|
14875
|
KnotExam Mobile by @nzralghifary | Stardance
|
nzralghifary
|
0
|
0.69
|
0
|
[]
|
[{"post_id": 6701, "ts": "2026 [{"post_id": 6701, "ts": "2026-06-11T07:01:29Z", "hours": 0.6931, "text": "This is the mobile version of Knot from Flavortown. I’m also planning to add an anti cheat system to reduce cheating during exams. I just started working on this project yesterday, so stay tuned!"}]...
|
Title: KnotExam Mobile by @nzralghifary | Stardanc Title: KnotExam Mobile by @nzralghifary | Stardance
Devlogs:
This is the mobile version of Knot from Flavortown. I’m also planning to add an anti cheat system to reduce cheating during exams. I just started working on this project yesterday, so stay tuned!...
|
1793191957.0212266
|
1793796757.0212266
|
|
61509
|
Framework by @Jay-can-code | Stardance
|
Jay-can-code
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T02:02:06Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an animation app to save me from having to pay for a subscription on clip studio paint(CSP is a drawing/animation application for those who don’t know what it is). The most challenging part was trying to make the different tools and the timeline, because those are dynamic parts that can be edited for size or length and things of the sort. I’m mostly proud of how the cover page turned out (especially with that random animation I speedran, it turned out pretty ok), but this project is one that i’ll run with for a while and constantly edit!", "repo": "https://github.com/Jay-at-GSMST/Framework", "demo": "https://jay-at-gsmst.github.io/Framework/"}]...
|
[{"post_id": 67010, "ts": "202 [{"post_id": 67010, "ts": "2026-09-13T01:34:49Z", "hours": 0.9211, "text": "I finished the page! I just need to make sure the tools actually work."}, {"post_id": 66905, "ts": "2026-09-12T21:15:25Z", "hours": 0.4772, "text": "I got the “newAnimation” button to take me to the page that has the canvas, now I just needa fix the canvas😂"}, {"post_id": 66879, "ts": "2026-09-12T20:33:15Z", "hours": 0.5508, "text": "I finished the homepage! I even animated the background myself too!"}, {"post_id": 66858, "ts": "2026-09-12T19:51:34Z", "hours": 0.6767, "text": "Animation app! I was making a completely different project, but i got bored and started to draw on clip studio paint, but my subscription ran out. So I thought to myself, “if I use what I learned in AP Computer Science principles, I should be able to make an animation app myself, and never have to worry about a subscription again!” This is just the html and barely any css, but im going to spend a while trying to make it cleaner and more likeable to use. If you have any ideas on what I should implement, please tell me!"}]...
|
Title: Framework by @Jay-can-code | Stardance
Dev Title: Framework by @Jay-can-code | Stardance
Devlogs:
Animation app! I was making a completely different project, but i got bored and started to draw on clip studio paint, but my subscription ran out. So I thought to myself, “if I use what I learned in AP Computer Science principles, I should be able to make an animation app myself, and never have to worry about a subscription again!” This is just the html and barely any css, but im going to spend a while trying to make it cleaner and more likeable to use. If you have any ideas on what I should implement, please tell me!
I finished the homepage! I even animated the background myself too!
I got the “newAnimation” button to take me to the page that has the canvas, now I just needa fix the canvas😂
I finished the page! I just need to make sure the tools actually work.
Ships:
I made an animation app to save me from having to pay for a subscription on clip studio paint(CSP is a drawing/animation application for those who don’t know what it is). The most challenging part was trying to make the different tools and the timeline, because those are dynamic parts that can be edited for size or length and things of the sort. I’m mostly proud of how the cover page turned out (especially with that random animation I speedran, it turned out pretty ok), but this project is one that i’ll run with for a while and constantly edit!...
|
1793415007.4664135
|
1793501407.4664135
|
|
61579
|
About Me! by @Kapilesh | Stardance
|
Kapilesh
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T02:24:10Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a personal site with four pages(Home, About, Projects, Contact) with HTML and CSS, custom styling, and hover animations.", "repo": "https://github.com/kapileshrajaravius/newwebsite/", "demo": "https://kapileshrajaravius.github.io/newwebsite/"}]...
|
[{"post_id": 67013, "ts": "202 [{"post_id": 67013, "ts": "2026-09-13T01:39:48Z", "hours": 0.2553, "text": "done with all the pages, just gotta make it look better now"}]...
|
Title: About Me! by @Kapilesh | Stardance
Devlogs Title: About Me! by @Kapilesh | Stardance
Devlogs:
done with all the pages, just gotta make it look better now
Ships:
I built a personal site with four pages(Home, About, Projects, Contact) with HTML and CSS, custom styling, and hover animations....
