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30703
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Next vision by @vedaansh | Stardance
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vedaansh
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0
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0.0
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0
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[]
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[]
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Title: Next vision by @vedaansh | Stardance
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1793148715.9392412
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1793753515.9392412
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59707
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3d quest game by @ved1k | Stardance
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ved1k
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0
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0.0
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0
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[]
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[]
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Title: 3d quest game by @ved1k | Stardance
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1793029837.902164
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1793634637.902164
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3161
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The UtilPad by @ved12lad | Stardance
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ved12lad
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0
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0.0
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0
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[]
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[]
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Title: The UtilPad by @ved12lad | Stardance
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1792932812.075094
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1793796812.075094
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43222
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Stupider Spiderman's Jarvis (AI, E.V.) by @ved Stupider Spiderman's Jarvis (AI, E.V.) by @ved12lad | Stardance...
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ved12lad
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0
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0.0
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0
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[]
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[]
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Title: Stupider Spiderman's Jarvis (AI, E.V.) Title: Stupider Spiderman's Jarvis (AI, E.V.) by @ved12lad | Stardance...
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1793209935.1659598
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1793814735.1659598
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7621
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2D Writer by @ved-patel226 | Stardance
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ved-patel226
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0.0
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0
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[]
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[]
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Title: 2D Writer by @ved-patel226 | Stardance
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1793494394.9945426
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1794099194.9945426
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41723
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The Panorama 1 (DIY VR) by @ved-patel226 | Stardan The Panorama 1 (DIY VR) by @ved-patel226 | Stardance...
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ved-patel226
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0
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24.41
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0
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[{"post_id": 49946, "ts": "202 [{"post_id": 49946, "ts": "2026-08-18T22:48:21Z", "hours": 2.5036, "text": "I recieved the parts! For now, I setup a quick IMU test script and soldered the esp and imu onto the pcb!"}, {"post_id": 40485, "ts": "2026-08-04T01:28:28Z", "hours": 5.5722, "text": "V1.1 CAD! I changed my custom facial interface in exchange for any supported by the Meta Quest 2! Pros: You get a lot of choices You can get ur choice off amazon LESS SETUP HASSLE Cons: Its a lil bigger"}, {"post_id": 39733, "ts": "2026-08-02T21:52:28Z", "hours": 11.0933, "text": "V1 CAD done! Special stuff I added: Special support for ppl with glasses (me) Nylon strap mount This cool looking guy as a ref"}, {"post_id": 37912, "ts": "2026-07-30T22:14:21Z", "hours": 5.2453, "text": "CAD #1 I worked on the cad for the lenses (idk the dimensions for that cuz im getting the meta 2’s lenses), the display, and all the mounts. rn i finished the IPD adjustment (the width of your eyes) and I’ll work on figuring out the IMU and esp later"}]...
|
Title: The Panorama 1 (DIY VR) by @ved-patel226 | Title: The Panorama 1 (DIY VR) by @ved-patel226 | Stardance
Devlogs:
CAD #1 I worked on the cad for the lenses (idk the dimensions for that cuz im getting the meta 2’s lenses), the display, and all the mounts. rn i finished the IPD adjustment (the width of your eyes) and I’ll work on figuring out the IMU and esp later
V1 CAD done! Special stuff I added: Special support for ppl with glasses (me) Nylon strap mount This cool looking guy as a ref
V1.1 CAD! I changed my custom facial interface in exchange for any supported by the Meta Quest 2! Pros: You get a lot of choices You can get ur choice off amazon LESS SETUP HASSLE Cons: Its a lil bigger
I recieved the parts! For now, I setup a quick IMU test script and soldered the esp and imu onto the pcb!...
|
1793141476.039066
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1793746276.039066
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62231
|
Jarvis by @vectorved | Stardance
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vectorved
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0
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0.0
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0
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[]
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[]
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Title: Jarvis by @vectorved | Stardance
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1793044289.7312703
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1793649089.7312703
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12373
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Notebook calculator by @vectheric | Stardance
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vectheric
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0
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0.0
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0
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[]
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[]
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Title: Notebook calculator by @vectheric | Stardan Title: Notebook calculator by @vectheric | Stardance...
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1793450936.6182213
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1794055736.6182213
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60088
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Game by @vecado5941 | Stardance
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vecado5941
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0
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0.0
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0
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[]
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[]
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Title: Game by @vecado5941 | Stardance
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1793033242.407619
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1793638042.407619
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62465
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My awesome macropad! by @vdtnam1503 | Stardance
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vdtnam1503
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0
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0.0
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0
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[]
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Title: My awesome macropad! by @vdtnam1503 | Stard Title: My awesome macropad! by @vdtnam1503 | Stardance...
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1793044439.7632222
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1793649239.7632222
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5559
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My first slack bot! by @vcj8_keroppi | Stardance
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vcj8_keroppi
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0
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Title: My first slack bot! by @vcj8_keroppi | Star Title: My first slack bot! by @vcj8_keroppi | Stardance...
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1793310892.1535647
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1793915692.1535647
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5586
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Untitled by @vcj8_keroppi | Stardance
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vcj8_keroppi
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0
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0
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Title: Untitled by @vcj8_keroppi | Stardance
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1793238771.98759
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1793843571.98759
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71253
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f by @vchen | Stardance
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vchen
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0
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Title: f by @vchen | Stardance
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1792903632.9540722
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1793508432.9540722
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69003
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My very own WebOS by @vboyapat | Stardance
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vboyapat
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @vboyapat | Stardance
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1793127342.4126246
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1793732142.4126246
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60056
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MicroDash by @vbmulan | Stardance
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vbmulan
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0
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0.0
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0
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[]
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Title: MicroDash by @vbmulan | Stardance
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1793030078.4048116
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1793634878.4048116
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33883
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Personal Website by @vblocalhost | Stardance
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vblocalhost
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0
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0
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Title: Personal Website by @vblocalhost | Stardanc Title: Personal Website by @vblocalhost | Stardance...
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1793487197.8721948
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1794091997.8721948
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64894
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My own site! by @vblazek08 | Stardance
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vblazek08
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0
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Title: My own site! by @vblazek08 | Stardance
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1793069366.447039
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1793674166.447039
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60796
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My interactive portfolio by @vayung | Stardance
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vayung
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Title: My interactive portfolio by @vayung | Stard Title: My interactive portfolio by @vayung | Stardance...
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1793037030.794814
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1793641830.794814
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24721
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SPKSB Lab Website by @vavrup | Stardance
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vavrup
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0.0
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Title: SPKSB Lab Website by @vavrup | Stardance
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1793270983.9772487
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1793875783.9772487
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52453
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fluorescentmeasurementinversion by @vavrup | Stard fluorescentmeasurementinversion by @vavrup | Stardance...
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vavrup
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0.0
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0
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[]
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Title: fluorescentmeasurementinversion by @vavrup Title: fluorescentmeasurementinversion by @vavrup | Stardance...
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1793443795.8476863
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1794048595.8476863
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61138
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brownianmotionwithstatisticalforces by @vavrup | S brownianmotionwithstatisticalforces by @vavrup | Stardance...
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vavrup
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0
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5.69
|
0
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[]
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[{"post_id": 68845, "ts": "202 [{"post_id": 68845, "ts": "2026-09-15T21:05:14Z", "hours": 5.6928, "text": "My hours are wrong, please help! Also I just started my project and I can explain it more. First I can explain my project. So essentially Brownian Motion is briefly a random walk process that puts stochastic noise with physical restraints on any kind of object, here being a molecule. In the example shown here in Wikipedia, its really just a arbitrary particle like a dust particle in a sea of many many many vibrating molecules. You see there it traces out a “random walk” and thats what a random walk means, a path traced from stochastic equations that are random. Imagine that on the 3D Scale for Proteins or DNA! We can essentially represent them by 3 coordinates per basic unit (amino acid or nucleotide). So right now there are alot of models that try to predict these 3D structures using Machine Learning models. And after some work and math, I have seen that these machine learning models especially one named Boltz-2 use a stochastic element called a gradient log potential. This is similar to a gradient force potential used in MD (only difference: MD molecular dynamics is scaled by thermal factor) and it has been proved they are proportional, and in the same direction. So I thought, maybe I could make a little barebones app! So far, I was able to get through half the physics engine. I have yet to design the GUI but its probably going to be via TKinter. Now to the real problem. Hackatime is faking my hours! I did NOT do that many hours. I would think maybe a max of 1 hours. And also it is looking at other folders that are not related to my project from an earlier vibe coding obsession of mine that I have stopped. Anyone have any ideas or suggestions to get my real hours? Thanks!"}]...
|
Title: brownianmotionwithstatisticalforces by @vav Title: brownianmotionwithstatisticalforces by @vavrup | Stardance
Devlogs:
My hours are wrong, please help! Also I just started my project and I can explain it more. First I can explain my project. So essentially Brownian Motion is briefly a random walk process that puts stochastic noise with physical restraints on any kind of object, here being a molecule. In the example shown here in Wikipedia, its really just a arbitrary particle like a dust particle in a sea of many many many vibrating molecules. You see there it traces out a “random walk” and thats what a random walk means, a path traced from stochastic equations that are random. Imagine that on the 3D Scale for Proteins or DNA! We can essentially represent them by 3 coordinates per basic unit (amino acid or nucleotide). So right now there are alot of models that try to predict these 3D structures using Machine Learning models. And after some work and math, I have seen that these machine learning models especially one named Boltz-2 use a stochastic element called a gradient log potential. This is similar to a gradient force potential used in MD (only difference: MD molecular dynamics is scaled by thermal factor) and it has been proved they are proportional, and in the same direction. So I thought, maybe I could make a little barebones app! So far, I was able to get through half the physics engine. I have yet to design the GUI but its probably going to be via TKinter. Now to the real problem. Hackatime is faking my hours! I did NOT do that many hours. I would think maybe a max of 1 hours. And also it is looking at other folders that are not related to my project from an earlier vibe coding obsession of mine that I have stopped. Anyone have any ideas or suggestions to get my real hours? Thanks!...
|
1793037230.0363388
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1793642030.0363388
|
|
53219
|
Frictionless by @vavouchko | Stardance
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vavouchko
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0
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0.0
|
0
|
[]
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[]
|
Title: Frictionless by @vavouchko | Stardance
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1793476301.9603186
|
1794081101.9603186
|
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66352
|
My awesome macropad! by @vavdiyanc | Stardance
|
vavdiyanc
|
0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @vavdiyanc | Starda Title: My awesome macropad! by @vavdiyanc | Stardance...
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1793098238.9940374
|
1793703038.9940374
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26119
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TRMNL EReader by @vaughn | Stardance
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vaughn
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0
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0.0
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0
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[]
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[]
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Title: TRMNL EReader by @vaughn | Stardance
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1793494066.6510627
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1794098866.6510627
|
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42929
|
Eggball by @vaughn | Stardance
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vaughn
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0
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0.0
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0
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Title: Eggball by @vaughn | Stardance
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1793195445.9931412
|
1793800245.9931412
|
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15781
|
edu vrish by @vatsvedant11 | Stardance
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vatsvedant11
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0
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[]
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[]
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Title: edu vrish by @vatsvedant11 | Stardance
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1793458136.4588377
|
1794062936.4588377
|
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15799
|
Untitled by @vatsvedant11 | Stardance
|
vatsvedant11
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0
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0.0
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[]
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[]
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Title: Untitled by @vatsvedant11 | Stardance
|
1793451219.2208269
|
1794056019.2208269
|
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48637
|
A pick And place robot with robotic atm by @vatsht A pick And place robot with robotic atm by @vatshtikadia | Stardance...
|
vatshtikadia
|
0
|
0.0
|
0
|
[]
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[]
|
Title: A pick And place robot with robotic atm by Title: A pick And place robot with robotic atm by @vatshtikadia | Stardance...
|
1793235355.29786
|
1793840155.29786
|
|
17012
|
Health decoder by @vatsamalakar | Stardance
|
vatsamalakar
|
2
|
2.0
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-17T19:50:21Z", "hours": 1.0, "multiplier": 2.11, "payout": 3, "blessing": "neutral", "text": "Health Decoder is an AI-powered web app that helps users understand their health insurance plans in simple, easy-to-understand language. Users can upload a PDF of their insurance policy, get a simplified summary, and ask questions about their coverage using an AI chatbot powered by Groq.", "repo": "https://github.com/vatsamalakar/HealthDecoder", "demo": "https://health-decoder-kappa.vercel.app/"}, {"ship_num": 2, "ts": "2026-06-13T20:05:23Z", "hours": 1.0, "multiplier": 1.39, "payout": 1, "blessing": "neutral", "text": "Health Decoder is an AI-powered web app that helps users understand their health insurance plans in simple, easy-to-understand language. Users can upload a PDF of their insurance policy, get a simplified summary, and ask questions about their coverage using an AI chatbot powered by Groq.", "repo": "https://github.com/vatsamalakar/HealthDecoder", "demo": "https://health-decoder-kappa.vercel.app/"}]...
|
[{"post_id": 23534, "ts": "202 [{"post_id": 23534, "ts": "2026-07-06T15:43:31Z", "hours": 1.3706, "text": "I worked on deploying Health Decoder to Vercel, making it accessible online so users can upload and decode their health insurance plans without needing to install or run the project themselves!"}, {"post_id": 8267, "ts": "2026-06-13T19:12:49Z", "hours": 0.9917, "text": "I have been working on Health Decoder which lets you add your health insurance and then you recieve a broken down response that outlines the copay, premium, coverage, and more in terms that are easier to understand. I also added an AI chatbot so that users can ask questions about their insurance plan and receive grounded answers, as the chatbot will only refer to their insurance plan when answering."}]...
|
Title: Health decoder by @vatsamalakar | Stardance Title: Health decoder by @vatsamalakar | Stardance
Devlogs:
I have been working on Health Decoder which lets you add your health insurance and then you recieve a broken down response that outlines the copay, premium, coverage, and more in terms that are easier to understand. I also added an AI chatbot so that users can ask questions about their insurance plan and receive grounded answers, as the chatbot will only refer to their insurance plan when answering.
I worked on deploying Health Decoder to Vercel, making it accessible online so users can upload and decode their health insurance plans without needing to install or run the project themselves!
Ships:
Health Decoder is an AI-powered web app that helps users understand their health insurance plans in simple, easy-to-understand language. Users can upload a PDF of their insurance policy, get a simplified summary, and ask questions about their coverage using an AI chatbot powered by Groq.
Health Decoder is an AI-powered web app that helps users understand their health insurance plans in simple, easy-to-understand language. Users can upload a PDF of their insurance policy, get a simplified summary, and ask questions about their coverage using an AI chatbot powered by Groq....
|
1792882097.4261076
|
1793746097.4261076
|
|
17500
|
BudgetBuddy by @vatsamalakar | Stardance
|
vatsamalakar
|
1
|
4.0
|
8
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T16:37:41Z", "hours": 4.0, "multiplier": 2.11, "payout": 8, "blessing": "neutral", "text": "It all started on a random afternoon when I watched my 20-year-old sister staring at her bank account with a look of pure dread. Despite being an adult and managing her own life, she was completely overwhelmed by the daunting task of setting up a proper budget. It is a common struggle for young adults navigating their first real-world expenses, but seeing her hit that wall of frustration was the spark I needed to take action. Naturally, as her brother, I couldn’t just sit back and watch her pull her hair out over spreadsheets and mental math. There is an unspoken sibling duty to step in when you have the skills to help, and I knew I wanted to channel my energy into solving this problem for her. I wanted to replace her financial anxiety with a sense of control, turning a tedious, stressful chore into something she could handle without breaking a sweat. That protective instinct was the exact moment “Budget Buddy” was born. I set out to build an app that stripped away all the intimidating jargon and endless setup processes that usually come with personal finance tools. The goal was simple: design a clean, intuitive space where anyone—especially someone feeling as lost as my sister did—could instantly find their financial footing. The beauty of Budget Buddy lies in its sheer simplicity and ease of use. Users do not need a degree in finance or hours of free time to get their lives in order; all you have to do is input your income. Whether it is a bi-weekly paycheck, a side hustle payout, or a quick cash gift, you just type the amount into the app and let the system take over. Once your income is logged, Budget Buddy’s smart system automatically budgets everything out for you. It instantly divides your funds into practical categories, telling you exactly how much to save, how much to put toward bills, and what you have left over for personal guilt-free spending. There are no manual calculations or complex formulas to worry about, making the entire process completely hands-off. I deliberately avoided the cluttered dashboards and exhausting pie charts that make other budgeting apps feel like homework. Budget Buddy is designed to feel like a helpful friend rather than a strict accountant, guiding you through your finances with an encouraging, friendly interface. By keeping the user experience light and straightforward, the app ensures that managing money never feels like a punishment. Since introducing the app to my sister, her relationship with money has completely transformed. She went from being utterly frustrated by her finances to confidently knowing where every single dollar is going, proving that a little bit of sibling teamwork can go a long way. Seeing her stress melt away has been incredibly rewarding, and it proved that this tool actually works for real-world, everyday scenarios. Now, Budget Buddy is ready to help other people reclaim their peace of mind just like she did. If you are tired of dreading payday or feeling overwhelmed by your bank account, this app is designed to make your life a whole lot easier. Let Budget Buddy take care of the math so you can focus on enjoying your hard-earned money.", "repo": "https://github.com/vatsamalakar/BudgetBuddy", "demo": "https://budget-buddy-alpha-three.vercel.app/"}]...
|
[{"post_id": 23563, "ts": "202 [{"post_id": 23563, "ts": "2026-07-06T16:31:22Z", "hours": 3.7575, "text": "Budget Buddy is a simple web app that helps users track their money. Users can register, log in, and add income or expense transactions. The dashboard shows total income, total expenses, and the remaining balance. Users can also view a transaction history to see all of their spending and income entries. The reports page shows spending by category using charts. This project is useful for learning basic budgeting, Flask web development, user login, and simple deployment with Vercel."}]...
|
Title: BudgetBuddy by @vatsamalakar | Stardance
D Title: BudgetBuddy by @vatsamalakar | Stardance
Devlogs:
Budget Buddy is a simple web app that helps users track their money. Users can register, log in, and add income or expense transactions. The dashboard shows total income, total expenses, and the remaining balance. Users can also view a transaction history to see all of their spending and income entries. The reports page shows spending by category using charts. This project is useful for learning basic budgeting, Flask web development, user login, and simple deployment with Vercel.
