now… I will inevitably come back to make more changes, small polishes and upgrades down the line, but it will be a bit. In this last update, I polished things fixed a ton of warnings and made it good enough to hopefully release. Thank you all for following me through this journey. Its tiring to look back on it now but honestly it was still worth it. Goodbye! <3"}, {"post_id": 66917, "ts": "2026-09-12T21:40:13Z", "hours": 1.2172, "text": "Sorry for missing yesterdays devlog… Figured I would save it for today :) Today/Yesterday I worked on fixing major and minor bugs, additionally I made a export command to export all of the db rows quickly. Its so close to a v1 release I just want to make sure its super duper polished before I will release it!"}, {"post_id": 65784, "ts": "2026-09-11T04:59:59Z", "hours": 1.0553, "text": "Apparently you guys like programming memes. So its late again and I don’t want to make another piece of nice looking media! So here are some more memes (I know lazy…) Anyways today I worked on more docs, fixed bugs, published to crates.io and worked on the readme. Not much really… I am working on a few small tweaks and features but nothing major. Love you guys and have a great night :)"}, {"post_id": 65154, "ts": "2026-09-10T03:08:06Z", "hours": 1.145, "text": "Hey! I am back! Today is not even that late! Today I did not do that much but I did run into a Hackatime bug again! I hate when I write human code and it gets logged as AI time :( But time logging aside I worked on the docs today, I finished up comments for each of the commands and started on the readme. Anyway for the media I found a funny rust meme I wanted to share with you, its relevant because tokio is like 0.2mb of my binary size and V2 will def remove it…"}, {"post_id": 64637, "ts": "2026-09-09T05:56:05Z", "hours": 0.9472, "text": "Sorry this is so late (A common theme among my devlogs) But I still have 20 min before tomorrow! Let me have it! Today I mostly wrote docs, added a logo, packaged it, shrunk the binary by 75% from 8mb to 2mb! Anyways its basically done, probably 3 days more of devlogs just because I am a perfectionist. Also super sorry about the media… it kind of sucks I know."}, {"post_id": 63927, "ts": "2026-09-07T23:48:22Z", "hours": 1.0564, "text": "Ok not much done today I had a 4 hour drive so I just watched some Attack on Titan :) But I did get SOME coding done! Today I implemented the reminder function and the inital set up functions. The reminder one is mostly complete but I might add a few different message types. As for the init command its iffy, I just need to change the checks and update a few things but its a pretty minimal feature. Honestly I will be honest its getting pretty close to done! My expected timeline for V1 of this project was 20 hours so its already pretty on target."}, {"post_id": 63198, "ts": "2026-09-06T21:21:33Z", "hours": 0.8339, "text": "OK we are back to daily (I hope ) devlogs. Again really sorry about last time… So I only did about an hour of work today because my Mom hates when I code on sundays… Today I started working on the reminder command, it will run when ever you open your terminal and remind you to check in (yay mental health!) Becuase this is a pretty big task I started by updating the search function to support searching for types, I am going to use this new search to find the last time a user checked in with a note. Sorry I had little time to make better looking screenshots… or a video… but hopfully they look decent. Thanks for reading! Have a wonderful day!"}, {"post_id": 62546, "ts": "2026-09-06T00:08:47Z", "hours": 3.3806, "text": "I am SOOO sorry! I completely missed 2 days in a row… And the worst part is I totally knew the whole time… So here is the story: Basically I usally work from 5 PM to 10:30 PM, but on Thursday, I got out of work at 12:00 and then on Friday (The next day) I got out at 11:30 . So I was way too tired to do much… Now I am out of my house for Labor day weekend and so I can’t make my pretty videos for a few days. So here is what I did: Updated add command with better error handling Made the edit command and fixed it a lot Add MIT LICENSE and blank readme Start shell config for future features Anyways so I did a little bit! Again super sorry for the boring image, its the logo/banner for the project!"}, {"post_id": 60551, "ts": "2026-09-02T23:30:19Z", "hours": 1.5156, "text": "Today was kind of slow :( but that does not mean I am missing a devlog! I did 3 main things, first I added a view command allowing you to see note content, second I updated the delete function logging, and finally I added the search function to let you basic search your notes! Thanks for reading and again, really sorry for bad media upload (just realizing I will probably saw that about every day), and have a great day! PS: My time logging is really odd lately, despite not using AI its logging some of it as AI and I think that lost me 20m today or smth… but idk! PPS: The video was huge so I had chatgpt edit it, let me know how you think it did…"}, {"post_id": 59921, "ts": "2026-09-01T23:04:18Z", "hours": 1.8117, "text": "Hey everyone! I am back for another daily devlog again almost nothing new to show (Sorry) But its getting better! I added a few new things: Updated list command, switch from providing full db every time to just a connection instance, and updated the delete function to be able to remove notes. So a pretty substantial day imo! Enjoy the video, hopefully its fun to watch!"