|
1793415019.5714903
|
1793501419.5714903
|
|
7145
|
Personal Portfolio Site by @smjp | Stardance
|
smjp
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T07:19:30Z", "hours": 6.0, "multiplier": 3.85, "payout": 0, "blessing": "neutral", "text": "I built a personal portfolio website from scratch to display my academic profile, community service, extra-curricular achievements, and my overall personality. It is a lightweight, static site built entirely with semantic HTML5, custom CSS3 layouts, and core JavaScript. The single biggest obstacle was working with responsive design and media queries. Getting the layouts—especially text blocks and complex section wraps—to look natural and scale down elegantly on mobile devices required a significant amount of layout debugging and trial and error. I’m really proud of grasping cleaner design principles and stylesheet architecture. Figuring out how to use the CSS :root class to store a global color palette and building a unified common CSS layout that cleanly links across separate pages felt like a huge leap forward in making my code maintainable. The site is entirely static, responsive, and ready to view. To test it: Open the project directly via its deployed link. Toggle your browser’s Developer Tools (F12) to responsive/mobile view to see how the media query breakpoints fluidly restructure the navigation menu, sections, and flex elements for smaller screens!", "repo": "https://github.com/Spirit62/Portfolio", "demo": "https://spirit62.github.io/Portfolio/"}]...
|
[{"post_id": 6702, "ts": "2026 [{"post_id": 6702, "ts": "2026-06-11T07:15:13Z", "hours": 0.5847, "text": "Devlog 4- Finished the designs for every single page, made research connect to my research paper and added cool visual effects in my social media page Also, media queries took me a lot of time which makes it look extremely clean on smaller devices"}, {"post_id": 4913, "ts": "2026-06-08T14:35:11Z", "hours": 3.4422, "text": "Devlog3- I added a navigation bar for all pages which looks really neat and it took me a lot of time to add media queries to make the website have a good UI in mobile phones or tablets. This taught me a lot and I’m starting to realize AI cannot replace humans after all. I feel its the same as mathematics, we have AI to do the math for us but we dont rely on it blindly. Moreover, I made individual pages for the websites with the same template idea and I also finished up on the experience page. This is my first project and I am so excited to share the end result which I will post in Devlog4."}, {"post_id": 2656, "ts": "2026-06-05T10:11:05Z", "hours": 1.56, "text": "Devlog -2 Hi again, Here is the second page of my portfolio site it took me a long time to get a clean site lmk if you have any feedbacks or suggestions!!"}, {"post_id": 2540, "ts": "2026-06-05T02:32:31Z", "hours": 0.8078, "text": "Devlog1- Hi! I’m Sam for short; I really fell in love with web designing a month ago and after learning HTML and CSS, I am currently learning JavaScript, yet I fear that I will lose my designing abilities hence, I am working on this personal portfolio site where I finished this main page in about 15 minutes, I find the design clean but if you have any feedbacks lmk! :>"}]...
|
Title: Personal Portfolio Site by @smjp | Stardanc Title: Personal Portfolio Site by @smjp | Stardance
Devlogs:
Devlog1- Hi! I’m Sam for short; I really fell in love with web designing a month ago and after learning HTML and CSS, I am currently learning JavaScript, yet I fear that I will lose my designing abilities hence, I am working on this personal portfolio site where I finished this main page in about 15 minutes, I find the design clean but if you have any feedbacks lmk! :>
Devlog -2 Hi again, Here is the second page of my portfolio site it took me a long time to get a clean site lmk if you have any feedbacks or suggestions!!
Devlog3- I added a navigation bar for all pages which looks really neat and it took me a lot of time to add media queries to make the website have a good UI in mobile phones or tablets. This taught me a lot and I’m starting to realize AI cannot replace humans after all. I feel its the same as mathematics, we have AI to do the math for us but we dont rely on it blindly. Moreover, I made individual pages for the websites with the same template idea and I also finished up on the experience page. This is my first project and I am so excited to share the end result which I will post in Devlog4.
Devlog 4- Finished the designs for every single page, made research connect to my research paper and added cool visual effects in my social media page Also, media queries took me a lot of time which makes it look extremely clean on smaller devices
Ships:
I built a personal portfolio website from scratch to display my academic profile, community service, extra-curricular achievements, and my overall personality. It is a lightweight, static site built entirely with semantic HTML5, custom CSS3 layouts, and core JavaScript. The single biggest obstacle was working with responsive design and media queries. Getting the layouts—especially text blocks and complex section wraps—to look natural and scale down elegantly on mobile devices required a significant amount of layout debugging and trial and error. I’m really proud of grasping cleaner design principles and stylesheet architecture. Figuring out how to use the CSS :root class to store a global color palette and building a unified common CSS layout that cleanly links across separate pages felt like a huge leap forward in making my code maintainable. The site is entirely static, responsive, and ready to view. To test it: Open the project directly via its deployed link. Toggle your browser’s Developer Tools (F12) to responsive/mobile view to see how the media query breakpoints fluidly restructure the navigation menu, sections, and flex elements for smaller screens!...