Ships:
It all started on a random afternoon when I watched my 20-year-old sister staring at her bank account with a look of pure dread. Despite being an adult and managing her own life, she was completely overwhelmed by the daunting task of setting up a proper budget. It is a common struggle for young adults navigating their first real-world expenses, but seeing her hit that wall of frustration was the spark I needed to take action. Naturally, as her brother, I couldn’t just sit back and watch her pull her hair out over spreadsheets and mental math. There is an unspoken sibling duty to step in when you have the skills to help, and I knew I wanted to channel my energy into solving this problem for her. I wanted to replace her financial anxiety with a sense of control, turning a tedious, stressful chore into something she could handle without breaking a sweat. That protective instinct was the exact moment “Budget Buddy” was born. I set out to build an app that stripped away all the intimidating jargon and endless setup processes that usually come with personal finance tools. The goal was simple: design a clean, intuitive space where anyone—especially someone feeling as lost as my sister did—could instantly find their financial footing. The beauty of Budget Buddy lies in its sheer simplicity and ease of use. Users do not need a degree in finance or hours of free time to get their lives in order; all you have to do is input your income. Whether it is a bi-weekly paycheck, a side hustle payout, or a quick cash gift, you just type the amount into the app and let the system take over. Once your income is logged, Budget Buddy’s smart system automatically budgets everything out for you. It instantly divides your funds into practical categories, telling you exactly how much to save, how much to put toward bills, and what you have left over for personal guilt-free spending. There are no manual calculations or complex formulas to worry about, making the entire process completely hands-off. I deliberately avoided the cluttered dashboards and exhausting pie charts that make other budgeting apps feel like homework. Budget Buddy is designed to feel like a helpful friend rather than a strict accountant, guiding you through your finances with an encouraging, friendly interface. By keeping the user experience light and straightforward, the app ensures that managing money never feels like a punishment. Since introducing the app to my sister, her relationship with money has completely transformed. She went from being utterly frustrated by her finances to confidently knowing where every single dollar is going, proving that a little bit of sibling teamwork can go a long way. Seeing her stress melt away has been incredibly rewarding, and it proved that this tool actually works for real-world, everyday scenarios. Now, Budget Buddy is ready to help other people reclaim their peace of mind just like she did. If you are tired of dreading payday or feeling overwhelmed by your bank account, this app is designed to make your life a whole lot easier. Let Budget Buddy take care of the math so you can focus on enjoying your hard-earned money....
|
1792882127.7311347
|
1793746127.7311347
|
|
18670
|
TRIVA Night Game by @vatsamalakar | Stardance
|
vatsamalakar
|
1
|
2.34
|
8
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-21T20:02:45Z", "hours": 2.0, "multiplier": 5.24, "payout": 8, "blessing": "neutral", "text": "I created TRIVA Night, an interactive trivia game designed to make answering questions feel like a fun game show experience. Players can test their knowledge across different categories, answer questions, track their score, and compete against themselves to get the highest score possible. The app focuses on creating an engaging experience with a clean interface, smooth interactions, and an enjoyable way to learn new facts. What was challenging? One of the biggest challenges was making the game logic work correctly, including checking answers, updating scores, moving between questions, and making sure the user experience felt smooth. I also spent time improving the design, organizing the code, and making sure the app worked reliably in the browser. What are you proud of? I am most proud of turning a simple trivia idea into a complete interactive game. I improved the UI, added working features, and created an experience that feels more like a real trivia night rather than just a webpage with questions. What should people know so they can test your project? To test the project, start the game and answer the trivia questions. Try to get the highest score possible! The game is designed to be easy to use, so anyone can jump in and play without needing instructions.", "repo": "https://github.com/vatsamalakar/Trivia-Night-Showdown/tree/master", "demo": "https://trivia-night-showdown.vercel.app/"}]...
|
[{"post_id": 32746, "ts": "202 [{"post_id": 32746, "ts": "2026-07-22T02:54:13Z", "hours": 0.3389, "text": "One of the biggest improvements I made during this development phase was fixing numerous bugs that affected the overall experience. I carefully went through the application, identified issues that caused unexpected behavior, and resolved them to make everything work more reliably. These fixes helped eliminate glitches, improved stability, and made the application feel much more polished from the user’s perspective.In addition to bug fixes, I spent a significant amount of time refining the user interface and overall responsiveness of the website. I improved transitions, interactions, and navigation so that every feature feels smoother and more natural to use. Buttons, menus, and interactive elements now respond more consistently, creating a cleaner and more enjoyable experience for anyone exploring the project.I also focused on optimizing performance behind the scenes. By cleaning up unnecessary code, improving the structure of the application, and making small optimizations throughout the project, pages load faster and interactions feel more fluid. These changes may not always be immediately visible, but they make a noticeable difference in how the website performs during everyday use.Of course… fixing bugs wasn’t exactly a “find one problem and you’re done” kind of task. Every time I solved one issue, another tiny one seemed to appear somewhere else (the classic developer experience 😅). It took plenty of testing, debugging, and experimenting to track everything down, but each fix made the project stronger and more reliable.Overall, this update transformed the website from a functional prototype into a far more polished, stable, and user-friendly experience. The application is now easier to interact with, feels significantly smoother, and provides a much more enjoyable experience for users while also giving me a stronger foundation for adding even more features in future updates."}, {"post_id": 32536, "ts": "2026-07-21T19:36:40Z", "hours": 1.5686, "text": "The application has evolved into a polished, fully interactive trivia experience that runs seamlessly in any modern web browser without requiring a backend server. Players can answer multiple-choice questions, receive instant feedback on whether their answers are correct or incorrect, and watch their score update in real time as they progress through the game. At the end of each session, the application displays the player’s final score and provides the option to restart the quiz for another playthrough. The interface is designed to be clean, responsive, and intuitive, ensuring a smooth experience across desktop and mobile devices. Beyond the core gameplay, the project has been structured with maintainability and performance in mind. The codebase is organized into separate HTML, CSS, and JavaScript files, making it easy to expand with additional questions, categories, animations, sound effects, or new game modes in the future. As a lightweight static website, the application loads quickly, requires minimal resources, and can be opened locally in any browser for development and testing. It is also fully prepared for deployment to platforms such as Vercel, allowing it to be hosted online with fast load times, excellent accessibility, and no server-side configuration required. This architecture makes the project simple to maintain, easy to share, and scalable for future feature enhancements while providing an engaging and enjoyable trivia experience for users."}]...
|
Title: TRIVA Night Game by @vatsamalakar | Stardan Title: TRIVA Night Game by @vatsamalakar | Stardance
Devlogs:
The application has evolved into a polished, fully interactive trivia experience that runs seamlessly in any modern web browser without requiring a backend server. Players can answer multiple-choice questions, receive instant feedback on whether their answers are correct or incorrect, and watch their score update in real time as they progress through the game. At the end of each session, the application displays the player’s final score and provides the option to restart the quiz for another playthrough. The interface is designed to be clean, responsive, and intuitive, ensuring a smooth experience across desktop and mobile devices. Beyond the core gameplay, the project has been structured with maintainability and performance in mind. The codebase is organized into separate HTML, CSS, and JavaScript files, making it easy to expand with additional questions, categories, animations, sound effects, or new game modes in the future. As a lightweight static website, the application loads quickly, requires minimal resources, and can be opened locally in any browser for development and testing. It is also fully prepared for deployment to platforms such as Vercel, allowing it to be hosted online with fast load times, excellent accessibility, and no server-side configuration required. This architecture makes the project simple to maintain, easy to share, and scalable for future feature enhancements while providing an engaging and enjoyable trivia experience for users.
One of the biggest improvements I made during this development phase was fixing numerous bugs that affected the overall experience. I carefully went through the application, identified issues that caused unexpected behavior, and resolved them to make everything work more reliably. These fixes helped eliminate glitches, improved stability, and made the application feel much more polished from the user’s perspective.In addition to bug fixes, I spent a significant amount of time refining the user interface and overall responsiveness of the website. I improved transitions, interactions, and navigation so that every feature feels smoother and more natural to use. Buttons, menus, and interactive elements now respond more consistently, creating a cleaner and more enjoyable experience for anyone exploring the project.I also focused on optimizing performance behind the scenes. By cleaning up unnecessary code, improving the structure of the application, and making small optimizations throughout the project, pages load faster and interactions feel more fluid. These changes may not always be immediately visible, but they make a noticeable difference in how the website performs during everyday use.Of course… fixing bugs wasn’t exactly a “find one problem and you’re done” kind of task. Every time I solved one issue, another tiny one seemed to appear somewhere else (the classic developer experience 😅). It took plenty of testing, debugging, and experimenting to track everything down, but each fix made the project stronger and more reliable.Overall, this update transformed the website from a functional prototype into a far more polished, stable, and user-friendly experience. The application is now easier to interact with, feels significantly smoother, and provides a much more enjoyable experience for users while also giving me a stronger foundation for adding even more features in future updates.
Ships:
I created TRIVA Night, an interactive trivia game designed to make answering questions feel like a fun game show experience. Players can test their knowledge across different categories, answer questions, track their score, and compete against themselves to get the highest score possible. The app focuses on creating an engaging experience with a clean interface, smooth interactions, and an enjoyable way to learn new facts. What was challenging? One of the biggest challenges was making the game logic work correctly, including checking answers, updating scores, moving between questions, and making sure the user experience felt smooth. I also spent time improving the design, organizing the code, and making sure the app worked reliably in the browser. What are you proud of? I am most proud of turning a simple trivia idea into a complete interactive game. I improved the UI, added working features, and created an experience that feels more like a real trivia night rather than just a webpage with questions. What should people know so they can test your project? To test the project, start the game and answer the trivia questions. Try to get the highest score possible! The game is designed to be easy to use, so anyone can jump in and play without needing instructions....
|
1792882094.0997968
|
1793746094.0997968
|
|
36050
|
Snake Game by @vatsamalakar | Stardance
|
vatsamalakar
|
2
|
5.0
|
20
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-21T01:43:29Z", "hours": 0.0, "multiplier": 2.89, "payout": 1, "blessing": "neutral", "text": "I added WASD support and updated the UI so players can use W/A/S/D as an alternative to the arrow keys. To make the change clear and intuitive, the in-game control hint and the instructions dialog now mention WASD, and each on-screen arrow button displays the matching WASD letter so both control schemes are visible. This improves usability for desktop players who prefer WASD and reduces confusion about available inputs. I verified the change by starting the game and doing a short playthrough: movement works with arrows and WASD (uppercase or lowercase), swipe and on-screen buttons still work, scoring and level-up behavior remain unchanged, and collisions behave the same. The changes are intentionally minimal and non-disruptive. Next steps I can take: add simple styling for the WASD labels to match the UI, run cross-browser checks, or add a small accessibility note about keyboard controls—which would you prefer?", "repo": "https://github.com/vatsamalakar/SnakeGame", "demo": "https://snake-game-peach-phi.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-16T21:22:56Z", "hours": 5.0, "multiplier": 3.52, "payout": 19, "blessing": "neutral", "text": "I am really happy with how my Snake game turned out. Throughout the process, I learned a lot about game development and improved my programming skills. I learned how to create a level system, add random obstacles, improve the game’s appearance, and make the gameplay more fun and challenging. One of the biggest things I learned was how important testing is. Every time I added a new feature, I had to make sure it worked correctly and did not create new bugs. I also realized that even small changes, like choosing better colors or randomizing obstacle locations, can make a big difference to the player’s experience. Overall, I enjoyed working on this project because it allowed me to be creative while improving my coding skills. If I continue developing this game in the future, I would like to add features such as a high score leaderboard, sound effects, and even power-ups. I hope you enjoyed playing it as much as I enjoyed creating it!", "repo": "https://github.com/vatsamalakar/SnakeGame", "demo": "https://snake-game-peach-phi.vercel.app/"}]...
|
[{"post_id": 32114, "ts": "202 [{"post_id": 32114, "ts": "2026-07-21T01:43:04Z", "hours": 0.2803, "text": "I added WASD support and updated the UI so players can use W/A/S/D as an alternative to the arrow keys. To make the change clear and intuitive, the in-game control hint and the instructions dialog now mention WASD, and each on-screen arrow button displays the matching WASD letter so both control schemes are visible. This improves usability for desktop players who prefer WASD and reduces confusion about available inputs. I verified the change by starting the game and doing a short playthrough: movement works with arrows and WASD (uppercase or lowercase), swipe and on-screen buttons still work, scoring and level-up behavior remain unchanged, and collisions behave the same. The changes are intentionally minimal and non-disruptive. Next steps I can take: add simple styling for the WASD labels to match the UI, run cross-browser checks, or add a small accessibility note about keyboard controls—which would you prefer?"}, {"post_id": 29767, "ts": "2026-07-16T21:20:32Z", "hours": 0.2925, "text": "My Snake Game is officially live! 🎉 I hope you all enjoy playing my version of this classic game. I added my own features, including levels that get harder as you play and obstacles that make each stage more challenging. I also made the obstacle locations random so that every game feels different and keeps you on your toes.this project. I had a lot of fun building it and I learned many new programming skills along the way. Give it a try, see how far you can get, and let me know your highest score. I hope you have as much fun playing it as I had making it!"}, {"post_id": 29635, "ts": "2026-07-16T18:13:44Z", "hours": 0.2686, "text": "My newest change was writing the rules for the obstacles and level system in my game. I wanted the game to become more exciting as the player keeps playing instead of staying the same the whole time. Now, every time the snake eats 3 red fruits, the level increases by 1. As the level goes up, the game becomes harder because more obstacles are added that the snake has to dodge. This makes the player pay more attention and react faster as they move through each level. I also made sure that the obstacles appear in random places each time the game is played. This is important because if the obstacles always appeared in the same spots, players would quickly memorize where they were and the game would become too easy and repetitive. By randomizing the obstacle locations, every game feels different, which keeps the game challenging and interesting."}, {"post_id": 29596, "ts": "2026-07-16T17:11:16Z", "hours": 0.3008, "text": "I have now worked on the frontend of my snake game. Initially the snake body was blending in with the background which made it hard to see how long and where the snake is. To fix this I changed the background color to a darker shade of blue that is darker than the green snake body. Another change I made was making the color of obstacle different from the red fruit so that users are not confused."}, {"post_id": 29573, "ts": "2026-07-16T16:37:57Z", "hours": 4.5828, "text": "Being inspired by Google’s Snake game, I decided to create my own version of the game. I have always enjoyed playing Snake because it is fun and easy to understand, so I wanted to make a version with some extra features. My goal is to make the game more interesting by adding levels and obstacles. As the player progresses through the game, it will become more challenging, giving them something new to overcome instead of playing the same level over and over again. I think this will make the game more entertaining and a great way for people to pass the time. Before adding the main features, I started by creating an instructions button. I thought this was important because it helps new players understand how to play the game before they begin. The instructions explain the controls, the goal of the game, and what players need to avoid. By adding clear instructions at the start, users can quickly learn how to play and enjoy the game without feeling confused."}]...
|
Title: Snake Game by @vatsamalakar | Stardance
De Title: Snake Game by @vatsamalakar | Stardance
Devlogs:
Being inspired by Google’s Snake game, I decided to create my own version of the game. I have always enjoyed playing Snake because it is fun and easy to understand, so I wanted to make a version with some extra features. My goal is to make the game more interesting by adding levels and obstacles. As the player progresses through the game, it will become more challenging, giving them something new to overcome instead of playing the same level over and over again. I think this will make the game more entertaining and a great way for people to pass the time. Before adding the main features, I started by creating an instructions button. I thought this was important because it helps new players understand how to play the game before they begin. The instructions explain the controls, the goal of the game, and what players need to avoid. By adding clear instructions at the start, users can quickly learn how to play and enjoy the game without feeling confused.