}, {"post_id": 59329, "ts": "2026-09-01T01:53:03Z", "hours": 2.1469, "text": "Almost missed this one! Honestly I sometimes love writing these but after a longer day of debugging its not as much fun… Anyways, today I got some good stuff done, I finally make it kind of usable with working commands* (kind of…) Still not much to show in the media but I tried my best for you guys! Enjoy!"}, {"post_id": 58464, "ts": "2026-08-30T21:43:19Z", "hours": 0.9561, "text": "Ok we are back to the daily devlogs! So lets get into this one: Today I just did a little bit of work, I implemented a utilities folder with small helper functions for tiny things here and there. I updated the add() function and made the checkin() function. Not much else… Honestly I have no idea what to put for the picture yet… Anyways thanks for reading!"}, {"post_id": 57673, "ts": "2026-08-29T21:57:43Z", "hours": 5.3897, "text": "So I was gonna post a lot more dev logs for this project, but I accidentally had the wrong hackatime project set… Anyway, unfortunately there’s still not a whole lot more for me to show as it’s a CL hide but… Here’s a few pretty pictures from my code editor to tie you over!"}]...
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Title: Monochromium by @eli | Stardance
Devlogs:
Title: Monochromium by @eli | Stardance
Devlogs:
So I was gonna post a lot more dev logs for this project, but I accidentally had the wrong hackatime project set… Anyway, unfortunately there’s still not a whole lot more for me to show as it’s a CL hide but… Here’s a few pretty pictures from my code editor to tie you over!
Ok we are back to the daily devlogs! So lets get into this one: Today I just did a little bit of work, I implemented a utilities folder with small helper functions for tiny things here and there. I updated the add() function and made the checkin() function. Not much else… Honestly I have no idea what to put for the picture yet… Anyways thanks for reading!
Almost missed this one! Honestly I sometimes love writing these but after a longer day of debugging its not as much fun… Anyways, today I got some good stuff done, I finally make it kind of usable with working commands* (kind of…) Still not much to show in the media but I tried my best for you guys! Enjoy!
Hey everyone! I am back for another daily devlog again almost nothing new to show (Sorry) But its getting better! I added a few new things: Updated list command, switch from providing full db every time to just a connection instance, and updated the delete function to be able to remove notes. So a pretty substantial day imo! Enjoy the video, hopefully its fun to watch!
Today was kind of slow :( but that does not mean I am missing a devlog! I did 3 main things, first I added a view command allowing you to see note content, second I updated the delete function logging, and finally I added the search function to let you basic search your notes! Thanks for reading and again, really sorry for bad media upload (just realizing I will probably saw that about every day), and have a great day! PS: My time logging is really odd lately, despite not using AI its logging some of it as AI and I think that lost me 20m today or smth… but idk! PPS: The video was huge so I had chatgpt edit it, let me know how you think it did…
I am SOOO sorry! I completely missed 2 days in a row… And the worst part is I totally knew the whole time… So here is the story: Basically I usally work from 5 PM to 10:30 PM, but on Thursday, I got out of work at 12:00 and then on Friday (The next day) I got out at 11:30 . So I was way too tired to do much… Now I am out of my house for Labor day weekend and so I can’t make my pretty videos for a few days. So here is what I did: Updated add command with better error handling Made the edit command and fixed it a lot Add MIT LICENSE and blank readme Start shell config for future features Anyways so I did a little bit! Again super sorry for the boring image, its the logo/banner for the project!
OK we are back to daily (I hope ) devlogs. Again really sorry about last time… So I only did about an hour of work today because my Mom hates when I code on sundays… Today I started working on the reminder command, it will run when ever you open your terminal and remind you to check in (yay mental health!) Becuase this is a pretty big task I started by updating the search function to support searching for types, I am going to use this new search to find the last time a user checked in with a note. Sorry I had little time to make better looking screenshots… or a video… but hopfully they look decent. Thanks for reading! Have a wonderful day!