|
1793328776.8046622
|
1793415176.8046622
|
|
52109
|
kenpadV1 by @keni67 | Stardance
|
keni67
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T15:48:23Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’ve made a hackpad with 6 keys and 1 rotary encoder. The hardest part was building a case but I do think there are still some mistakes. I’m very happy that I was able learn and make this hackpad though it took plenty of time", "repo": "https://github.com/keni769/kenpadV1", "demo": ""}]...
|
[{"post_id": 67023, "ts": "202 [{"post_id": 67023, "ts": "2026-09-13T02:03:46Z", "hours": 1.9961, "text": "Tried out qmk and finished firmware. Took alot of time (many warnings and errors)"}, {"post_id": 62506, "ts": "2026-09-05T22:11:54Z", "hours": 1.2669, "text": "Took me alot of time on how to make a case, I think I took an easy way out but it looks good"}, {"post_id": 56407, "ts": "2026-08-28T05:12:42Z", "hours": 0.8339, "text": "Finished Pcb"}, {"post_id": 53515, "ts": "2026-08-24T03:03:17Z", "hours": 0.3333, "text": "I’m planning to build a 2x3 macropad with a rotary encoder. Built the schematic for it"}]...
|
Title: kenpadV1 by @keni67 | Stardance
Devlogs:
I Title: kenpadV1 by @keni67 | Stardance
Devlogs:
I’m planning to build a 2x3 macropad with a rotary encoder. Built the schematic for it
Finished Pcb
Took me alot of time on how to make a case, I think I took an easy way out but it looks good
Tried out qmk and finished firmware. Took alot of time (many warnings and errors)
Ships:
I’ve made a hackpad with 6 keys and 1 rotary encoder. The hardest part was building a case but I do think there are still some mistakes. I’m very happy that I was able learn and make this hackpad though it took plenty of time...
|
1793350069.1067576
|
1793436469.1067576
|
|
61362
|
LumenOS by @lihu | Stardance
|
lihu
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T12:49:24Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i do a webOS the main chanllenge is art ,but i overcome it ,you can just click the link to openit", "repo": "https://github.com/lihu453/my-website", "demo": "https://lihu453.github.io/my-website/"}]...
|
[{"post_id": 67024, "ts": "202 [{"post_id": 67024, "ts": "2026-09-13T02:04:50Z", "hours": 0.2669, "text": "Added open and new file features, fixed known issues, added mouse cursor styles, see log.txt for details"}, {"post_id": 67005, "ts": "2026-09-13T01:25:47Z", "hours": 0.4808, "text": "i put some new founctions that they not in the guide,,now you can change the background,add a game"}, {"post_id": 66610, "ts": "2026-09-12T13:44:23Z", "hours": 0.9364, "text": "i make a first step on this"}]...
|
Title: LumenOS by @lihu | Stardance
Devlogs:
i ma Title: LumenOS by @lihu | Stardance
Devlogs:
i make a first step on this
i put some new founctions that they not in the guide,,now you can change the background,add a game
Added open and new file features, fixed known issues, added mouse cursor styles, see log.txt for details
Ships:
i do a webOS the main chanllenge is art ,but i overcome it ,you can just click the link to openit...
|
1793414954.4499676
|
1793501354.4499676
|
|
41227
|
I2 Sequencer by @KibbTheFox | Stardance
|
KibbTheFox
|
1
|
18.0
|
259
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T02:16:44Z", "hours": 18.0, "multiplier": 14.59, "payout": 259, "blessing": "neutral", "text": "The I2S is a music sequencer that ranges 8 octaves (C2-C9), has up to 32 steps, MIDI + keyboard input, full ASDR controls, custom sound uploading, and a dual mode. It is available on Mac + Windows. I love making music and music gear so I thought it would be fun to code a music-related program! I’ve made one other similar music program known as the K1 Monophonic Sampler. This project took a shorter amount of time than I expected. It makes sense though, as it isn’t my first coding project. I still struggled with motivation though, especially after losing my sticky streak. Also fitting in time to work on this and school at the same time was hard. I was still able to manage and now ship this!!!", "repo": "https://github.com/kibbthefox/I2-Sequencer", "demo": "https://github.com/kibbthefox/I2-Sequencer/releases/tag/v1.0"}]...