I have now worked on the frontend of my snake game. Initially the snake body was blending in with the background which made it hard to see how long and where the snake is. To fix this I changed the background color to a darker shade of blue that is darker than the green snake body. Another change I made was making the color of obstacle different from the red fruit so that users are not confused.
My newest change was writing the rules for the obstacles and level system in my game. I wanted the game to become more exciting as the player keeps playing instead of staying the same the whole time. Now, every time the snake eats 3 red fruits, the level increases by 1. As the level goes up, the game becomes harder because more obstacles are added that the snake has to dodge. This makes the player pay more attention and react faster as they move through each level. I also made sure that the obstacles appear in random places each time the game is played. This is important because if the obstacles always appeared in the same spots, players would quickly memorize where they were and the game would become too easy and repetitive. By randomizing the obstacle locations, every game feels different, which keeps the game challenging and interesting.
My Snake Game is officially live! 🎉 I hope you all enjoy playing my version of this classic game. I added my own features, including levels that get harder as you play and obstacles that make each stage more challenging. I also made the obstacle locations random so that every game feels different and keeps you on your toes.this project. I had a lot of fun building it and I learned many new programming skills along the way. Give it a try, see how far you can get, and let me know your highest score. I hope you have as much fun playing it as I had making it!
I added WASD support and updated the UI so players can use W/A/S/D as an alternative to the arrow keys. To make the change clear and intuitive, the in-game control hint and the instructions dialog now mention WASD, and each on-screen arrow button displays the matching WASD letter so both control schemes are visible. This improves usability for desktop players who prefer WASD and reduces confusion about available inputs. I verified the change by starting the game and doing a short playthrough: movement works with arrows and WASD (uppercase or lowercase), swipe and on-screen buttons still work, scoring and level-up behavior remain unchanged, and collisions behave the same. The changes are intentionally minimal and non-disruptive. Next steps I can take: add simple styling for the WASD labels to match the UI, run cross-browser checks, or add a small accessibility note about keyboard controls—which would you prefer?
Ships:
I am really happy with how my Snake game turned out. Throughout the process, I learned a lot about game development and improved my programming skills. I learned how to create a level system, add random obstacles, improve the game’s appearance, and make the gameplay more fun and challenging. One of the biggest things I learned was how important testing is. Every time I added a new feature, I had to make sure it worked correctly and did not create new bugs. I also realized that even small changes, like choosing better colors or randomizing obstacle locations, can make a big difference to the player’s experience. Overall, I enjoyed working on this project because it allowed me to be creative while improving my coding skills. If I continue developing this game in the future, I would like to add features such as a high score leaderboard, sound effects, and even power-ups. I hope you enjoyed playing it as much as I enjoyed creating it!
I added WASD support and updated the UI so players can use W/A/S/D as an alternative to the arrow keys. To make the change clear and intuitive, the in-game control hint and the instructions dialog now mention WASD, and each on-screen arrow button displays the matching WASD letter so both control schemes are visible. This improves usability for desktop players who prefer WASD and reduces confusion about available inputs. I verified the change by starting the game and doing a short playthrough: movement works with arrows and WASD (uppercase or lowercase), swipe and on-screen buttons still work, scoring and level-up behavior remain unchanged, and collisions behave the same. The changes are intentionally minimal and non-disruptive. Next steps I can take: add simple styling for the WASD labels to match the UI, run cross-browser checks, or add a small accessibility note about keyboard controls—which would you prefer?...
|
1792882106.7229445
|
1793746106.7229445
|
|
36186
|
CosmoPulse by @vatsamalakar | Stardance
|
vatsamalakar
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-17T17:02:25Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made CosmoPulse, an interactive space-exploration website powered by NASA APIs. Users can view NASA’s Astronomy Picture of the Day, choose a past date, save favorite discoveries in their browser, and ask a built-in assistant simple questions about space. The most challenging parts were connecting the NASA API reliably, handling loading and error states, and making different media types work properly. I also had to make sure favorites were stored safely in local storage, that the app worked on mobile screens, and that the project was ready to deploy through Vercel. I’m proud of how the site became more than a basic API project. It has clear navigation, accessible labels and keyboard support, responsive design, useful feedback when something is loading or fails, and features that work together naturally. The space theme and organized sections make it easy to explore. When testing the site, people should know they can select a date and see image from that day.", "repo": "https://github.com/vatsamalakar/CosmoPulse/tree/master", "demo": "https://cosmo-pulse.vercel.app/"}]...
|
[{"post_id": 30215, "ts": "202 [{"post_id": 30215, "ts": "2026-07-17T16:52:00Z", "hours": 0.2528, "text": "I focused on improving the design and preparing CosmoPulse for deployment. I redesigned the website with a space-inspired theme. I learned how important UI design is because a project is not only about functionality, it also needs to be enjoyable and easy to use. I also reviewed my code, fixed bugs, and prepared the project for GitHub deployment using Vite. Looking back, this project helped me learn a lot about: APIs JavaScript Frontend development Environment variables User interface design Deployment workflows CosmoPulse started as a simple NASA image viewer but it grew into a full interactive space exploration website."}, {"post_id": 30206, "ts": "2026-07-17T16:28:53Z", "hours": 0.3375, "text": "Today I built the CosmoPulse Space Assistant! I wanted the project to feel more interactive, so I created a chatbot that can answer questions about space topics like Mars, black holes, galaxies, stars, NASA, and planets. Building the chatbot helped me practice: Handling user input Creating conditional logic Designing a better user experience Making websites respond to user actions I added a system that recognizes different space keywords and provides helpful answers. If the chatbot does not understand a question, it gives suggestions for topics users can ask about. This feature made CosmoPulse feel more like an actual space exploration tool instead of just an information website. In the future, I would like to upgrade this into a real AI-powered assistant using an AI API."}, {"post_id": 30195, "ts": "2026-07-17T16:04:59Z", "hours": 0.2928, "text": "Today I added a major feature to CosmoPulse: a favorites system. I created it by using LocalStorage. This allows users to save their favorite astronomy pictures directly in their browser without needing a database. While building these features, I learned more about: - Working with multiple APIs Storing user data locally Creating reusable JavaScript functions Handling errors when API requests fail A challenge I had was making sure the page updates correctly after saving favorites. After debugging, the system now works smoothly."}, {"post_id": 29854, "ts": "2026-07-17T00:24:48Z", "hours": 0.2742, "text": "I connected CosmoPulse to NASA’s APOD API! This was one of the most exciting parts because the website is no longer just a design, it can now fetch real information from NASA. I learned how API requests work using JavaScript’s fetch() function. The website sends a request to NASA, receives the data, converts it into a usable format, and displays the image, title, date, and explanation. One challenge I faced was understanding promises and asynchronous code but after testing and debugging, I was able to successfully display NASA’s daily astronomy image. I have also started working on the index.html file."}, {"post_id": 29847, "ts": "2026-07-17T00:05:04Z", "hours": 1.3011, "text": "Today I started building CosmoPulse, a website that uses NASA’s public APIs to bring space information directly to users. I decided to create this project because I wanted to combine my interest in space and web development. The main idea is to create a dashboard where users can view NASA’s Astronomy Picture of the Day and interact with a space assistant. I started by setting up the project using Vite and JavaScript. I learned how modern frontend projects are structured and why tools like Vite make development easier. The biggest thing I learned today was how APIs work. Instead of manually adding space images, my website can request fresh data from NASA every day. Next, I plan to connect the NASA API and start building the main interface."}]...
|
Title: CosmoPulse by @vatsamalakar | Stardance
De Title: CosmoPulse by @vatsamalakar | Stardance
Devlogs:
Today I started building CosmoPulse, a website that uses NASA’s public APIs to bring space information directly to users. I decided to create this project because I wanted to combine my interest in space and web development. The main idea is to create a dashboard where users can view NASA’s Astronomy Picture of the Day and interact with a space assistant. I started by setting up the project using Vite and JavaScript. I learned how modern frontend projects are structured and why tools like Vite make development easier. The biggest thing I learned today was how APIs work. Instead of manually adding space images, my website can request fresh data from NASA every day. Next, I plan to connect the NASA API and start building the main interface.
I connected CosmoPulse to NASA’s APOD API! This was one of the most exciting parts because the website is no longer just a design, it can now fetch real information from NASA. I learned how API requests work using JavaScript’s fetch() function. The website sends a request to NASA, receives the data, converts it into a usable format, and displays the image, title, date, and explanation. One challenge I faced was understanding promises and asynchronous code but after testing and debugging, I was able to successfully display NASA’s daily astronomy image. I have also started working on the index.html file.
Today I added a major feature to CosmoPulse: a favorites system. I created it by using LocalStorage. This allows users to save their favorite astronomy pictures directly in their browser without needing a database. While building these features, I learned more about: - Working with multiple APIs Storing user data locally Creating reusable JavaScript functions Handling errors when API requests fail A challenge I had was making sure the page updates correctly after saving favorites. After debugging, the system now works smoothly.
Today I built the CosmoPulse Space Assistant! I wanted the project to feel more interactive, so I created a chatbot that can answer questions about space topics like Mars, black holes, galaxies, stars, NASA, and planets. Building the chatbot helped me practice: Handling user input Creating conditional logic Designing a better user experience Making websites respond to user actions I added a system that recognizes different space keywords and provides helpful answers. If the chatbot does not understand a question, it gives suggestions for topics users can ask about. This feature made CosmoPulse feel more like an actual space exploration tool instead of just an information website. In the future, I would like to upgrade this into a real AI-powered assistant using an AI API.
I focused on improving the design and preparing CosmoPulse for deployment. I redesigned the website with a space-inspired theme. I learned how important UI design is because a project is not only about functionality, it also needs to be enjoyable and easy to use. I also reviewed my code, fixed bugs, and prepared the project for GitHub deployment using Vite. Looking back, this project helped me learn a lot about: APIs JavaScript Frontend development Environment variables User interface design Deployment workflows CosmoPulse started as a simple NASA image viewer but it grew into a full interactive space exploration website.
Ships:
I made CosmoPulse, an interactive space-exploration website powered by NASA APIs. Users can view NASA’s Astronomy Picture of the Day, choose a past date, save favorite discoveries in their browser, and ask a built-in assistant simple questions about space. The most challenging parts were connecting the NASA API reliably, handling loading and error states, and making different media types work properly. I also had to make sure favorites were stored safely in local storage, that the app worked on mobile screens, and that the project was ready to deploy through Vercel. I’m proud of how the site became more than a basic API project. It has clear navigation, accessible labels and keyboard support, responsive design, useful feedback when something is loading or fails, and features that work together naturally. The space theme and organized sections make it easy to explore. When testing the site, people should know they can select a date and see image from that day....
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1792882122.82001
|
1793746122.82001
|
|
36560
|
WarioWare Game by @vatsamalakar | Stardance
|
vatsamalakar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @vatsamalakar | Stardance
|
1792936189.079082
|
1793800189.079082
|
|
36562
|
My own site! by @vatsamalakar | Stardance
|
vatsamalakar
|
2
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T22:39:26Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I lowk just locked in, pls give good review i changed the whole website please take a look at it!!", "repo": "https://github.com/vatsamalakar/PersonalWebsite", "demo": "https://personal-website-two-lake-31.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-18T19:55:59Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built My Own Site!, a modern personal portfolio website to showcase my projects, skills, and development journey. It features a responsive design, animated particle background, dark/light mode, smooth scrolling, project cards, skill bars, GitHub statistics, and a contact form. One of the biggest challenges was polishing the UI, making everything responsive across devices, and adding interactive JavaScript features while keeping the site fast. I’m especially proud of the overall design and how everything comes together into a professional-looking portfolio. To test it, explore each section, try the theme toggle, check the project cards, and verify that all navigation links and interactive elements work correctly.", "repo": "https://github.com/vatsamalakar/PersonalWebsite", "demo": "https://personal-website-two-lake-31.vercel.app/"}]...
|
[{"post_id": 32107, "ts": "202 [{"post_id": 32107, "ts": "2026-07-21T01:24:23Z", "hours": 2.2853, "text": "I made several updates to the UI. The biggest one was each tab becoming its own page. Previously everything was on one page and I felt like it made the page look crowded. I also improved the stars/constellation in the background so that they move more smoothly. I added this feature to keep my personal site a bit whimsical and interactive."}, {"post_id": 30839, "ts": "2026-07-18T19:39:58Z", "hours": 1.0, "text": "— Final Improvements and Deployment Today I finished polishing and preparing my portfolio for deployment. I fixed small bugs, improved animations, checked responsiveness, and optimized the website. Final improvements: Added README documentation Organized project files Improved loading speed Tested all buttons and links Deployed the website online Building this project helped me improve my HTML, CSS, JavaScript, and design skills. I learned that creating a great website is not only about writing code, but also about creating a good experience for users."}, {"post_id": 30325, "ts": "2026-07-17T19:48:47Z", "hours": 0.3181, "text": "Today I customized my portfolio to make it represent me. I added my own projects and created cards that show: Project screenshots Descriptions Links Technologies used I also updated my About Me section and added my interests, skills, and goals as a developer. This made the website feel less like a template and more like my own personal space on the internet. Also, I added this too!!, A website should not only look good on a computer, so I tested it on smaller screens and adjusted the design. I improved: Mobile navigation Text sizes Image scaling Project cards Section spacing Now the website adapts better to phones, tablets, and different screen sizes."}, {"post_id": 30315, "ts": "2026-07-17T19:26:49Z", "hours": 0.2561, "text": "Today I worked on improving the visual design using CSS. The first version looked very basic, so I focused on making it more modern and polished. I added: Glassmorphism cards Gradient backgrounds Rounded corners Better typography Hover animations Glowing effects I also made sure the colors matched a futuristic developer theme. This was one of my favorite parts because I could see the website transform from a simple page into something much more professional."}, {"post_id": 30295, "ts": "2026-07-17T19:04:36Z", "hours": 0.395, "text": "Today I focused on creating the layout and content of my website. I created the different sections using HTML and learned more about organizing webpages properly. I added a navigation bar, hero section, about section, skills section, projects section, and contact area. I also added: Profile image section Project showcase cards Social media links Resume button The website started feeling like an actual portfolio instead of just a simple webpage."}, {"post_id": 30279, "ts": "2026-07-17T18:33:45Z", "hours": 0.4753, "text": "Today I began working on my personal portfolio website. Before writing any code, I wanted to think carefully about what I wanted this project to represent. Instead of creating a simple webpage with my name and a few links, I wanted to build a complete digital identity that showcases my growth as a developer. I started by planning the overall structure of the website. I decided that the portfolio should include several important sections: an introduction about myself, my technical skills, projects I have built, achievements, and ways for people to contact me. I also focused on the design direction. I wanted the website to have a modern developer aesthetic with a futuristic feel. Some ideas I explored were glassmorphism, animated backgrounds, smooth transitions, and interactive components. During this stage, I learned that good websites are not created by immediately writing code. Planning the user experience, layout, and purpose first makes the development process much smoother. This gave me a clear roadmap for the rest of the project."}]...