Ok not much done today I had a 4 hour drive so I just watched some Attack on Titan :) But I did get SOME coding done! Today I implemented the reminder function and the inital set up functions. The reminder one is mostly complete but I might add a few different message types. As for the init command its iffy, I just need to change the checks and update a few things but its a pretty minimal feature. Honestly I will be honest its getting pretty close to done! My expected timeline for V1 of this project was 20 hours so its already pretty on target.
Sorry this is so late (A common theme among my devlogs) But I still have 20 min before tomorrow! Let me have it! Today I mostly wrote docs, added a logo, packaged it, shrunk the binary by 75% from 8mb to 2mb! Anyways its basically done, probably 3 days more of devlogs just because I am a perfectionist. Also super sorry about the media… it kind of sucks I know.
Hey! I am back! Today is not even that late! Today I did not do that much but I did run into a Hackatime bug again! I hate when I write human code and it gets logged as AI time :( But time logging aside I worked on the docs today, I finished up comments for each of the commands and started on the readme. Anyway for the media I found a funny rust meme I wanted to share with you, its relevant because tokio is like 0.2mb of my binary size and V2 will def remove it…
Apparently you guys like programming memes. So its late again and I don’t want to make another piece of nice looking media! So here are some more memes (I know lazy…) Anyways today I worked on more docs, fixed bugs, published to crates.io and worked on the readme. Not much really… I am working on a few small tweaks and features but nothing major. Love you guys and have a great night :)
Sorry for missing yesterdays devlog… Figured I would save it for today :) Today/Yesterday I worked on fixing major and minor bugs, additionally I made a export command to export all of the db rows quickly. Its so close to a v1 release I just want to make sure its super duper polished before I will release it!
Ok I am actually so tired. I have to work today and tomorrow and I am also starting third place so this is your final devlog… for now… I will inevitably come back to make more changes, small polishes and upgrades down the line, but it will be a bit. In this last update, I polished things fixed a ton of warnings and made it good enough to hopefully release. Thank you all for following me through this journey. Its tiring to look back on it now but honestly it was still worth it. Goodbye! <3
Whoah! Its been a LONG time since I made a devlog here… Honestly I had intended on never making another one…but then I found myself actually using Monochromium, and I had a lot of issues with it, and well I have a roadmap in my mind so might as well… So I may have done a few hour long rewrite… I basically did a little bit of stuff for the ship getting fixed, then updated the config and reminder timer, then updated the reminder system, then… I SWITCHED THE ENTIRE DB LIBRARY! So that took a very, very, very long time… but resulted in 75% smaller binary (again) we are looking at a very small binary now :) and that is with SQLite still bundled for compatibility! Anyway guys I am so happy to be back (not happy about my missing sticky streak…) and hope to write again soon! PS: Yes the media sucks I just ran out of time today ok… Changelog fix issue with time parsing ( 4ccff8e ) Finish refactor, ran cargo fmt, bump version number to 0.3.0 alpha ( 2825568 ) Switch everything over to rusqlite, switch to sync instead of async, add new database model, cut binary size a lot, fix minor bugs, huge refactor ( f2f318b ) V0.2.0: Moved the types system to seperate folder, fixed reminer and checkins, added toml config, and minor other fixes ( 735d4c4 ) Update reminder to use config time, updated config to support toml ( 281a6a3 ) Fix readme and demo video ( 3466ed2 )
Ok my goal is to write 3 devlogs today so I can make up for some missed ones last week… Plus I have the day off. So here is the first one: This morning I worked on writing some tests for db and for utility functions just getting it prepped for the 0.3.0 release. Next I am going to work on the 0.4.0 release which will mostly be a polish run honestly :)
No way! Stardance was extended for one more month! And it has a story! This is insane! Sorry for not keeping up with the daily scheduled… don’t worry I am back on track (for a unnumbered amount of time)… but I am totally getting some hours in so the spaceship can be rebuilt… (Do I really want that? I man the destruction particle effects are really nice…) Hopfully my past ship that is still not reviewed counts for the time for this event! Ok changes time: Added tests Unified CLI commands Added Github Actions Added Binarys for all OSes and a bunch of other stuff I forgot about :) Hopfully this media/screenshots are decent looking because I was lazy and did not put much work into them ;D thanks for tolerating me :) bye!
Hi guys! Today I worked on a new stats command! Pretty basic I know… But I was lazy ok… Also I did a few other small things: Updated CI a bit Wrote some more tests Bumped version to v0.4.3 Some other stuff Oh one bigger thing I did was fix a bug with new lines and the shell prompt bugging into stuff that did not do a new line at the end… pretty simple fix but it makes reminders and stats look much better! Sorry for the stale devlog! bye
I have been working on a big migration :) its not quite done ofc but I will get their eventually. So sorry for this tiny devlog but I am working on somthing big for you guys!