|
[{"post_id": 67027, "ts": "202 [{"post_id": 67027, "ts": "2026-09-13T02:09:30Z", "hours": 0.9803, "text": "Sequencer Devlog 14 - LAST DEVLOG!!! RELEASE!!!! Added a second button for uploading sound in Dual Mode Added finishing README touches Now everything is finished!!! Time to ship :D"}, {"post_id": 66937, "ts": "2026-09-12T22:13:22Z", "hours": 2.1942, "text": "Sequencer Devlog 13: DUAL MODE!!! You can now have two sequences running at once with up to 16 steps!!! Was such a pain to code I need to add like one more thing and then TIME TO SHIP!!!"}, {"post_id": 66244, "ts": "2026-09-11T23:21:39Z", "hours": 0.6317, "text": "Sequencer Devlog 12 added gay mode :3c new beta"}, {"post_id": 65751, "ts": "2026-09-11T03:12:30Z", "hours": 0.8267, "text": "Sequencer Devlog 11 Added sound file uploading ONE MORE FEATURE TILL I FINISH!! (and one other small thing)"}, {"post_id": 63875, "ts": "2026-09-07T21:33:33Z", "hours": 0.9958, "text": "Sequencer Devlog 10 :D Added 16 more steps for a total of 32!!!! Also added more stuff to the readme"}, {"post_id": 63153, "ts": "2026-09-06T20:01:48Z", "hours": 1.2136, "text": "Sequencer Devlog 9!!! Another beta release !! Added full ADSR Had a lot of the framework and math for ASDR done already from my other project, K1 Monophonic Sampler. I also added a shorter pause before starting. 2 more additions to the software before it is complete!!! (Maybe 3)"}, {"post_id": 63020, "ts": "2026-09-06T16:13:13Z", "hours": 1.2881, "text": "Sequencer Devlog 8 Set up knob code Fixed bug with keyboard pitch Optimized code (specifically with displays) Added MIDI keyboard display"}, {"post_id": 61922, "ts": "2026-09-05T02:52:29Z", "hours": 1.6839, "text": "Sequencer Devlog 7: Beta 3 !!!! Added: Speed Modifier Visual Octave control Better Step count control Removed paragraph I’ve been on a roll with updates!!!!! I can’t wait until I finish this project! The features to add list dwindles each day >:3 Next ASDR or a cool dual mode is going to be added!! Stayed tuned."}, {"post_id": 61201, "ts": "2026-09-04T00:46:15Z", "hours": 1.0906, "text": "Sequencer Devlog 6: Beta 2 :D Github link!!!! Added ability to change the amount of steps in a sequence"}, {"post_id": 60610, "ts": "2026-09-03T02:08:29Z", "hours": 1.1831, "text": "Sequencer Devlog 5 Added title Added note displays Remade play/stop UI Next I add bpm/time signatures :D"}, {"post_id": 59287, "ts": "2026-09-01T00:12:46Z", "hours": 1.2714, "text": "Sequencer Devlog 4 Released my first demo of my music sequencer! Added: ReadMe update Shows notes being played Fixed note input Added more octaves to the keyboard input Gonna work on some tidy graphics now and polish features + add some cool stuff"}, {"post_id": 56987, "ts": "2026-08-29T01:28:52Z", "hours": 1.9394, "text": "Sequencer Devlog 3 Lots of adding mor basis for future coding. Added very bad/broken keyboard input Added very broken note assigning to the sequence. Added Sequence actually playing, but at a fixed rate."}, {"post_id": 36839, "ts": "2026-07-29T04:53:36Z", "hours": 1.475, "text": "Sequencer Devlog 2 I did some work tonight, and added some more code systems to my sequencer project! I added MIDI connection and a way to assign notes to sequence steps. My hope for my next devlog is to add keyboard input or add visual elements because it is still impossible to use the program </3 Also I said in the last devlog that I might be inactive for a bit, but it turns out I forgot I actually have a few more days until that happens!! I can probably make 2 or 3 more devlogs until then."}, {"post_id": 36651, "ts": "2026-07-28T21:12:25Z", "hours": 0.9844, "text": "Sequencer Devlog 1 This is my music sequencer project! I’ve made base code and buttons to add onto later with different systems. Things to add: ASDR Normal Sequencer functions Dual Sequencer BPM Time signatures Uploadable files? or Selectable sounds I have to go on vacation so the next devlog might be a while later </3 (Or I could squeeze one more in)"}]...
|
Title: I2 Sequencer by @KibbTheFox | Stardance
De Title: I2 Sequencer by @KibbTheFox | Stardance
Devlogs:
Sequencer Devlog 1 This is my music sequencer project! I’ve made base code and buttons to add onto later with different systems. Things to add: ASDR Normal Sequencer functions Dual Sequencer BPM Time signatures Uploadable files? or Selectable sounds I have to go on vacation so the next devlog might be a while later </3 (Or I could squeeze one more in)
Sequencer Devlog 2 I did some work tonight, and added some more code systems to my sequencer project! I added MIDI connection and a way to assign notes to sequence steps. My hope for my next devlog is to add keyboard input or add visual elements because it is still impossible to use the program </3 Also I said in the last devlog that I might be inactive for a bit, but it turns out I forgot I actually have a few more days until that happens!! I can probably make 2 or 3 more devlogs until then.