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Title: My own site! by @vatsamalakar | Stardance
Title: My own site! by @vatsamalakar | Stardance
Devlogs:
Today I began working on my personal portfolio website. Before writing any code, I wanted to think carefully about what I wanted this project to represent. Instead of creating a simple webpage with my name and a few links, I wanted to build a complete digital identity that showcases my growth as a developer. I started by planning the overall structure of the website. I decided that the portfolio should include several important sections: an introduction about myself, my technical skills, projects I have built, achievements, and ways for people to contact me. I also focused on the design direction. I wanted the website to have a modern developer aesthetic with a futuristic feel. Some ideas I explored were glassmorphism, animated backgrounds, smooth transitions, and interactive components. During this stage, I learned that good websites are not created by immediately writing code. Planning the user experience, layout, and purpose first makes the development process much smoother. This gave me a clear roadmap for the rest of the project.
Today I focused on creating the layout and content of my website. I created the different sections using HTML and learned more about organizing webpages properly. I added a navigation bar, hero section, about section, skills section, projects section, and contact area. I also added: Profile image section Project showcase cards Social media links Resume button The website started feeling like an actual portfolio instead of just a simple webpage.
Today I worked on improving the visual design using CSS. The first version looked very basic, so I focused on making it more modern and polished. I added: Glassmorphism cards Gradient backgrounds Rounded corners Better typography Hover animations Glowing effects I also made sure the colors matched a futuristic developer theme. This was one of my favorite parts because I could see the website transform from a simple page into something much more professional.
Today I customized my portfolio to make it represent me. I added my own projects and created cards that show: Project screenshots Descriptions Links Technologies used I also updated my About Me section and added my interests, skills, and goals as a developer. This made the website feel less like a template and more like my own personal space on the internet. Also, I added this too!!, A website should not only look good on a computer, so I tested it on smaller screens and adjusted the design. I improved: Mobile navigation Text sizes Image scaling Project cards Section spacing Now the website adapts better to phones, tablets, and different screen sizes.
— Final Improvements and Deployment Today I finished polishing and preparing my portfolio for deployment. I fixed small bugs, improved animations, checked responsiveness, and optimized the website. Final improvements: Added README documentation Organized project files Improved loading speed Tested all buttons and links Deployed the website online Building this project helped me improve my HTML, CSS, JavaScript, and design skills. I learned that creating a great website is not only about writing code, but also about creating a good experience for users.
I made several updates to the UI. The biggest one was each tab becoming its own page. Previously everything was on one page and I felt like it made the page look crowded. I also improved the stars/constellation in the background so that they move more smoothly. I added this feature to keep my personal site a bit whimsical and interactive.
Ships:
I built My Own Site!, a modern personal portfolio website to showcase my projects, skills, and development journey. It features a responsive design, animated particle background, dark/light mode, smooth scrolling, project cards, skill bars, GitHub statistics, and a contact form. One of the biggest challenges was polishing the UI, making everything responsive across devices, and adding interactive JavaScript features while keeping the site fast. I’m especially proud of the overall design and how everything comes together into a professional-looking portfolio. To test it, explore each section, try the theme toggle, check the project cards, and verify that all navigation links and interactive elements work correctly.
I lowk just locked in, pls give good review i changed the whole website please take a look at it!!...
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1792882126.9295194
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1793746126.9295194
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37028
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Untitled by @vatsamalakar | Stardance
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vatsamalakar
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @vatsamalakar | Stardance
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1792936474.010139
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1793800474.010139
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37029
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My very own WebOS NEBULA OsX by @vatsamalakar | St My very own WebOS NEBULA OsX by @vatsamalakar | Stardance...
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vatsamalakar
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2
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T20:16:31Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I built NEBULA OsX, a web-based operating system (WebOS) simulation featuring a clean, minimalist UI complete with functional desktop apps like a terminal, calculator, file manager, notes app, task manager, and a quote generator. What was challenging? Designing an intuitive user interface and balancing the visual style was tricky. I initially went with a space-themed design, but switched to a cleaner, text-driven and minimal look to make the navigation much smoother and easier on the eyes. Integrating multiple smaller features like a quote generator, task manager, and calculator while keeping everything cohesive inside a single web interface also took some careful state management. What are you proud of? I’m really proud of how much the project has evolved—redesigning the UI to focus on simplicity and adding multiple functional mini-apps that make it feel like a real, usable desktop environment. What should people know so they can test your project? You can check out the live preview by clicking “Try project” and explore the different apps on the desktop, use the terminal, or check out the notes and task manager!", "repo": "https://github.com/vatsamalakar/Webos1nebula", "demo": "https://web-os-iota-two.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-21T19:19:50Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "NebulaOS is a desktop-inspired web operating system that transforms a normal website into an interactive space-themed desktop. Over the past few weeks I’ve focused on making the experience feel immersive by adding an animated galaxy background with blinking stars, shooting stars, drifting planets, and glowing nebula effects. One of the biggest challenges was making everything feel like a real operating system instead of a collection of webpages. I built movable application windows, a desktop layout, a bottom dock, and recently used apps section to recreate the workflow of a modern desktop. I also spent a lot of time refining animations, visual effects, and the overall UI so the experience feels smooth and polished. The milestone I’m most proud of is finally making the interface functional. The desktop buttons now open real applications instead of acting as placeholders. Notes, Terminal, System, and Files all work as independent windows, making NebulaOS feel much more interactive and laying the foundation for future features. To test the project, explore the desktop by clicking the application icons, open multiple windows, move between apps using the dock, interact with the Notes, Terminal, System, and Files applications, and enjoy the animated space background while navigating around the desktop.", "repo": "https://github.com/vatsamalakar/Webos1nebula", "demo": "https://web-os-iota-two.vercel.app/"}]...
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[{"post_id": 42326, "ts": "202 [{"post_id": 42326, "ts": "2026-08-07T00:22:06Z", "hours": 0.2811, "text": "I decided to make the UI even more simpler and dropped the icons and opted for just words. Simplicity is key."}, {"post_id": 41675, "ts": "2026-08-06T01:18:43Z", "hours": 0.6978, "text": "To further enhance my project, I focused on building several smaller features that would make the application more engaging and enjoyable to use every day. Instead of concentrating exclusively on the main functionality, I wanted to add features that would create a more interactive and personalized experience. The first feature I implemented was a quote generator. Users can view a quote of the day, or view another quote, and copy any quote directly to their clipboard. My goal was to create a simple feature that could provide users with a little motivation whenever they opened the application. Next, I developed a joke generator. The application displays the beginning of a joke and allows users to click a button to reveal the punchline. Once the joke has been completed, users can select another button to generate a new one. This feature was designed to add a sense of fun and variety while also giving me the opportunity to experiment with user interaction and state management. Finally, I added a calendar feature. The calendar provides a complete monthly view and allows users to attach notes to individual dates. This makes it easy to keep track of important events, deadlines, reminders, and plans in a single location. I also spent time making sure that the layout remained clean and easy to navigate so that users could quickly find the information they needed."}, {"post_id": 40333, "ts": "2026-08-03T19:32:20Z", "hours": 1.1847, "text": "I redesigned the UI to improve usability. While the original space theme was visually interesting, I found that it made the interface harder to navigate, so I switched to a cleaner, more minimal design that’s easier on the eyes. Along with the visual refresh, I expanded the app’s functionality by adding several new features, including a calculator, a task manager, and a dedicated settings page, making the application more practical and user friendly."}, {"post_id": 32504, "ts": "2026-07-21T18:40:56Z", "hours": 0.3667, "text": "Building the NebulaOS ExperienceNebulaOS continued evolving from a simple concept into an immersive desktop-inspired web experience. During this stage, the focus shifted toward making the application feel like a real operating system rather than a traditional webpage. Every addition was designed to improve both the atmosphere and user experience, creating an interface that encourages exploration and interaction.Creating an immersive atmosphereThe first priority was establishing a unique visual identity. The background was transformed into a living space environment filled with deep nebula clouds, softly glowing planets, and a rich night sky. Stars were given randomized sizes and brightness levels, along with subtle blinking animations, making the scene feel much more natural.To make the environment feel alive, gentle animations were added throughout the scene. Shooting stars occasionally streak across the sky, planets slowly drift through space, and distant celestial objects move almost imperceptibly over time. These effects create the feeling that the desktop exists within a living universe rather than a static image.Designing a desktop-inspired interfaceA major milestone was transforming the layout into a desktop environment. Instead of displaying everything on one page, applications now open as independent windows that can be launched, focused, moved, and closed like a real operating system.Expanding the built-in applicationsSeveral functional windows were added to strengthen the desktop experience:Notes provides a workspace for writing ideas and reminders.Terminal introduces a command-line inspired interface.System displays operating system information in a dashboard.Files acts as a simple file explorer.While these applications are still lightweight, they establish a strong foundation for future functionality.Bringing the interface to lifeOne of the biggest milestones was making the desktop interactive. Many icons and buttons originally served only as visual placeholders, but during this development cycle I began connecting them to real functionality.Desktop buttons now open their corresponding applications, switch focus between windows, and create a much more realistic operating system experience. This marked the transition from building the interface to implementing the features behind it.Improving navigationNavigation was redesigned to feel closer to a modern desktop operating system. A persistent bottom dock was added, giving users quick access to frequently used applications. I also implemented a Recently Used Apps section that keeps recently opened applications easily accessible, making navigation faster and improving the overall workflow.Polishing the experienceThe final stage focused on refinement. Animations were smoothed, spacing was adjusted, and interface elements were balanced to create a cleaner design. Glow effects, transitions, depth, and consistent styling helped tie the entire experience together while making NebulaOS feel more polished and believable.Final ResultBy the end of this development phase, NebulaOS had grown far beyond its original concept. It now features an animated space background with blinking and shooting stars, slowly drifting planets, movable desktop windows, functional Notes, Terminal, System, and Files applications, working desktop buttons, a persistent bottom dock, a Recently Used Apps section, and a polished operating-system aesthetic.The project now provides a much stronger sense of immersion while creating a solid foundation for future additions, including more advanced applications, deeper interactivity, expanded system functionality, and additional visual enhancements."}, {"post_id": 32459, "ts": "2026-07-21T17:40:25Z", "hours": 0.8442, "text": "During this development session, I focused on expanding the application’s functionality while continuing to improve its overall user interface. One of my main goals was to make the space theme feel more immersive and visually interesting, so I added multiple planets that vary in both size and color. This makes the background feel more dynamic instead of having every object look identical. I also updated the stars so they appear in different sizes, creating a more realistic night sky and giving the app additional depth.Beyond the visual improvements, I spent time adding several new features and interface elements that will become important parts of the application. Although some of these features are not yet clickable or fully functional, I have already designed and integrated them into the layout. My next step is to connect these interface elements to their underlying functionality and ensure everything works smoothly.Overall, this development session was focused on building the foundation for the finished product. The app is beginning to resemble my original vision, with a polished space-inspired design and a growing set of interactive features. While there is still work to do, especially on making every feature fully operational, I am happy with the progress so far and excited to continue refining both the appearance and the user experience."}, {"post_id": 31930, "ts": "2026-07-20T18:45:58Z", "hours": 1.3564, "text": "I started by planning the overall vision for the project. Instead of making a standard website, I wanted to build something that felt like an actual desktop operating system running inside the browser. I sketched out the interface, decided on a futuristic space theme, and planned the core applications I wanted to include, such as Notes, Terminal, System Information, and a File Explorer. I also thought about how users would interact with windows, move them around, and launch applications from a desktop environment before writing any code."}]...
|
Title: My very own WebOS NEBULA OsX by @vatsamalak Title: My very own WebOS NEBULA OsX by @vatsamalakar | Stardance
Devlogs:
I started by planning the overall vision for the project. Instead of making a standard website, I wanted to build something that felt like an actual desktop operating system running inside the browser. I sketched out the interface, decided on a futuristic space theme, and planned the core applications I wanted to include, such as Notes, Terminal, System Information, and a File Explorer. I also thought about how users would interact with windows, move them around, and launch applications from a desktop environment before writing any code.
During this development session, I focused on expanding the application’s functionality while continuing to improve its overall user interface. One of my main goals was to make the space theme feel more immersive and visually interesting, so I added multiple planets that vary in both size and color. This makes the background feel more dynamic instead of having every object look identical. I also updated the stars so they appear in different sizes, creating a more realistic night sky and giving the app additional depth.Beyond the visual improvements, I spent time adding several new features and interface elements that will become important parts of the application. Although some of these features are not yet clickable or fully functional, I have already designed and integrated them into the layout. My next step is to connect these interface elements to their underlying functionality and ensure everything works smoothly.Overall, this development session was focused on building the foundation for the finished product. The app is beginning to resemble my original vision, with a polished space-inspired design and a growing set of interactive features. While there is still work to do, especially on making every feature fully operational, I am happy with the progress so far and excited to continue refining both the appearance and the user experience.
Building the NebulaOS ExperienceNebulaOS continued evolving from a simple concept into an immersive desktop-inspired web experience. During this stage, the focus shifted toward making the application feel like a real operating system rather than a traditional webpage. Every addition was designed to improve both the atmosphere and user experience, creating an interface that encourages exploration and interaction.Creating an immersive atmosphereThe first priority was establishing a unique visual identity. The background was transformed into a living space environment filled with deep nebula clouds, softly glowing planets, and a rich night sky. Stars were given randomized sizes and brightness levels, along with subtle blinking animations, making the scene feel much more natural.To make the environment feel alive, gentle animations were added throughout the scene. Shooting stars occasionally streak across the sky, planets slowly drift through space, and distant celestial objects move almost imperceptibly over time. These effects create the feeling that the desktop exists within a living universe rather than a static image.Designing a desktop-inspired interfaceA major milestone was transforming the layout into a desktop environment. Instead of displaying everything on one page, applications now open as independent windows that can be launched, focused, moved, and closed like a real operating system.Expanding the built-in applicationsSeveral functional windows were added to strengthen the desktop experience:Notes provides a workspace for writing ideas and reminders.Terminal introduces a command-line inspired interface.System displays operating system information in a dashboard.Files acts as a simple file explorer.While these applications are still lightweight, they establish a strong foundation for future functionality.Bringing the interface to lifeOne of the biggest milestones was making the desktop interactive. Many icons and buttons originally served only as visual placeholders, but during this development cycle I began connecting them to real functionality.Desktop buttons now open their corresponding applications, switch focus between windows, and create a much more realistic operating system experience. This marked the transition from building the interface to implementing the features behind it.Improving navigationNavigation was redesigned to feel closer to a modern desktop operating system. A persistent bottom dock was added, giving users quick access to frequently used applications. I also implemented a Recently Used Apps section that keeps recently opened applications easily accessible, making navigation faster and improving the overall workflow.Polishing the experienceThe final stage focused on refinement. Animations were smoothed, spacing was adjusted, and interface elements were balanced to create a cleaner design. Glow effects, transitions, depth, and consistent styling helped tie the entire experience together while making NebulaOS feel more polished and believable.Final ResultBy the end of this development phase, NebulaOS had grown far beyond its original concept. It now features an animated space background with blinking and shooting stars, slowly drifting planets, movable desktop windows, functional Notes, Terminal, System, and Files applications, working desktop buttons, a persistent bottom dock, a Recently Used Apps section, and a polished operating-system aesthetic.The project now provides a much stronger sense of immersion while creating a solid foundation for future additions, including more advanced applications, deeper interactivity, expanded system functionality, and additional visual enhancements.
I redesigned the UI to improve usability. While the original space theme was visually interesting, I found that it made the interface harder to navigate, so I switched to a cleaner, more minimal design that’s easier on the eyes. Along with the visual refresh, I expanded the app’s functionality by adding several new features, including a calculator, a task manager, and a dedicated settings page, making the application more practical and user friendly.
To further enhance my project, I focused on building several smaller features that would make the application more engaging and enjoyable to use every day. Instead of concentrating exclusively on the main functionality, I wanted to add features that would create a more interactive and personalized experience. The first feature I implemented was a quote generator. Users can view a quote of the day, or view another quote, and copy any quote directly to their clipboard. My goal was to create a simple feature that could provide users with a little motivation whenever they opened the application. Next, I developed a joke generator. The application displays the beginning of a joke and allows users to click a button to reveal the punchline. Once the joke has been completed, users can select another button to generate a new one. This feature was designed to add a sense of fun and variety while also giving me the opportunity to experiment with user interaction and state management. Finally, I added a calendar feature. The calendar provides a complete monthly view and allows users to attach notes to individual dates. This makes it easy to keep track of important events, deadlines, reminders, and plans in a single location. I also spent time making sure that the layout remained clean and easy to navigate so that users could quickly find the information they needed.
I decided to make the UI even more simpler and dropped the icons and opted for just words. Simplicity is key.