Hey guys! Sorry for the crazy long wait! I have been insanely busy lately with stuff but this project is finally mostly ready for the next release! 0.5.0-alpha.0 is done! The biggest new feature being file contents are controlled by md files not just db contents! Here is more depth: Schema changes: contents string -> file_link -> String Command Changes: Edit now uses default configured editor and also has commands to change db values (other than id!) QoL: Lots of tiny fixes for quality of life to ensure things work well More command flags: Many more flags have had added support Why still in alpha? So this update is HUGE and has tons of small bugs on migrations, editing, searching, listing files, and more… so I just want to make a few more changes before a full release! Thanks for staying with me its almost over! Bye!
I should probably be posting these devlogs significantly more… Almost 6 hours for a devlog is quite a bit… But here I am. Here’s what’s changed. Here’s what’s finished: 0.5.0 full release Official Markdown file support Quality-of-life improvements Comprehensive test suite for more things Here’s what’s in progress: The cryptography branch Basic file locking and unlocking More tests Binary optimization 0.5.1 beta release soon Here’s what’s yet to be started: Additional updates More commands Quality of life for locking and unlocking Better branding and more Anyway my first ship finally finished so I should be submitting the next one any day now, probably once 0.5.1 or 0.5.2 is completed! Thanks for reading bye! PS: Still no idea what to put for screenshots for a CLI like this so enjoy more terminal screenshots…
Honestly not much to share with you guys, just lots and lots of bug fixes across the board. Some of the major ones identified and fixed were: Commands breaking when parsing locked commands Code being super ugly :( Security Fixes And several I forgot… Any ways I am currently working on more security fixes so we can release 0.5.1 full release, I want to ensure that there are NO security issues for a update based entirely on making it secure… Some other planned stuff: Quick config change commands Better quick note title genration Full documentation on how to use Tutorial command? On Install helper prompt Anything else you guys want Ok bye! Changelog Fix fmt and clippy ( e839d6b ) pre security patch ( 90f155f ) QoL and code quality fixes ( a2be63e ) Bug fixes ( 9bbf71f ) Some more small polish ( 183aa5a ) 0.5.1-alpha.0: Attempt one at fixing enough bugs for a release ( 0a825ab ) PS: Make a github issue or submit a comment on any of the devlogs and I will most likely implement it within the day :)
I started working through the feedback that I got from the different star interviews on my last ship because I want to make sure that the next one’s really polished for you guys! I wanted to try to be professional with this, so I made five GitHub issues, and I’ve been trying to use the CLI for most of the stuff! Here are the two I finished so far: Switch stats command to use SQL count for performance and simplicity Added Mac OS Intel release as well as a Universal binary Unrelated to the start interviews, I added some checks before you can commit your code to prevent CI fails Anyway, guys, sorry for the long time between this and the last vlog. Hopefully you guys are having a great day. Thanks for checking in. Bye :)
Monochromium v0.6.0 — We’re so back (with graphs!) Sorry it’s been so long since my last devlog! I have been stuck writing emails for Haven for such a long time lol! But I finally got 0.6.0 out to you guys! Yeah I know it’s super cool! Here is what got added (yeah, added ! It’s been a bit since I was not just writing polish): Sugar commands for checkin , todo , and ideas — allows you to quickly add notes with different types Value row on the db — allows you to add a value associated with the notes (as a suggestion: hype for ideas, mood for checkins, and priority for todos) And the big one… an overhauled stats command with mood graphs ! Yeah, you saw the value row and thought it was LAME right! Well, I added it so I could add these fancy graphs! Ok, quick story time: my mental health sucks (I assume it’s a common thing among programmers), so I have been adding a little score: +4 or smth to the end of my checkins from monochromium. I honestly have loved this, and it helped me get through the day just a little better… So I added that feature directly into the CLI… yeah, you don’t HAVE to use it… but I highly recommend it, even if it’s just for the pretty graphs (in the media below :) Anyways guys, have a great day <3
Ships:
Hi everyone! Today I am shipping Monochromium (v0.1.1) a flexible CLI note taking app for the terminal! Written in Rust its a fast app with a binary smaller than 2mb! We have a full spec for future versions and plan to keep writing more code soon! My favorite part of developing this app was probably learning the clap syntax, its quite easy and intuitive now! Thanks for reading :)...
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