Sequencer Devlog 3 Lots of adding mor basis for future coding. Added very bad/broken keyboard input Added very broken note assigning to the sequence. Added Sequence actually playing, but at a fixed rate.
Sequencer Devlog 4 Released my first demo of my music sequencer! Added: ReadMe update Shows notes being played Fixed note input Added more octaves to the keyboard input Gonna work on some tidy graphics now and polish features + add some cool stuff
Sequencer Devlog 5 Added title Added note displays Remade play/stop UI Next I add bpm/time signatures :D
Sequencer Devlog 6: Beta 2 :D Github link!!!! Added ability to change the amount of steps in a sequence
Sequencer Devlog 7: Beta 3 !!!! Added: Speed Modifier Visual Octave control Better Step count control Removed paragraph I’ve been on a roll with updates!!!!! I can’t wait until I finish this project! The features to add list dwindles each day >:3 Next ASDR or a cool dual mode is going to be added!! Stayed tuned.
Sequencer Devlog 8 Set up knob code Fixed bug with keyboard pitch Optimized code (specifically with displays) Added MIDI keyboard display
Sequencer Devlog 9!!! Another beta release !! Added full ADSR Had a lot of the framework and math for ASDR done already from my other project, K1 Monophonic Sampler. I also added a shorter pause before starting. 2 more additions to the software before it is complete!!! (Maybe 3)
Sequencer Devlog 10 :D Added 16 more steps for a total of 32!!!! Also added more stuff to the readme
Sequencer Devlog 11 Added sound file uploading ONE MORE FEATURE TILL I FINISH!! (and one other small thing)
Sequencer Devlog 12 added gay mode :3c new beta
Sequencer Devlog 13: DUAL MODE!!! You can now have two sequences running at once with up to 16 steps!!! Was such a pain to code I need to add like one more thing and then TIME TO SHIP!!!
Sequencer Devlog 14 - LAST DEVLOG!!! RELEASE!!!! Added a second button for uploading sound in Dual Mode Added finishing README touches Now everything is finished!!! Time to ship :D
Ships:
The I2S is a music sequencer that ranges 8 octaves (C2-C9), has up to 32 steps, MIDI + keyboard input, full ASDR controls, custom sound uploading, and a dual mode. It is available on Mac + Windows. I love making music and music gear so I thought it would be fun to code a music-related program! I’ve made one other similar music program known as the K1 Monophonic Sampler. This project took a shorter amount of time than I expected. It makes sense though, as it isn’t my first coding project. I still struggled with motivation though, especially after losing my sticky streak. Also fitting in time to work on this and school at the same time was hard. I was still able to manage and now ship this!!!...
|
1793353665.4807432
|
1793440065.4807432
|
|
57512
|
Page Turner-32 by @antellij | Stardance
|
antellij
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T02:58:18Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A fairly simple DIY E-reader built using the ESP32-S3 devboard, storing epub files in the flash (can be updated through wifi) and displays the output to an E-paper display. Built reusing an old dvd player as the shell and the remote for navigation.", "repo": "https://github.com/antelliJ/EPUB-Ereader", "demo": ""}]...
|
[{"post_id": 67032, "ts": "202 [{"post_id": 67032, "ts": "2026-09-13T02:14:01Z", "hours": 1.8692, "text": "I’ve been taking the time to work on the README and demo vid for this project, cleaning up some code and prepping everything for release"}, {"post_id": 60474, "ts": "2026-09-02T20:26:13Z", "hours": 0.4628, "text": "The ereader project is something that I was working on before stardance and builds upon the incredible work of people who have implemented the libraries and tools that allowed this project to be quite expansive. I hermit-crabbed an old portable dvd player to be the shell, and learned how to intercept its remote to work with my project, reviving some life into the old hardware. I didn’t quite get to figuring out sd card storage (just because I’m using all the cards I have and don’t feel like buying more), so everything is on the board’s 16 Mb flash storage (less than that due to program size). But it is usually enough to hold some books and easy enough to wirelessly connect and update the library that is stored. (just go to ereader.local when connected and all the options appear) Atomic14 on github made an epub reading repo using the espressif framework, but since I am more familiar with Arduino I remodeled a lot of the functionality to work with it and with the hardware that I had available, among other additions to fit my usage. I hope to maybe make the project more accessible with some good installation and customization, and potentially even a utility to make uploading content onto the flash even easier."}]...