Ships:
NebulaOS is a desktop-inspired web operating system that transforms a normal website into an interactive space-themed desktop. Over the past few weeks I’ve focused on making the experience feel immersive by adding an animated galaxy background with blinking stars, shooting stars, drifting planets, and glowing nebula effects. One of the biggest challenges was making everything feel like a real operating system instead of a collection of webpages. I built movable application windows, a desktop layout, a bottom dock, and recently used apps section to recreate the workflow of a modern desktop. I also spent a lot of time refining animations, visual effects, and the overall UI so the experience feels smooth and polished. The milestone I’m most proud of is finally making the interface functional. The desktop buttons now open real applications instead of acting as placeholders. Notes, Terminal, System, and Files all work as independent windows, making NebulaOS feel much more interactive and laying the foundation for future features. To test the project, explore the desktop by clicking the application icons, open multiple windows, move between apps using the dock, interact with the Notes, Terminal, System, and Files applications, and enjoy the animated space background while navigating around the desktop.
What did you make? I built NEBULA OsX, a web-based operating system (WebOS) simulation featuring a clean, minimalist UI complete with functional desktop apps like a terminal, calculator, file manager, notes app, task manager, and a quote generator. What was challenging? Designing an intuitive user interface and balancing the visual style was tricky. I initially went with a space-themed design, but switched to a cleaner, text-driven and minimal look to make the navigation much smoother and easier on the eyes. Integrating multiple smaller features like a quote generator, task manager, and calculator while keeping everything cohesive inside a single web interface also took some careful state management. What are you proud of? I’m really proud of how much the project has evolved—redesigning the UI to focus on simplicity and adding multiple functional mini-apps that make it feel like a real, usable desktop environment. What should people know so they can test your project? You can check out the live preview by clicking “Try project” and explore the different apps on the desktop, use the terminal, or check out the notes and task manager!...
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1792882121.9827
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1793746121.9827
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38352
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My first slack bot! by @vatsamalakar | Stardance
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vatsamalakar
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-23T13:37:01Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a bot that responds to multiple slash commands, including checking bot latency, generating random cat facts, jokes, dad jokes, motivational quotes, flipping a coin, playing Rock-Paper-Scissors, and answering Magic 8-Ball questions. One of the biggest challenges was setting up Slack’s Socket Mode, managing environment variables securely, and deploying the bot so it stays online 24/7. I’m especially proud that the bot is always available nowand that I was able to integrate several external APIs while organizing everything into unique slash commands that don’t conflict with others. If you’d like to test it, try: /super_bot-help – View all available commands /super_bot-ping – Check the bot’s response time /super_bot-catfact – Get a random cat fact /super_bot-joke – Get a random joke /super_bot-quote – Receive a motivational quote /super_bot-dadjjoke – Hear a dad joke /super_bot-8ball - Ask the Magic 8-Ball a question /super_bot-coinflip - Flip a coin /super_bot-rps - Play Rock, Paper, Scissors", "repo": "https://github.com/vatsamalakar/SlackBot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BK47WEFC2"}]...
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[{"post_id": 33471, "ts": "202 [{"post_id": 33471, "ts": "2026-07-23T13:34:05Z", "hours": 0.3514, "text": "I’m so excited to share that my Slack bot is now running 24/7 thanks to Nest! It feels amazing to finally have it deployed and always online, ready to respond whenever it’s needed. Seeing a project go from an idea to something that’s continuously running has been such a rewarding experience. Looking forward to adding more features and continuing to improve it!"}, {"post_id": 33116, "ts": "2026-07-22T18:49:50Z", "hours": 0.3475, "text": "I expanded my Slack bot by implementing several new slash commands to make it more interactive and fun to use. After successfully setting up the basic bot, I wanted to explore how Slack handles user commands and how I could respond to different requests. I added the following commands: /super_bot-help : Displays a list of available commands and how to use them. /super_bot-catfact : Returns a random cat fact. /super_bot-joke : Shares a random joke. /super_bot-quote : Sends an inspirational quote. /super_bot-dadjoke : Responds with a random dad joke. /super_bot-8ball : Simulates a Magic 8-Ball by answering user questions with random responses. /super_bot-coinflip : Randomly returns either heads or tails. /super_bot-rps : Lets users play a game of Rock, Paper, Scissors against the bot. While implementing these commands, I became more familiar with Slack’s slash command system and how each command is registered using app.command(). This project helped me better understand the overall structure of a Slack bot and how to organize multiple commands within a single project."}, {"post_id": 33097, "ts": "2026-07-22T18:11:24Z", "hours": 0.5261, "text": "I am excited to start this new project because it gives me the opportunity to work with a technology that is completely new to me. I have never built a Slack bot before, so this project presents both a challenge and a valuable learning experience. While there is a lot for me to learn, I am looking forward to developing new skills and gaining a better understanding of how Slack applications are created and integrated. To get started, I have been carefully following the provided guide and documentation. So far, I have successfully set up a basic Slack bot and familiarized myself with the initial development process. Although it is still in the early stages, completing the setup has given me confidence that I am on the right track. As I continue working on the project, I am excited to explore additional features, learn how to make the bot more interactive, and gradually build a more functional and useful application."}]...
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Title: My first slack bot! by @vatsamalakar | Star Title: My first slack bot! by @vatsamalakar | Stardance
Devlogs:
I am excited to start this new project because it gives me the opportunity to work with a technology that is completely new to me. I have never built a Slack bot before, so this project presents both a challenge and a valuable learning experience. While there is a lot for me to learn, I am looking forward to developing new skills and gaining a better understanding of how Slack applications are created and integrated. To get started, I have been carefully following the provided guide and documentation. So far, I have successfully set up a basic Slack bot and familiarized myself with the initial development process. Although it is still in the early stages, completing the setup has given me confidence that I am on the right track. As I continue working on the project, I am excited to explore additional features, learn how to make the bot more interactive, and gradually build a more functional and useful application.
I expanded my Slack bot by implementing several new slash commands to make it more interactive and fun to use. After successfully setting up the basic bot, I wanted to explore how Slack handles user commands and how I could respond to different requests. I added the following commands: /super_bot-help : Displays a list of available commands and how to use them. /super_bot-catfact : Returns a random cat fact. /super_bot-joke : Shares a random joke. /super_bot-quote : Sends an inspirational quote. /super_bot-dadjoke : Responds with a random dad joke. /super_bot-8ball : Simulates a Magic 8-Ball by answering user questions with random responses. /super_bot-coinflip : Randomly returns either heads or tails. /super_bot-rps : Lets users play a game of Rock, Paper, Scissors against the bot. While implementing these commands, I became more familiar with Slack’s slash command system and how each command is registered using app.command(). This project helped me better understand the overall structure of a Slack bot and how to organize multiple commands within a single project.
I’m so excited to share that my Slack bot is now running 24/7 thanks to Nest! It feels amazing to finally have it deployed and always online, ready to respond whenever it’s needed. Seeing a project go from an idea to something that’s continuously running has been such a rewarding experience. Looking forward to adding more features and continuing to improve it!
Ships:
I built a bot that responds to multiple slash commands, including checking bot latency, generating random cat facts, jokes, dad jokes, motivational quotes, flipping a coin, playing Rock-Paper-Scissors, and answering Magic 8-Ball questions. One of the biggest challenges was setting up Slack’s Socket Mode, managing environment variables securely, and deploying the bot so it stays online 24/7. I’m especially proud that the bot is always available nowand that I was able to integrate several external APIs while organizing everything into unique slash commands that don’t conflict with others. If you’d like to test it, try: /super_bot-help – View all available commands /super_bot-ping – Check the bot’s response time /super_bot-catfact – Get a random cat fact /super_bot-joke – Get a random joke /super_bot-quote – Receive a motivational quote /super_bot-dadjjoke – Hear a dad joke /super_bot-8ball - Ask the Magic 8-Ball a question /super_bot-coinflip - Flip a coin /super_bot-rps - Play Rock, Paper, Scissors...
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1792882130.1996372
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1793746130.1996372
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43870
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Homework Planner by @vatsamalakar | Stardance
|
vatsamalakar
|
1
|
3.0
|
16
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T03:47:22Z", "hours": 3.0, "multiplier": 4.9, "payout": 16, "blessing": "neutral", "text": "What started as a simple idea gradually evolved into a complete productivity platform designed to help students stay organized, focused, and motivated while managing their academic responsibilities. Throughout development, I worked on both the functionality and the overall design of the application. I created a racing-inspired interface with a clean navigation system that allows users to move easily between sections such as the dashboard, homework tracker, calendar, and Pomodoro timer. I also redesigned the user interface multiple times, making adjustments to the layout, spacing, typography, and color palette to create an experience that felt polished and intuitive. Beyond the visual design, I implemented features that support productivity in different ways. The homework tracker allows students to organize assignments and monitor their progress, the calendar helps users manage important dates, and the Pomodoro timer encourages more focused study sessions. Each feature was designed to work together as part of a single, unified experience. Of course, the development process was not always straightforward. Along the way, I encountered bugs related to navigation, state management, and component rendering. Troubleshooting these issues strengthened both my problem-solving skills and my understanding of how different parts of an application interact with one another. Most importantly, this project taught me that creating software involves much more than simply writing code. Every decision, from designing the interface to optimizing performance, contributes to the overall user experience. Homework Racer began as an idea, but through continuous improvement, testing, and iteration, it became a complete application that I am extremely proud of building.", "repo": "https://github.com/vatsamalakar/HomeworkPlanner", "demo": "https://homework-planner-phi.vercel.app"}]...
|
[{"post_id": 41721, "ts": "202 [{"post_id": 41721, "ts": "2026-08-06T03:28:16Z", "hours": 0.3772, "text": "As Homework Racer continued to grow, I realized that adding more features also increased the complexity of the application. Certain pages began taking longer to load, and some interface elements felt less responsive than I wanted them to be. To improve performance, I carefully reviewed the codebase and identified unnecessary operations that were occurring repeatedly. I simplified portions of the code, reorganized components, and reduced the number of unnecessary updates being performed in the background. I also focused on improving the overall user experience by refining animations, adjusting spacing, and creating more consistent transitions between pages. Although many of these changes were relatively small, together they made the application feel significantly smoother and more polished. At this stage, Homework Racer is beginning to feel much closer to the vision I originally had when I started the project."}, {"post_id": 41688, "ts": "2026-08-06T02:04:04Z", "hours": 0.2797, "text": "During this phase of development, I focused on implementing one of the application’s most useful features: the Pomodoro timer. Since many students struggle with maintaining concentration while studying, I wanted to create a tool that encouraged users to work in shorter, more productive intervals. The biggest challenge involved ensuring that the timer remained accurate while users navigated between different pages of the application. Initially, the timer would reset whenever the page was refreshed, creating a frustrating user experience. After reviewing the logic behind the component, I adjusted the implementation so that the timer state could be preserved correctly.In addition to improving functionality, I also updated the appearance of the timer so that it matched the racing theme of the application. The final result is a feature that feels both practical and engaging while helping students maintain their focus."}, {"post_id": 41676, "ts": "2026-08-06T01:20:57Z", "hours": 0.5364, "text": "During this stage of development, I encountered one of the most frustrating bugs I had faced so far. Although the navigation sidebar appeared to work correctly, some pages would fail to update properly after users switched between different sections of the application. In certain situations, the interface would continue displaying old information instead of rendering the newly selected page.At first, I assumed the problem was related to the styling of the components. After spending time testing different possibilities, I discovered that the issue was actually caused by the way state updates were being handled. Some components were not re-rendering when their data changed, which caused the interface to become out of sync. To solve the problem, I reorganized the state management logic and ensured that components updated whenever new information became available. After implementing these changes, navigation became much smoother and much more reliable. Although fixing the bug took longer than expected, it taught me the importance of carefully managing data flow throughout the application."}, {"post_id": 40817, "ts": "2026-08-04T16:06:37Z", "hours": 0.2936, "text": "During this stage of development, I focused on making Homework Racer feel polished and enjoyable to use. While the core features were already working, I wanted the application to have a professional appearance that matched the overall racing theme. My goal was to make students feel like they were entering the dashboard of a high-performance race car every time they opened the planner. One of the biggest improvements I made was redesigning the navigation sidebar. I organized each section—Home, Dashboard, Homework, Calendar, and Pomodoro—into a clean vertical menu with matching icons. This makes it much easier for users to quickly switch between different pages without getting lost. I also highlighted the currently selected page so users always know where they are in the application. I also spent time improving the homepage layout. Instead of displaying plain text, I created large feature cards that introduce each section of the app. These cards explain what each feature does while keeping the interface clean and modern. The large welcome message and quick action buttons help new users immediately understand how to start using the planner. Another improvement was creating a consistent color palette throughout the application. I chose a dark background with orange accents because orange represents speed, energy, and racing. Every button, icon, and highlighted section follows this color scheme, making the app feel consistent and visually appealing instead of looking like different pages stitched together. Finally, I tested the interface to make sure everything was responsive and easy to navigate. I adjusted spacing, card sizes, fonts, and button placement so the application remained readable without feeling crowded. These improvements made Homework Racer feel much more like a finished product rather than just a collection of features, creating an experience that is both practical for students and enjoyable to use."}, {"post_id": 40789, "ts": "2026-08-04T15:28:06Z", "hours": 1.77, "text": "For this project, I wanted to make a homework planner that didn’t feel boring. Most homework apps are plain lists and calendars, so I decided to build Homework Racer, a car-themed planner where students feel like they’re racing to complete assignments instead of dragging through them. The dark racing-inspired interface with orange accent colors gives the app the feeling of a modern sports car dashboard. One of the first things I created was the dashboard. This acts as the driver’s control panel, giving users quick access to everything they need. Instead of searching through different pages, students can immediately jump to Homework, Calendar, or the Pomodoro timer from the home screen. I also added an “Add Homework” button so users can quickly create new assignments without navigating through multiple menus. The next feature I worked on was the Homework Manager. This lets students add assignments, organize them, and keep track of what still needs to be finished. The goal was to make homework management simple and fast, almost like checking off laps in a race. Assignments can be viewed in one organized location so students always know what needs attention. After that, I implemented the Calendar page. This allows users to view upcoming due dates in a visual format instead of reading through long lists. Having deadlines displayed on a calendar makes it easier to plan ahead and avoid forgetting assignments. It also helps students spread out their workload rather than waiting until the last minute."}]...
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Title: Homework Planner by @vatsamalakar | Stardan Title: Homework Planner by @vatsamalakar | Stardance
Devlogs:
For this project, I wanted to make a homework planner that didn’t feel boring. Most homework apps are plain lists and calendars, so I decided to build Homework Racer, a car-themed planner where students feel like they’re racing to complete assignments instead of dragging through them. The dark racing-inspired interface with orange accent colors gives the app the feeling of a modern sports car dashboard. One of the first things I created was the dashboard. This acts as the driver’s control panel, giving users quick access to everything they need. Instead of searching through different pages, students can immediately jump to Homework, Calendar, or the Pomodoro timer from the home screen. I also added an “Add Homework” button so users can quickly create new assignments without navigating through multiple menus. The next feature I worked on was the Homework Manager. This lets students add assignments, organize them, and keep track of what still needs to be finished. The goal was to make homework management simple and fast, almost like checking off laps in a race. Assignments can be viewed in one organized location so students always know what needs attention. After that, I implemented the Calendar page. This allows users to view upcoming due dates in a visual format instead of reading through long lists. Having deadlines displayed on a calendar makes it easier to plan ahead and avoid forgetting assignments. It also helps students spread out their workload rather than waiting until the last minute.
During this stage of development, I focused on making Homework Racer feel polished and enjoyable to use. While the core features were already working, I wanted the application to have a professional appearance that matched the overall racing theme. My goal was to make students feel like they were entering the dashboard of a high-performance race car every time they opened the planner. One of the biggest improvements I made was redesigning the navigation sidebar. I organized each section—Home, Dashboard, Homework, Calendar, and Pomodoro—into a clean vertical menu with matching icons. This makes it much easier for users to quickly switch between different pages without getting lost. I also highlighted the currently selected page so users always know where they are in the application. I also spent time improving the homepage layout. Instead of displaying plain text, I created large feature cards that introduce each section of the app. These cards explain what each feature does while keeping the interface clean and modern. The large welcome message and quick action buttons help new users immediately understand how to start using the planner. Another improvement was creating a consistent color palette throughout the application. I chose a dark background with orange accents because orange represents speed, energy, and racing. Every button, icon, and highlighted section follows this color scheme, making the app feel consistent and visually appealing instead of looking like different pages stitched together. Finally, I tested the interface to make sure everything was responsive and easy to navigate. I adjusted spacing, card sizes, fonts, and button placement so the application remained readable without feeling crowded. These improvements made Homework Racer feel much more like a finished product rather than just a collection of features, creating an experience that is both practical for students and enjoyable to use.