|
Title: Page Turner-32 by @antellij | Stardance
De Title: Page Turner-32 by @antellij | Stardance
Devlogs:
The ereader project is something that I was working on before stardance and builds upon the incredible work of people who have implemented the libraries and tools that allowed this project to be quite expansive. I hermit-crabbed an old portable dvd player to be the shell, and learned how to intercept its remote to work with my project, reviving some life into the old hardware. I didn’t quite get to figuring out sd card storage (just because I’m using all the cards I have and don’t feel like buying more), so everything is on the board’s 16 Mb flash storage (less than that due to program size). But it is usually enough to hold some books and easy enough to wirelessly connect and update the library that is stored. (just go to ereader.local when connected and all the options appear) Atomic14 on github made an epub reading repo using the espressif framework, but since I am more familiar with Arduino I remodeled a lot of the functionality to work with it and with the hardware that I had available, among other additions to fit my usage. I hope to maybe make the project more accessible with some good installation and customization, and potentially even a utility to make uploading content onto the flash even easier.
I’ve been taking the time to work on the README and demo vid for this project, cleaning up some code and prepping everything for release
Ships:
A fairly simple DIY E-reader built using the ESP32-S3 devboard, storing epub files in the flash (can be updated through wifi) and displays the output to an E-paper display. Built reusing an old dvd player as the shell and the remote for navigation....
|
1793350161.9576652
|
1793436561.9576652
|
|
498
|
Stageless by @MrChicken | Stardance
|
MrChicken
|
2
|
30.0
|
287
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T03:02:14Z", "hours": 22.0, "multiplier": 10.94, "payout": 243, "blessing": "neutral", "text": "Worked on adding the tower rush and tweaking the looks of ui to be more polished", "repo": "https://github.com/Goldfish-Boi/Stageless", "demo": "https://www.roblox.com/games/108617994947204/Stageless"}, {"ship_num": 2, "ts": "2026-06-30T02:04:28Z", "hours": 8.0, "multiplier": 5.45, "payout": 44, "blessing": "neutral", "text": "Your only goal is ascend I’ve updated my roblox game Stageless, it is a high difficulty roblox obby inspired by Eternal’s Towers of Hell! The changes I’ve made are supposed to make the game run smoother and be easier for newer users to understand. The biggest challenge I’ve been having is trying to apply more optimized code around the much older and less optimized system. Eventually I might decide to recode the game to be fully optimized, but that is not a task for now. Game is incredibly hard and also 16+ due to Roblox’s restrictions, enjoy!", "repo": "https://github.com/Goldfish-Boi/Stageless", "demo": "https://www.roblox.com/games/108617994947204/Stageless"}]...
|
[{"post_id": 67050, "ts": "202 [{"post_id": 67050, "ts": "2026-09-13T02:59:53Z", "hours": 3.9425, "text": "Updated lobby decor and tweaked the ui of certain rarity effects"}, {"post_id": 38490, "ts": "2026-07-31T22:01:23Z", "hours": 9.0497, "text": "Spent all this time trying to add Tower Rushes to the game, where you get to do almost every tower in the area back to back as the ultimate challenge. I’ve noticed a lot of my older cold was simply not built to handle multiple obbies done in series so I had to additionally go back and refactor and refine all of the main server functions so that it could function correctly. There were also numerous bugs relating to values being carried across towers, so I made secondary values that reset every time you beat one tower and go the next."}, {"post_id": 25414, "ts": "2026-07-09T17:52:32Z", "hours": 9.2458, "text": "Completely overhauled how this game manages the player’s data. The new system is designed to read the player’s previous data before writing in the player’s new data using UpdateAsync(). Additionally any changes that occur during gameplay are recorded separately. When either the client or server needs access to the data, the old data and all the changes and “Stitched” together so that you get the most recent data the player has. Since data is not exactly something I can screenshot or record, I made this flowchart that shows the components of the data system."}, {"post_id": 18859, "ts": "2026-06-30T01:53:51Z", "hours": 5.7378, "text": "Update 1.0.4.4 Additions: Chat can now be kept open while resetting. Resetting only disables when typing now. Fixes / Changes: Unanchored seat Unintended behaviour with practice mode and resetting has been patched Unintended behaviour with resetting patched Minor ToISM patches CoLM should have most of its music now I thank those who have found bugs which has made it easier to make the game easier for newer players to understand"}, {"post_id": 7095, "ts": "2026-06-11T21:29:05Z", "hours": 2.4494, "text": "Made a trailer for this game! I’ve also updated the game to handle newer more unexperienced players more easily (mostly trough added more signage around the lobby) Additionally added a new tower alongside reworking some older UIs"}]...
|
Title: Stageless by @MrChicken | Stardance
Devlog Title: Stageless by @MrChicken | Stardance
Devlogs:
Made a trailer for this game! I’ve also updated the game to handle newer more unexperienced players more easily (mostly trough added more signage around the lobby) Additionally added a new tower alongside reworking some older UIs
Update 1.0.4.4 Additions: Chat can now be kept open while resetting. Resetting only disables when typing now. Fixes / Changes: Unanchored seat Unintended behaviour with practice mode and resetting has been patched Unintended behaviour with resetting patched Minor ToISM patches CoLM should have most of its music now I thank those who have found bugs which has made it easier to make the game easier for newer players to understand
Completely overhauled how this game manages the player’s data. The new system is designed to read the player’s previous data before writing in the player’s new data using UpdateAsync(). Additionally any changes that occur during gameplay are recorded separately. When either the client or server needs access to the data, the old data and all the changes and “Stitched” together so that you get the most recent data the player has. Since data is not exactly something I can screenshot or record, I made this flowchart that shows the components of the data system.