During this stage of development, I encountered one of the most frustrating bugs I had faced so far. Although the navigation sidebar appeared to work correctly, some pages would fail to update properly after users switched between different sections of the application. In certain situations, the interface would continue displaying old information instead of rendering the newly selected page.At first, I assumed the problem was related to the styling of the components. After spending time testing different possibilities, I discovered that the issue was actually caused by the way state updates were being handled. Some components were not re-rendering when their data changed, which caused the interface to become out of sync. To solve the problem, I reorganized the state management logic and ensured that components updated whenever new information became available. After implementing these changes, navigation became much smoother and much more reliable. Although fixing the bug took longer than expected, it taught me the importance of carefully managing data flow throughout the application.
During this phase of development, I focused on implementing one of the application’s most useful features: the Pomodoro timer. Since many students struggle with maintaining concentration while studying, I wanted to create a tool that encouraged users to work in shorter, more productive intervals. The biggest challenge involved ensuring that the timer remained accurate while users navigated between different pages of the application. Initially, the timer would reset whenever the page was refreshed, creating a frustrating user experience. After reviewing the logic behind the component, I adjusted the implementation so that the timer state could be preserved correctly.In addition to improving functionality, I also updated the appearance of the timer so that it matched the racing theme of the application. The final result is a feature that feels both practical and engaging while helping students maintain their focus.
As Homework Racer continued to grow, I realized that adding more features also increased the complexity of the application. Certain pages began taking longer to load, and some interface elements felt less responsive than I wanted them to be. To improve performance, I carefully reviewed the codebase and identified unnecessary operations that were occurring repeatedly. I simplified portions of the code, reorganized components, and reduced the number of unnecessary updates being performed in the background. I also focused on improving the overall user experience by refining animations, adjusting spacing, and creating more consistent transitions between pages. Although many of these changes were relatively small, together they made the application feel significantly smoother and more polished. At this stage, Homework Racer is beginning to feel much closer to the vision I originally had when I started the project.
Ships:
What started as a simple idea gradually evolved into a complete productivity platform designed to help students stay organized, focused, and motivated while managing their academic responsibilities. Throughout development, I worked on both the functionality and the overall design of the application. I created a racing-inspired interface with a clean navigation system that allows users to move easily between sections such as the dashboard, homework tracker, calendar, and Pomodoro timer. I also redesigned the user interface multiple times, making adjustments to the layout, spacing, typography, and color palette to create an experience that felt polished and intuitive. Beyond the visual design, I implemented features that support productivity in different ways. The homework tracker allows students to organize assignments and monitor their progress, the calendar helps users manage important dates, and the Pomodoro timer encourages more focused study sessions. Each feature was designed to work together as part of a single, unified experience. Of course, the development process was not always straightforward. Along the way, I encountered bugs related to navigation, state management, and component rendering. Troubleshooting these issues strengthened both my problem-solving skills and my understanding of how different parts of an application interact with one another. Most importantly, this project taught me that creating software involves much more than simply writing code. Every decision, from designing the interface to optimizing performance, contributes to the overall user experience. Homework Racer began as an idea, but through continuous improvement, testing, and iteration, it became a complete application that I am extremely proud of building....
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1792882126.116268
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1793746126.116268
|
|
44676
|
Duck CEO by @vatsamalakar | Stardance
|
vatsamalakar
|
1
|
6.0
|
42
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T21:03:45Z", "hours": 6.0, "multiplier": 7.3, "payout": 42, "blessing": "neutral", "text": "I made Duck CEO, a small game where your boss is a duck. He gives you tasks like drink water or go outside. If you finish them in time, he is okay with you. If you ignore them, he gets mad and can fire you. The hard part was making the game fair. At first every task had the same short timer, so easy tasks were fine but real ones were impossible. I had to give each task its own time, keep the duck still feel strict, and make sure your progress saved if you refreshed the page. I’m proud that it feels like a real boss, not just a to-do list. The duck has moods, a log of what you did, and a firing screen. The joke is clear, the rules are simple, and the whole thing fits on one page.", "repo": "https://github.com/vatsamalakar/DuckCEO", "demo": "https://duck-ceo.vercel.app/"}]...
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[{"post_id": 44229, "ts": "202 [{"post_id": 44229, "ts": "2026-08-09T21:01:20Z", "hours": 0.805, "text": "Duck CEO is finally a small, complete product. It has one page, one boss, and one career. You clock in, the duck assigns you work, and you either complete it or disappoint him while he keeps score. The final build includes a task pool that mixes useful and ridiculous assignments, individual deadlines for each task, a patience system with moods ranging from Pleased to Terminated, a performance log, persistent progress through local storage, and a firing screen complete with a humiliating rehire button. I also kept the visual language consistent with the printed office memo aesthetic and the repository small enough to understand, build, and run without unnecessary complexity. The real goal was never to build another productivity suite. It was to make a simple system where the player actually feels judged by a fictional duck. The timers, mood changes, performance log, animations, and termination screen all exist to make that feeling stronger. If someone finishes the game feeling slightly guilty for disappointing a mallard, then the systems have done their job. For now, the duck is monitoring output, the pond is outside, and your employment is entirely dependent on whether you do what you were told."}, {"post_id": 44156, "ts": "2026-08-09T18:46:04Z", "hours": 1.1933, "text": "Devlog 9: Keeping the Game Small on PurposeSince Duck CEO is intentionally a small, focused game, I wanted the codebase to reflect that same philosophy. The project only really needs a handful of surfaces: the boss panel, assignment cards, performance log, fired notice, and the controls that connect everything together. Adding more components, packages, and styling would not make the duck any funnier. It would only make the project harder to understand, slower to install, and more difficult to maintain. This phase became an exercise in subtraction. I replaced the idea of using a large component library with a single reusable Button primitive and kept dependencies limited to what the application actually needs, including React, TanStack, Tailwind, and a few small utility packages. I also reorganized the file structure around the actual game, with files for the duck, routes, styles, and portrait instead of a collection of generic or unused components. Keeping the CSS focused was another priority so the visual style could remain lightweight while still maintaining the printed office memo aesthetic. The goal was not minimalism just for the sake of having fewer files. It was about ownership and making the project easy for someone else to understand. If a stranger opens the repository, they should be able to immediately find the parts that make Duck CEO work. After removing the unnecessary pieces, everything important still worked exactly as before. Patience still drops, tasks still expire, the duck still judges you, and the ridiculous tasks still get their appropriate deadlines. That was the proof that the extra complexity was never carrying the experience. The duck was."}, {"post_id": 43631, "ts": "2026-08-09T00:23:36Z", "hours": 1.0214, "text": "Once the core loop, boss system, and deadlines were working, the next step was giving the project a clear identity. I wanted Duck CEO to feel like a real website that someone could open, share, and take seriously for at least five seconds before realizing that their manager is a mallard. This meant treating every part of the interface as part of the experience rather than leaving behind generic framework or template content. I updated the page title and description so everything consistently identifies the project as Duck CEO. I also rewrote the Open Graph information so that when the site is shared, the preview immediately communicates the idea of a tiny productivity game where a disappointed duck keeps score. The README was rewritten to explain what the project is, how to run it, and how to build it, while the header, footer, 404 page, and error states were all given the same dry sense of humor. Even small details, such as the footer disclaimer that “This duck is not a licensed manager,” help make the world feel consistent. This was also the stage where the project became much closer to something I could actually ship. The application can be run locally with npm run dev and built for production with npm run build and npm start. The technical stack provides the delivery system, but the product itself is still Duck CEO. My final test was simple: close the editor, open the browser, and ask whether it looks like Duck CEO or just a prototype that happens to contain a duck. After this pass, it finally felt like the former."}, {"post_id": 43073, "ts": "2026-08-08T04:32:41Z", "hours": 0.7264, "text": "Playtesting revealed an important problem with the original timing system: every task was given roughly the same 45-second deadline. While this seemed simple at first, it quickly became clear that different tasks required very different amounts of time. A task like “Put your phone face down” could easily be completed within that window, while something like “Eat something that isn’t beige” could require much more time. When the timing became impossible rather than challenging, the humor started to feel frustrating instead of funny. The duck could be demanding, but he still needed to give the player a reasonable chance to succeed. To fix this, I changed tasks from simple strings into individual definitions with their own lifetimes. Quick obedience tasks receive around 30-45 seconds, desk-sized tasks receive around 60-75 seconds, tasks that require leaving the desk get around 90 seconds, and tasks that require actually going somewhere or doing something more involved can receive up to three minutes. When a task is issued, its deadline is now calculated using its specific lifetime rather than relying on one universal timer. I also updated the progress bar so that it uses each task’s total duration, making the level of urgency accurate regardless of how long the task has to be completed. This ended up being one of the most important design improvements in the project. The underlying pressure system stayed exactly the same, but the pacing became much more natural. The player can still feel the constant pressure of having a demanding boss without feeling like they are being set up to fail. It was a good reminder that even a deliberately unfair character needs fair rules underneath the joke, the duck can be unreasonable, but the game itself shouldn’t be."}, {"post_id": 43058, "ts": "2026-08-08T03:46:05Z", "hours": 0.2769, "text": "After the core structure and mechanics were working, I shifted my attention toward how the application actually feels when the duck is judging the player. I wanted the visual style to reinforce the workplace satire rather than look like a typical productivity application. I settled on a visual language built around paper textures, ink-like elements, monochrome labels, bold display headlines, and duck-yellow accents. Instead of the soft colors and polished appearance often associated with modern productivity apps, I wanted it to feel like a printed office memo that had somehow become interactive. I also gave animations a very specific purpose rather than adding motion everywhere. The duck waddles when he is idle to make him feel alive, shakes when the player ignores work to show frustration, and uses a slam-in animation when new paperwork arrives on the desk. These three animations were enough to give the interface personality without making it feel like a toy. I also added more aggressive visual styling to urgent tasks when their deadlines get close, allowing the interface to communicate increasing pressure through color and countdowns without needing additional instructions. Overall, this phase was about making the satire immediately understandable. Every visual decision needed to support the idea that the player is sitting at a desk while being watched by an increasingly impatient boss. The goal was that someone could open the application for only a few seconds and immediately understand the relationship: the duck is in charge, paperwork is coming, and ignoring it is probably a bad idea."}, {"post_id": 42832, "ts": "2026-08-07T19:32:55Z", "hours": 0.2669, "text": "At this stage of development, I wanted to make the boss feel like an actual character rather than just a system that tracks tasks. A timer or task list can tell you what needs to be done, but a boss needs a face, a personality, and a way to react to your performance. I started by making the duck the visual centerpiece of the executive panel, giving him a suit and an animated idle waddle so he still feels alive even when nothing is happening. I also added a shake animation whenever work is ignored, making the boss’s reactions much more immediate. I then connected the duck’s mood directly to the user’s patience level. As patience decreases, his titles change from Pleased and Neutral to Concerned, Disappointed, Final Warning, and eventually Terminated. I also added DONE and IGNORED counters along with a patience bar that becomes increasingly threatening as trust disappears. These elements turn what could have been simple statistics into visible signs of how the player’s relationship with the boss is changing. Finally, I redesigned the surrounding interface to feel less like a traditional productivity dashboard and more like an internal workplace memo. Assignments are presented like work slips, while the performance record reads like an increasingly concerning employee file. If the player is eventually fired, the termination screen includes an ignored-task roast, formal firing language, and an embarrassing option to reapply for the job. These changes helped establish the central joke of the project: completing tasks is no longer just about checking boxes. The duck is watching, judging, and remembering."}, {"post_id": 42316, "ts": "2026-08-06T23:49:15Z", "hours": 0.3719, "text": "One of the most important improvements I made during this stage of development was adding persistence. At first, saving data seemed like a simple technical requirement, but I quickly realized it was actually a major part of the experience. Without persistence, the application would feel like a temporary demo where users could simply refresh the page to escape their consequences. By saving progress, the world feels more continuous and the user’s actions actually matter. The implementation itself was straightforward: application state is serialized whenever changes occur, stored locally in the browser, and restored whenever the user returns. If the stored data becomes corrupted or unavailable, the system safely falls back to creating a fresh profile instead of breaking. This approach keeps the experience reliable while allowing the user’s career, patience, and ignored tasks to continue across sessions. Adding persistence also pushed me to rethink the structure of my data. I needed the state to be simple, predictable, and easy to save and restore. If a piece of data was difficult to serialize, it was usually a sign that the architecture was becoming unnecessarily complicated. The final design keeps the underlying systems clean and lets the personality of the project come from the writing, reactions, and interactions rather than overly complex code. The result is an experience that feels less like a small browser project and more like a job the user has accidentally committed to."}, {"post_id": 42193, "ts": "2026-08-06T20:07:55Z", "hours": 0.3942, "text": "After establishing the foundation of the project, I focused on creating the core loop that makes the fantasy actually work. The goal was to build a simple but effective system where every action has a consequence. On each tick, open tasks slowly move closer to their deadlines, expired tasks reduce patience, increase the ignored task count, and add disappointment messages to the activity log. Completing tasks has the opposite effect by restoring some patience and creating positive feedback through praise messages. One of the biggest design decisions was keeping the mechanics intentionally minimal. It would have been easy to add features like streaks, levels, rewards, or cosmetics, but those additions would have distracted from the main idea. The humor comes from the simple cycle of receiving work, deciding how to handle it, and being judged by the system. I also added limits to task generation so new tasks appear at a controlled pace instead of overwhelming the user with endless responsibilities. I also had to solve the challenge of maintaining progress between sessions. Since data is stored in the browser, the application needed to properly load saved state without creating conflicts between server rendering and client-side data. I added a loading state before hydration so the user’s progress could load smoothly and the experience could continue across refreshes. This process showed me that a strong experience does not always require complex mechanics, the most important part is making sure every system supports the intended feeling. If the loop creates a small amount of funny stress and makes the user want to respond, then the design is working."}, {"post_id": 42158, "ts": "2026-08-06T19:21:22Z", "hours": 0.2528, "text": "Once the writing felt solid, I translated the joke into state. The whole game lives in one object: patience, completed, ignored, open tasks, a performance log, last issue time, fired flag, start time. That object is your career. Completing a task is not “checking a box” it is surviving another review cycle. Ignoring one is not missing a reminder, it is giving the duck evidence. Early rules I wrote down before coding: Pressure should accumulate slowly, not spike randomly Success should feel cold, not celebratory Failure should feel administrative, not dramatic Getting fired should be inevitable if you treat it like a joke This phase was systems design disguised as comedy. Patience is the health bar. Tasks are tickets. The log is your permanent record. The duck is not a mascot. He is the win/lose condition."}, {"post_id": 42129, "ts": "2026-08-06T18:34:48Z", "hours": 0.4472, "text": "Duck CEO did not start as a framework decision. It started as a sentence: you work for a duck, and the duck is keeping score. I wanted a productivity game that felt like corporate satire, not a joke app with emoji and badges. The duck had to sound like middle management: understated, judgmental, slightly bureaucratic. If the writing failed, the timers and UI would not save it. So phase one was content only: Assignment copy that sits between self-care and absurdity (“Drink water.” / “Eat something that isn’t beige.” / “Do not think about the duck.”) Praise that barely approves you (“Acceptable.” / “You may keep your desk.”) Disappointment that escalates without yelling (“The duck says nothing. That’s worse.” / “The duck has scheduled a meeting. No agenda.”) This log is about locking tone before mechanics. The game is basically a delivery system for that voice. Get the voice wrong and you have a fancy todo list. Get it right and a mallard in a suit feels like HR."}]...
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Title: Duck CEO by @vatsamalakar | Stardance
Devl Title: Duck CEO by @vatsamalakar | Stardance
Devlogs:
Duck CEO did not start as a framework decision. It started as a sentence: you work for a duck, and the duck is keeping score. I wanted a productivity game that felt like corporate satire, not a joke app with emoji and badges. The duck had to sound like middle management: understated, judgmental, slightly bureaucratic. If the writing failed, the timers and UI would not save it. So phase one was content only: Assignment copy that sits between self-care and absurdity (“Drink water.” / “Eat something that isn’t beige.” / “Do not think about the duck.”) Praise that barely approves you (“Acceptable.” / “You may keep your desk.”) Disappointment that escalates without yelling (“The duck says nothing. That’s worse.” / “The duck has scheduled a meeting. No agenda.”) This log is about locking tone before mechanics. The game is basically a delivery system for that voice. Get the voice wrong and you have a fancy todo list. Get it right and a mallard in a suit feels like HR.