Spent all this time trying to add Tower Rushes to the game, where you get to do almost every tower in the area back to back as the ultimate challenge. I’ve noticed a lot of my older cold was simply not built to handle multiple obbies done in series so I had to additionally go back and refactor and refine all of the main server functions so that it could function correctly. There were also numerous bugs relating to values being carried across towers, so I made secondary values that reset every time you beat one tower and go the next.
Updated lobby decor and tweaked the ui of certain rarity effects
Ships:
Your only goal is ascend I’ve updated my roblox game Stageless, it is a high difficulty roblox obby inspired by Eternal’s Towers of Hell! The changes I’ve made are supposed to make the game run smoother and be easier for newer users to understand. The biggest challenge I’ve been having is trying to apply more optimized code around the much older and less optimized system. Eventually I might decide to recode the game to be fully optimized, but that is not a task for now. Game is incredibly hard and also 16+ due to Roblox’s restrictions, enjoy!
Worked on adding the tower rush and tweaking the looks of ui to be more polished...
|
1793281818.4208474
|
1793368218.4208474
|
|
61145
|
Shooter by @EllaZ | Stardance
|
EllaZ
|
0
|
0.59
|
0
|
[]
|
[{"post_id": 67066, "ts": "202 [{"post_id": 67066, "ts": "2026-09-13T03:35:43Z", "hours": 0.5853, "text": "Started the project, wrote the basic scripts for the player, enemies, and projectile, finished working on assets. Might add more enemies later."}]...
|
Title: Shooter by @EllaZ | Stardance
Devlogs:
Sta Title: Shooter by @EllaZ | Stardance
Devlogs:
Started the project, wrote the basic scripts for the player, enemies, and projectile, finished working on assets. Might add more enemies later....
|
1793037235.338916
|
1793642035.338916
|
|
58268
|
mini keyboard hehe by @guardep | Stardance
|
guardep
|
0
|
9.87
|
0
|
[]
|
[{"post_id": 67071, "ts": "202 [{"post_id": 67071, "ts": "2026-09-13T03:43:49Z", "hours": 3.045, "text": "finished the PCB design after some iterations. I am now heading on to the Case design portion of the project. i moved from OnShape and moved to fusion since i was able to get my educational license. i am hoping that since i have a printer i can quickly model new cases incase some measurements are wrong so that i can just screw on the board and the same thing for the top plate."}, {"post_id": 65963, "ts": "2026-09-11T13:34:41Z", "hours": 5.0633, "text": "There has been a couple of upgrades, not it is just to finish tracign and doing final desgin touches and then i can start 3d modeling"}, {"post_id": 64388, "ts": "2026-09-08T18:31:53Z", "hours": 0.8625, "text": "this is actually helping me some about 3d modeling and how to build PCB. This has been a really challenging project this time, will continue to improve, but for now i think 2 hours of continuous work and constant remodeling is enough"}, {"post_id": 64291, "ts": "2026-09-08T16:05:09Z", "hours": 0.8956, "text": "I cant follow the instructions for building the case for this since it is different to the on eon the guide. Here we go to design the case"}]...
|
Title: mini keyboard hehe by @guardep | Stardance
Title: mini keyboard hehe by @guardep | Stardance
Devlogs:
I cant follow the instructions for building the case for this since it is different to the on eon the guide. Here we go to design the case
this is actually helping me some about 3d modeling and how to build PCB. This has been a really challenging project this time, will continue to improve, but for now i think 2 hours of continuous work and constant remodeling is enough
There has been a couple of upgrades, not it is just to finish tracign and doing final desgin touches and then i can start 3d modeling
finished the PCB design after some iterations. I am now heading on to the Case design portion of the project. i moved from OnShape and moved to fusion since i was able to get my educational license. i am hoping that since i have a printer i can quickly model new cases incase some measurements are wrong so that i can just screw on the board and the same thing for the top plate....