Once the writing felt solid, I translated the joke into state. The whole game lives in one object: patience, completed, ignored, open tasks, a performance log, last issue time, fired flag, start time. That object is your career. Completing a task is not “checking a box” it is surviving another review cycle. Ignoring one is not missing a reminder, it is giving the duck evidence. Early rules I wrote down before coding: Pressure should accumulate slowly, not spike randomly Success should feel cold, not celebratory Failure should feel administrative, not dramatic Getting fired should be inevitable if you treat it like a joke This phase was systems design disguised as comedy. Patience is the health bar. Tasks are tickets. The log is your permanent record. The duck is not a mascot. He is the win/lose condition.
After establishing the foundation of the project, I focused on creating the core loop that makes the fantasy actually work. The goal was to build a simple but effective system where every action has a consequence. On each tick, open tasks slowly move closer to their deadlines, expired tasks reduce patience, increase the ignored task count, and add disappointment messages to the activity log. Completing tasks has the opposite effect by restoring some patience and creating positive feedback through praise messages. One of the biggest design decisions was keeping the mechanics intentionally minimal. It would have been easy to add features like streaks, levels, rewards, or cosmetics, but those additions would have distracted from the main idea. The humor comes from the simple cycle of receiving work, deciding how to handle it, and being judged by the system. I also added limits to task generation so new tasks appear at a controlled pace instead of overwhelming the user with endless responsibilities. I also had to solve the challenge of maintaining progress between sessions. Since data is stored in the browser, the application needed to properly load saved state without creating conflicts between server rendering and client-side data. I added a loading state before hydration so the user’s progress could load smoothly and the experience could continue across refreshes. This process showed me that a strong experience does not always require complex mechanics, the most important part is making sure every system supports the intended feeling. If the loop creates a small amount of funny stress and makes the user want to respond, then the design is working.
One of the most important improvements I made during this stage of development was adding persistence. At first, saving data seemed like a simple technical requirement, but I quickly realized it was actually a major part of the experience. Without persistence, the application would feel like a temporary demo where users could simply refresh the page to escape their consequences. By saving progress, the world feels more continuous and the user’s actions actually matter. The implementation itself was straightforward: application state is serialized whenever changes occur, stored locally in the browser, and restored whenever the user returns. If the stored data becomes corrupted or unavailable, the system safely falls back to creating a fresh profile instead of breaking. This approach keeps the experience reliable while allowing the user’s career, patience, and ignored tasks to continue across sessions. Adding persistence also pushed me to rethink the structure of my data. I needed the state to be simple, predictable, and easy to save and restore. If a piece of data was difficult to serialize, it was usually a sign that the architecture was becoming unnecessarily complicated. The final design keeps the underlying systems clean and lets the personality of the project come from the writing, reactions, and interactions rather than overly complex code. The result is an experience that feels less like a small browser project and more like a job the user has accidentally committed to.
At this stage of development, I wanted to make the boss feel like an actual character rather than just a system that tracks tasks. A timer or task list can tell you what needs to be done, but a boss needs a face, a personality, and a way to react to your performance. I started by making the duck the visual centerpiece of the executive panel, giving him a suit and an animated idle waddle so he still feels alive even when nothing is happening. I also added a shake animation whenever work is ignored, making the boss’s reactions much more immediate. I then connected the duck’s mood directly to the user’s patience level. As patience decreases, his titles change from Pleased and Neutral to Concerned, Disappointed, Final Warning, and eventually Terminated. I also added DONE and IGNORED counters along with a patience bar that becomes increasingly threatening as trust disappears. These elements turn what could have been simple statistics into visible signs of how the player’s relationship with the boss is changing. Finally, I redesigned the surrounding interface to feel less like a traditional productivity dashboard and more like an internal workplace memo. Assignments are presented like work slips, while the performance record reads like an increasingly concerning employee file. If the player is eventually fired, the termination screen includes an ignored-task roast, formal firing language, and an embarrassing option to reapply for the job. These changes helped establish the central joke of the project: completing tasks is no longer just about checking boxes. The duck is watching, judging, and remembering.
After the core structure and mechanics were working, I shifted my attention toward how the application actually feels when the duck is judging the player. I wanted the visual style to reinforce the workplace satire rather than look like a typical productivity application. I settled on a visual language built around paper textures, ink-like elements, monochrome labels, bold display headlines, and duck-yellow accents. Instead of the soft colors and polished appearance often associated with modern productivity apps, I wanted it to feel like a printed office memo that had somehow become interactive. I also gave animations a very specific purpose rather than adding motion everywhere. The duck waddles when he is idle to make him feel alive, shakes when the player ignores work to show frustration, and uses a slam-in animation when new paperwork arrives on the desk. These three animations were enough to give the interface personality without making it feel like a toy. I also added more aggressive visual styling to urgent tasks when their deadlines get close, allowing the interface to communicate increasing pressure through color and countdowns without needing additional instructions. Overall, this phase was about making the satire immediately understandable. Every visual decision needed to support the idea that the player is sitting at a desk while being watched by an increasingly impatient boss. The goal was that someone could open the application for only a few seconds and immediately understand the relationship: the duck is in charge, paperwork is coming, and ignoring it is probably a bad idea.
Playtesting revealed an important problem with the original timing system: every task was given roughly the same 45-second deadline. While this seemed simple at first, it quickly became clear that different tasks required very different amounts of time. A task like “Put your phone face down” could easily be completed within that window, while something like “Eat something that isn’t beige” could require much more time. When the timing became impossible rather than challenging, the humor started to feel frustrating instead of funny. The duck could be demanding, but he still needed to give the player a reasonable chance to succeed. To fix this, I changed tasks from simple strings into individual definitions with their own lifetimes. Quick obedience tasks receive around 30-45 seconds, desk-sized tasks receive around 60-75 seconds, tasks that require leaving the desk get around 90 seconds, and tasks that require actually going somewhere or doing something more involved can receive up to three minutes. When a task is issued, its deadline is now calculated using its specific lifetime rather than relying on one universal timer. I also updated the progress bar so that it uses each task’s total duration, making the level of urgency accurate regardless of how long the task has to be completed. This ended up being one of the most important design improvements in the project. The underlying pressure system stayed exactly the same, but the pacing became much more natural. The player can still feel the constant pressure of having a demanding boss without feeling like they are being set up to fail. It was a good reminder that even a deliberately unfair character needs fair rules underneath the joke, the duck can be unreasonable, but the game itself shouldn’t be.
Once the core loop, boss system, and deadlines were working, the next step was giving the project a clear identity. I wanted Duck CEO to feel like a real website that someone could open, share, and take seriously for at least five seconds before realizing that their manager is a mallard. This meant treating every part of the interface as part of the experience rather than leaving behind generic framework or template content. I updated the page title and description so everything consistently identifies the project as Duck CEO. I also rewrote the Open Graph information so that when the site is shared, the preview immediately communicates the idea of a tiny productivity game where a disappointed duck keeps score. The README was rewritten to explain what the project is, how to run it, and how to build it, while the header, footer, 404 page, and error states were all given the same dry sense of humor. Even small details, such as the footer disclaimer that “This duck is not a licensed manager,” help make the world feel consistent. This was also the stage where the project became much closer to something I could actually ship. The application can be run locally with npm run dev and built for production with npm run build and npm start. The technical stack provides the delivery system, but the product itself is still Duck CEO. My final test was simple: close the editor, open the browser, and ask whether it looks like Duck CEO or just a prototype that happens to contain a duck. After this pass, it finally felt like the former.
Devlog 9: Keeping the Game Small on PurposeSince Duck CEO is intentionally a small, focused game, I wanted the codebase to reflect that same philosophy. The project only really needs a handful of surfaces: the boss panel, assignment cards, performance log, fired notice, and the controls that connect everything together. Adding more components, packages, and styling would not make the duck any funnier. It would only make the project harder to understand, slower to install, and more difficult to maintain. This phase became an exercise in subtraction. I replaced the idea of using a large component library with a single reusable Button primitive and kept dependencies limited to what the application actually needs, including React, TanStack, Tailwind, and a few small utility packages. I also reorganized the file structure around the actual game, with files for the duck, routes, styles, and portrait instead of a collection of generic or unused components. Keeping the CSS focused was another priority so the visual style could remain lightweight while still maintaining the printed office memo aesthetic. The goal was not minimalism just for the sake of having fewer files. It was about ownership and making the project easy for someone else to understand. If a stranger opens the repository, they should be able to immediately find the parts that make Duck CEO work. After removing the unnecessary pieces, everything important still worked exactly as before. Patience still drops, tasks still expire, the duck still judges you, and the ridiculous tasks still get their appropriate deadlines. That was the proof that the extra complexity was never carrying the experience. The duck was.
Duck CEO is finally a small, complete product. It has one page, one boss, and one career. You clock in, the duck assigns you work, and you either complete it or disappoint him while he keeps score. The final build includes a task pool that mixes useful and ridiculous assignments, individual deadlines for each task, a patience system with moods ranging from Pleased to Terminated, a performance log, persistent progress through local storage, and a firing screen complete with a humiliating rehire button. I also kept the visual language consistent with the printed office memo aesthetic and the repository small enough to understand, build, and run without unnecessary complexity. The real goal was never to build another productivity suite. It was to make a simple system where the player actually feels judged by a fictional duck. The timers, mood changes, performance log, animations, and termination screen all exist to make that feeling stronger. If someone finishes the game feeling slightly guilty for disappointing a mallard, then the systems have done their job. For now, the duck is monitoring output, the pond is outside, and your employment is entirely dependent on whether you do what you were told.
Ships:
I made Duck CEO, a small game where your boss is a duck. He gives you tasks like drink water or go outside. If you finish them in time, he is okay with you. If you ignore them, he gets mad and can fire you. The hard part was making the game fair. At first every task had the same short timer, so easy tasks were fine but real ones were impossible. I had to give each task its own time, keep the duck still feel strict, and make sure your progress saved if you refreshed the page. I’m proud that it feels like a real boss, not just a to-do list. The duck has moods, a log of what you did, and a firing screen. The joke is clear, the rules are simple, and the whole thing fits on one page....
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1792882092.455499
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1793746092.455499
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46532
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WARIONAHHHMARIO by @vatsamalakar | Stardance
|
vatsamalakar
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T18:35:29Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Beyond Space, a web game built using the Godot Engine that features multiple minigames, platformer movement, and challenging obstacle courses. Getting the platformer mechanics and smooth movement working properly, especially tuning the difficulty and handling obstacles like the void gap.Getting the whole game successfully exported to the web via HTML5 and deployed online so anyone can play it right in their browser. You can play it directly in your web browser by opening the live demo link.", "repo": "https://github.com/vatsamalakar/beyond-the-space", "demo": "https://vatsam.itch.io/beyond-the-space"}]...
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[{"post_id": 45874, "ts": "202 [{"post_id": 45874, "ts": "2026-08-12T16:44:39Z", "hours": 0.2817, "text": "Wrapping up this extensive multi-mode project has been an incredible journey of engineering, procedural design, and interface polish. Over the course of development, Beyond Space evolved from a simple concept into a feature-complete, multi-minigame arcade package built entirely on custom programmatic UI styling and dynamic game logic.Instead of relying on a cluttered scene tree packed with rigid UI nodes, the entire application relies on a robust programmatic styling framework. Using custom helper functions like button() and make_box(), buttons, panels, and headers are generated dynamically during the _draw() cycle. This ensures razor-sharp borders, smooth rounded corner radii, and precise vertical text alignment across every menu. Global settings overlays let players instantly toggle background music, adjust performance, or switch between windowed and native full-screen viewports on the fly.The core experience branches out into distinct simulation modes, each offering unique challenges and tailored progression systems. The Nebula Platformer is designed with scaled procedural maps ranging from a 6500-pixel track on Easy to a massive 9500-pixel world on Hard, featuring continuous ground topology, elevated platforms, stationary spike hazards, and moving hazards that oscillate smoothly between boundaries using linear interpolation. Meanwhile, the Meteor Dodger serves as an arcade survival challenge where players dodge continuous waves of high-speed celestial debris with spawning rates scaling aggressively by difficulty, and the Star Clicker tests precision using targets calculated via procedural trigonometry.Transitioning between screens is handled through immersive briefing interfaces that outline explicit rules, control schematics, and difficulty configurations before launch. Once active, the sleek heads-up display tracks lives, current scores, high scores, and running timers without breaking immersion. When runs end, mode-specific failure screens provide detailed breakdown statistics, survival tips, and instant retries.Data persistence is handled seamlessly via file-based high-score systems split across difficulty save paths, with dedicated reset functions built right into the main menu. Finally, rigorous cross-platform input verification ensures that desktop mouse clicks and mobile touch inputs operate flawlessly alongside embedded touch UI elements. From the initial menu architecture to the final polish on gameplay mechanics, Beyond Space stands as a robust, fully realized indie package ready for deployment! I also did this This update focuses on restructuring the gameplay loop into a faster, higher-intensity arcade experience while maintaining the complete multi-game architecture of the project. Key Modifications & Fixes Arcade Marathon Mode Added: Implemented an end-to-end arcade sequence (is_arcade_mode) that automatically chains the three minigames (Nebula Platformer, Meteor Dodger, and Star Clicker) back-to-back under a single persistent life pool and scoring system. Platformer Velocity & Movement Boost: Increased horizontal acceleration (2200.0 units) and top movement speed (460.0 units) for snappier platforming controls. Raised jump velocity (-680.0 units) to allow faster clearance of moving hazards and platform gaps. Pacing & Timer Adjustments: Tuned timers and obstacle spawn rates across all difficulties to ensure each minigame feels punchier, faster, and more arcade-like. UI & State Management: Preserved all menu layouts, custom drawing routines (_draw), save paths, and high-score saving configurations while adding smooth transitions for the new arcade progression flow."}, {"post_id": 45855, "ts": "2026-08-12T16:06:07Z", "hours": 0.7253, "text": "Today’s development shifted away from platforming to build out the high intensity survival mechanics and failure screen for the Meteor Dodger mode. As shown during active gameplay, the screen drops a continuous wave of orange celestial debris from the procedural starfield while the player’s ship maneuvers near the bottom to stay alive, tracked by a real time HUD displaying remaining lives, score, high score, and a running survival timer. Expanding on this loop required balancing rapid spawn intervals with precise collision boundaries to keep the frantic arcade pacing engaging from start to finish. When an impact inevitably happens, the custom game over screen triggers a “Catastrophic Impact - Ship Destroyed” warning, complete with a custom wreckage graphic, a breakdown of your survival score versus your personal best, helpful evasion tips, and clean navigational buttons to jump back into difficulty selection or head straight to the main menu."}, {"post_id": 45515, "ts": "2026-08-12T01:53:53Z", "hours": 0.6522, "text": "Today’s development was all about polishing the mission briefing screen and the live heads-up display for the Nebula Platformer mode in Beyond Space. Before diving into a run, players are greeted with a clean briefing interface that clearly lays out the mission objectives, controls, and current stats like their active difficulty and high score. Once the game starts, the HUD takes over to track your remaining lives, current score, high score, and a ticking timer so you always know where you stand. Behind the scenes, the game’s procedural engine draws everything on the fly, from the solid ground and floating platforms to the collectible coins and sharp hazard spikes scattered across the screen.Building out these interface layers required careful attention to balancing player feedback with atmospheric immersion. The briefing screen acts as a vital bridge between the menu systems and active gameplay, ensuring that players understand the precise rules and input methods required before facing the rigors of higher difficulties. Meanwhile, the real-time HUD is engineered to remain sleek and non-intrusive while providing constant telemetry on player performance, keeping the tension high as the countdown timer ticks down. By combining these informative overlays with procedural rendering, every session feels responsive, transparent, and tightly integrated from the moment you hit start."}, {"post_id": 45405, "ts": "2026-08-11T20:36:08Z", "hours": 0.4908, "text": "The Nebula Platformer serves as the flagship gameplay experience of the project, combining exploration, precise platforming, and hazard evasion. Building a fully functional, responsive side-scrolling platformer entirely through procedural drawing routines and custom 2D vector math presented a fascinating engineering challenge.We programmed custom movement physics complete with velocity smoothing, acceleration curves, gravity application, and reliable ground detection handled via is_on_ground(). The player ship responds intuitively to traditional keyboard inputs—such as A and D or the Left and Right Arrow keys for lateral momentum—while Space, W, and Up Arrow govern vertical jumps. To keep the action centered and provide players with adequate foresight, a smooth camera tracking algorithm was implemented:camera_x=clamp(player.x−350.0,0.0,goal_x−W+100)This calculation anchors the viewport fluidly to the player’s progression as they traverse massive stage lengths spanning up to 9500 pixels on hard difficulty."}, {"post_id": 45308, "ts": "2026-08-11T17:51:48Z", "hours": 0.5494, "text": "An arcade game relies heavily on replayability, and nothing drives replay value quite like tracking and shattering personal best scores. To achieve this, we designed a sophisticated multi-tiered file persistence system leveraging Godot’s built-in FileAccess class to store player achievements securely on disk.Because Beyond Space features three completely separate minigames (Nebula Platformer, Meteor Dodger, and Star Clicker), each coupled with three distinct difficulty tiers (easy, medium, and hard), high scores must be strictly isolated to prevent data overlap. We established dynamic path formatting using unique save strings structured around the specific minigame and difficulty parameters:$$SAVE _ PATH = user://beyond _ space _ hs _ [minigame] _ [difficulty].save$$Core utility functions including load_high_score(), save_high_score(), and reset_high_scores() ensure that player progression is safely written to the user directory and instantly updated across the HUD whenever a new high score threshold is crossed during active gameplay sessions."}, {"post_id": 45259, "ts": "2026-08-11T16:39:24Z", "hours": 0.9942, "text": "Consistency and visual polish are critical when packing multiple distinct gameplay modes and navigation screens into a single, cohesive application package. In this iteration, we engineered a comprehensive programmatic UI styling framework utilizing custom StyleBoxFlat instances generated entirely through code.Instead of cluttering the scene tree with dozens of individual UI nodes, layout containers, and texture rects, the game constructs interactive buttons, headers, and framing panels dynamically on the fly during the _draw() cycle. Reusable helper functions like button() and make_box() handle complex styling tasks natively, including custom background color fills, sharp or glowing border widths, smooth rounded corner radii, and precise vertical text centering. Furthermore, we integrated a global settings panel overlay that can be summoned from any active gameplay or menu screen. This panel allows players to toggle background music states, adjust performance parameters, and switch instantly between windowed viewports and native full-screen display modes without interrupting the application flow."}, {"post_id": 44951, "ts": "2026-08-11T01:43:20Z", "hours": 1.2711, "text": "Project Conception, Architecture, and Core Loop FrameworkToday marked the formal kick-off and architectural foundation for Beyond Space, an ambitious multi-difficulty arcade collection built entirely within a single, highly structured Godot 4 script. The primary objective of this initial phase was to establish a robust, modular, and state-driven architecture capable of seamlessly switching between distinct gameplay modes while maintaining unified styling, persistent high score tracking, and responsive cross-platform input handling.We established the central Node2D foundation anchored to a fixed virtual resolution of 1280x720 pixels to ensure consistent scaling across displays. By systematically overriding Godot’s core _process and _unhandled_input notification methods, the main script dynamically routes game execution states through a clean state machine covering the main menu, level selection, difficulty selection, interactive briefing screens, active minigames, and customized win or loss conditions. To give the application an atmospheric and immersive space aesthetic right from launch without relying on external image assets or heavy texture files, a procedural starfield background generation routine was programmed directly into draw_background(), scattering stars of varying sizes and opacities across the canvas during every redraw cycle.Devlog 2: User"}]...
|
Title: WARIONAHHHMARIO by @vatsamalakar | Stardanc Title: WARIONAHHHMARIO by @vatsamalakar | Stardance
Devlogs:
Project Conception, Architecture, and Core Loop FrameworkToday marked the formal kick-off and architectural foundation for Beyond Space, an ambitious multi-difficulty arcade collection built entirely within a single, highly structured Godot 4 script. The primary objective of this initial phase was to establish a robust, modular, and state-driven architecture capable of seamlessly switching between distinct gameplay modes while maintaining unified styling, persistent high score tracking, and responsive cross-platform input handling.We established the central Node2D foundation anchored to a fixed virtual resolution of 1280x720 pixels to ensure consistent scaling across displays. By systematically overriding Godot’s core _process and _unhandled_input notification methods, the main script dynamically routes game execution states through a clean state machine covering the main menu, level selection, difficulty selection, interactive briefing screens, active minigames, and customized win or loss conditions. To give the application an atmospheric and immersive space aesthetic right from launch without relying on external image assets or heavy texture files, a procedural starfield background generation routine was programmed directly into draw_background(), scattering stars of varying sizes and opacities across the canvas during every redraw cycle.Devlog 2: User
Consistency and visual polish are critical when packing multiple distinct gameplay modes and navigation screens into a single, cohesive application package. In this iteration, we engineered a comprehensive programmatic UI styling framework utilizing custom StyleBoxFlat instances generated entirely through code.Instead of cluttering the scene tree with dozens of individual UI nodes, layout containers, and texture rects, the game constructs interactive buttons, headers, and framing panels dynamically on the fly during the _draw() cycle. Reusable helper functions like button() and make_box() handle complex styling tasks natively, including custom background color fills, sharp or glowing border widths, smooth rounded corner radii, and precise vertical text centering. Furthermore, we integrated a global settings panel overlay that can be summoned from any active gameplay or menu screen. This panel allows players to toggle background music states, adjust performance parameters, and switch instantly between windowed viewports and native full-screen display modes without interrupting the application flow.
An arcade game relies heavily on replayability, and nothing drives replay value quite like tracking and shattering personal best scores. To achieve this, we designed a sophisticated multi-tiered file persistence system leveraging Godot’s built-in FileAccess class to store player achievements securely on disk.Because Beyond Space features three completely separate minigames (Nebula Platformer, Meteor Dodger, and Star Clicker), each coupled with three distinct difficulty tiers (easy, medium, and hard), high scores must be strictly isolated to prevent data overlap. We established dynamic path formatting using unique save strings structured around the specific minigame and difficulty parameters:$$SAVE _ PATH = user://beyond _ space _ hs _ [minigame] _ [difficulty].save$$Core utility functions including load_high_score(), save_high_score(), and reset_high_scores() ensure that player progression is safely written to the user directory and instantly updated across the HUD whenever a new high score threshold is crossed during active gameplay sessions.
The Nebula Platformer serves as the flagship gameplay experience of the project, combining exploration, precise platforming, and hazard evasion. Building a fully functional, responsive side-scrolling platformer entirely through procedural drawing routines and custom 2D vector math presented a fascinating engineering challenge.We programmed custom movement physics complete with velocity smoothing, acceleration curves, gravity application, and reliable ground detection handled via is_on_ground(). The player ship responds intuitively to traditional keyboard inputs—such as A and D or the Left and Right Arrow keys for lateral momentum—while Space, W, and Up Arrow govern vertical jumps. To keep the action centered and provide players with adequate foresight, a smooth camera tracking algorithm was implemented:camera_x=clamp(player.x−350.0,0.0,goal_x−W+100)This calculation anchors the viewport fluidly to the player’s progression as they traverse massive stage lengths spanning up to 9500 pixels on hard difficulty.
Today’s development was all about polishing the mission briefing screen and the live heads-up display for the Nebula Platformer mode in Beyond Space. Before diving into a run, players are greeted with a clean briefing interface that clearly lays out the mission objectives, controls, and current stats like their active difficulty and high score. Once the game starts, the HUD takes over to track your remaining lives, current score, high score, and a ticking timer so you always know where you stand. Behind the scenes, the game’s procedural engine draws everything on the fly, from the solid ground and floating platforms to the collectible coins and sharp hazard spikes scattered across the screen.Building out these interface layers required careful attention to balancing player feedback with atmospheric immersion. The briefing screen acts as a vital bridge between the menu systems and active gameplay, ensuring that players understand the precise rules and input methods required before facing the rigors of higher difficulties. Meanwhile, the real-time HUD is engineered to remain sleek and non-intrusive while providing constant telemetry on player performance, keeping the tension high as the countdown timer ticks down. By combining these informative overlays with procedural rendering, every session feels responsive, transparent, and tightly integrated from the moment you hit start.
Today’s development shifted away from platforming to build out the high intensity survival mechanics and failure screen for the Meteor Dodger mode. As shown during active gameplay, the screen drops a continuous wave of orange celestial debris from the procedural starfield while the player’s ship maneuvers near the bottom to stay alive, tracked by a real time HUD displaying remaining lives, score, high score, and a running survival timer. Expanding on this loop required balancing rapid spawn intervals with precise collision boundaries to keep the frantic arcade pacing engaging from start to finish. When an impact inevitably happens, the custom game over screen triggers a “Catastrophic Impact - Ship Destroyed” warning, complete with a custom wreckage graphic, a breakdown of your survival score versus your personal best, helpful evasion tips, and clean navigational buttons to jump back into difficulty selection or head straight to the main menu.
Wrapping up this extensive multi-mode project has been an incredible journey of engineering, procedural design, and interface polish. Over the course of development, Beyond Space evolved from a simple concept into a feature-complete, multi-minigame arcade package built entirely on custom programmatic UI styling and dynamic game logic.Instead of relying on a cluttered scene tree packed with rigid UI nodes, the entire application relies on a robust programmatic styling framework. Using custom helper functions like button() and make_box(), buttons, panels, and headers are generated dynamically during the _draw() cycle. This ensures razor-sharp borders, smooth rounded corner radii, and precise vertical text alignment across every menu. Global settings overlays let players instantly toggle background music, adjust performance, or switch between windowed and native full-screen viewports on the fly.The core experience branches out into distinct simulation modes, each offering unique challenges and tailored progression systems. The Nebula Platformer is designed with scaled procedural maps ranging from a 6500-pixel track on Easy to a massive 9500-pixel world on Hard, featuring continuous ground topology, elevated platforms, stationary spike hazards, and moving hazards that oscillate smoothly between boundaries using linear interpolation. Meanwhile, the Meteor Dodger serves as an arcade survival challenge where players dodge continuous waves of high-speed celestial debris with spawning rates scaling aggressively by difficulty, and the Star Clicker tests precision using targets calculated via procedural trigonometry.Transitioning between screens is handled through immersive briefing interfaces that outline explicit rules, control schematics, and difficulty configurations before launch. Once active, the sleek heads-up display tracks lives, current scores, high scores, and running timers without breaking immersion. When runs end, mode-specific failure screens provide detailed breakdown statistics, survival tips, and instant retries.Data persistence is handled seamlessly via file-based high-score systems split across difficulty save paths, with dedicated reset functions built right into the main menu. Finally, rigorous cross-platform input verification ensures that desktop mouse clicks and mobile touch inputs operate flawlessly alongside embedded touch UI elements. From the initial menu architecture to the final polish on gameplay mechanics, Beyond Space stands as a robust, fully realized indie package ready for deployment! I also did this This update focuses on restructuring the gameplay loop into a faster, higher-intensity arcade experience while maintaining the complete multi-game architecture of the project. Key Modifications & Fixes Arcade Marathon Mode Added: Implemented an end-to-end arcade sequence (is_arcade_mode) that automatically chains the three minigames (Nebula Platformer, Meteor Dodger, and Star Clicker) back-to-back under a single persistent life pool and scoring system. Platformer Velocity & Movement Boost: Increased horizontal acceleration (2200.0 units) and top movement speed (460.0 units) for snappier platforming controls. Raised jump velocity (-680.0 units) to allow faster clearance of moving hazards and platform gaps. Pacing & Timer Adjustments: Tuned timers and obstacle spawn rates across all difficulties to ensure each minigame feels punchier, faster, and more arcade-like. UI & State Management: Preserved all menu layouts, custom drawing routines (_draw), save paths, and high-score saving configurations while adding smooth transitions for the new arcade progression flow.
Ships:
I made Beyond Space, a web game built using the Godot Engine that features multiple minigames, platformer movement, and challenging obstacle courses. Getting the platformer mechanics and smooth movement working properly, especially tuning the difficulty and handling obstacles like the void gap.Getting the whole game successfully exported to the web via HTML5 and deployed online so anyone can play it right in their browser. You can play it directly in your web browser by opening the live demo link....
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1792882115.9362383
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1793746115.9362383
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25860
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My awesome macropad! by @vatsalbandaru | Stardance
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vatsalbandaru
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0.0
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Title: My awesome macropad! by @vatsalbandaru | St Title: My awesome macropad! by @vatsalbandaru | Stardance...
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1793238473.8286467
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1793843273.8286467
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22268
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Frictionless by @vatsala | Stardance
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vatsala
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0
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0.0
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0
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[]
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[]
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Title: Frictionless by @vatsala | Stardance
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1793303316.3241484
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1793908116.3241484
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37168
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My own site! by @vatsal7679 | Stardance
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vatsal7679
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1
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2.11
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T17:08:22Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website which contains about me my hobies and my coding works and my contact details i only used github copilot i mostly did basic website making as i have not done for a long time and didnt remember anything so just made this basic website i also learnt git and github while doing this project and also about github pages", "repo": "https://github.com/applepie34/my-website", "demo": "https://applepie34.github.io/my-website/"}]...
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[{"post_id": 33095, "ts": "202 [{"post_id": 33095, "ts": "2026-07-22T18:10:50Z", "hours": 1.1094, "text": "Added a Navbar currently it just goes to different parts of the page but in future will make it goto different pages"}, {"post_id": 31879, "ts": "2026-07-20T17:05:01Z", "hours": 0.2919, "text": "changed colour scheme"}, {"post_id": 31653, "ts": "2026-07-20T07:17:21Z", "hours": 0.4447, "text": "Did some of the css work for my website"}, {"post_id": 31318, "ts": "2026-07-19T16:47:29Z", "hours": 0.6064, "text": "Made the basic structure of my website and learnt basic git and deployed the website"}]...
|
Title: My own site! by @vatsal7679 | Stardance
De Title: My own site! by @vatsal7679 | Stardance
Devlogs:
Made the basic structure of my website and learnt basic git and deployed the website
Did some of the css work for my website
changed colour scheme
Added a Navbar currently it just goes to different parts of the page but in future will make it goto different pages
Ships:
I made a personal website which contains about me my hobies and my coding works and my contact details i only used github copilot i mostly did basic website making as i have not done for a long time and didnt remember anything so just made this basic website i also learnt git and github while doing this project and also about github pages...
|
1793436522.0527773
|
1793522922.0527773
|
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39700
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Frictionless by @vatsal7679 | Stardance
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vatsal7679
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0
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2.14
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0
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[]
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[{"post_id": 35309, "ts": "202 [{"post_id": 35309, "ts": "2026-07-26T17:03:11Z", "hours": 1.5233, "text": "Added functions for adding task and displaying task and wrote a function for recurrence logic"}, {"post_id": 34994, "ts": "2026-07-26T04:21:23Z", "hours": 0.6119, "text": "I am making a Task app which can set reminders i set up the sql part as i am using sqllite3 for storing the tasks"}]...
|
Title: Frictionless by @vatsal7679 | Stardance
De Title: Frictionless by @vatsal7679 | Stardance
Devlogs:
I am making a Task app which can set reminders i set up the sql part as i am using sqllite3 for storing the tasks
Added functions for adding task and displaying task and wrote a function for recurrence logic...
|
1793188536.8986745
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1793793336.8986745
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18717
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My first slack bot! by @vatsal | Stardance
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vatsal
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @vatsal | Stardance
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1793401025.3377945
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1794005825.3377945
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62949
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abralaba by @vatokano111 | Stardance
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vatokano111
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0
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0.0
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0
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[]
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[]
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Title: abralaba by @vatokano111 | Stardance
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1793047902.6000378
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1793652702.6000378
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51586
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SMART WASTE ASSISTANT by @vatishablaze | Stardance
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vatishablaze
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0
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0
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[]
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[]
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Title: SMART WASTE ASSISTANT by @vatishablaze | St Title: SMART WASTE ASSISTANT by @vatishablaze | Stardance...
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1793397135.9971077
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1794001935.9971077
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19944
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Untitled project by @vassilikipapadop | Stardance
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vassilikipapadop
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @vassilikipapadop | Sta Title: Untitled project by @vassilikipapadop | Stardance...
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1793386179.8284588
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1793990979.8284588
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28673
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My very own WebOS by @vasper | Stardance
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vasper
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @vasper | Stardance
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1792788622.4378839
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1793393422.4378839
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