|
1792745316.7099524
|
1793350116.7099524
|
|
59498
|
study space by @pakistan_pc_x_47 | Stardance
|
pakistan_pc_x_47
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T17:48:43Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Study Space, a student study planner where students can manage subjects, tasks, notes, goals and study time. The hardest part was connecting all the pages and making the data stay saved. I’m proud that I got the timer, dashboard, progress tracking and responsive design working. To test it, try adding a subject or task, start the study timer, create a goal or note, and then check the Progress page.", "repo": "https://github.com/hussain47x/StudySpace", "demo": "https://study-space-jet.vercel.app"}]...
|
[{"post_id": 67078, "ts": "202 [{"post_id": 67078, "ts": "2026-09-13T03:54:28Z", "hours": 4.6661, "text": "I am working on a website called studyspace. It is made to help students manage their studies in one place. Students can organize their subjects, tasks, notes goals and study time and they can also find useful learning videos. The main goal is to make studying easier more organized and less stressful."}]...
|
Title: study space by @pakistan_pc_x_47 | Stardanc Title: study space by @pakistan_pc_x_47 | Stardance
Devlogs:
I am working on a website called studyspace. It is made to help students manage their studies in one place. Students can organize their subjects, tasks, notes goals and study time and they can also find useful learning videos. The main goal is to make studying easier more organized and less stressful.
Ships:
I made Study Space, a student study planner where students can manage subjects, tasks, notes, goals and study time. The hardest part was connecting all the pages and making the data stay saved. I’m proud that I got the timer, dashboard, progress tracking and responsive design working. To test it, try adding a subject or task, start the study timer, create a goal or note, and then check the Progress page....
|
1793353708.035233
|
1793440108.035233
|
|
61553
|
Hueb-OS by @GladosFoxy | Stardance
|
GladosFoxy
|
0
|
1.63
|
0
|
[]
|
[{"post_id": 67079, "ts": "202 [{"post_id": 67079, "ts": "2026-09-13T03:54:39Z", "hours": 0.6017, "text": "The installation works, and since I have a graphical shell created from the same project in earlier versions, I tested and migrated it to ensure a successful installation before developing the actual system jsjs, though it still isn’t integrating correctly with the sample kernel"}, {"post_id": 67029, "ts": "2026-09-13T02:10:40Z", "hours": 0.3019, "text": "yeah, its the simple setup :D (its doesn’t work…. for now)"}, {"post_id": 67006, "ts": "2026-09-13T01:26:00Z", "hours": 0.7231, "text": "Creating simple BootLoader with KernelLoader + Install OS guide"}]...
|
Title: Hueb-OS by @GladosFoxy | Stardance
Devlogs Title: Hueb-OS by @GladosFoxy | Stardance
Devlogs:
Creating simple BootLoader with KernelLoader + Install OS guide
yeah, its the simple setup :D (its doesn’t work…. for now)
The installation works, and since I have a graphical shell created from the same project in earlier versions, I tested and migrated it to ensure a successful installation before developing the actual system jsjs, though it still isn’t integrating correctly with the sample kernel...
|
1793040689.4769459
|
1793645489.4769459
|
|
59186
|
Aero-Acoustic Engine Simulator by @azz_srv | Stard Aero-Acoustic Engine Simulator by @azz_srv | Stardance...
|
azz_srv
|
0
|
11.49
|
0
|
[]
|
[{"post_id": 67082, "ts": "202 [{"post_id": 67082, "ts": "2026-09-13T04:09:13Z", "hours": 1.4675, "text": "Gonna try out this new design for the turbine. Hopefully it works better. Will do a deeper analysis on why past designs were worse. (Mostly because it was all eyeballed)"}, {"post_id": 65762, "ts": "2026-09-11T03:36:50Z", "hours": 0.5206, "text": "Just did the whole print, which lasted two hours. The fan was too large, and the texture of the PLA made a lot of friction, so I’ll need to fix that. Walls were also horribly thin, and all pins were wayyy too tiny. So here are my fixes. [img1: New design; img2: Old design]"}, {"post_id": 65669, "ts": "2026-09-10T23:34:50Z", "hours": 1.3997, "text": "Today, I mostly optimized the entire project to be 3D printable without needing any metal bits (but I’d really like to tbh). The first ever print of the impeller got its insides all messed up at about 1cm height, so I’ll be decreasing the print speed from 22mm³/s to 18mm³/s. That’s it. (The turbo also looks like a very specific platypus now)"}, {"post_id": 65153, "ts": "2026-09-10T03:04:13Z", "hours": 0.5478, "text": "Made a little connector for the future engine sound mechanism. Basically, with my backyard-physics knowledge, I can either do a passively adjusting Helmholtz resonator, a rotor that spins and chops the air, or an edge tone. I hope to test all 3 and show you guys! [img1: Helmholtz; img2: Similar rotor in sirens; img3: Edge tone] The only worry is drag."}, {"post_id": 64564, "ts": "2026-09-09T02:21:38Z", "hours": 0.5033, "text": "Made some cool supports for the cone’s rigidity (img1) alongside many other small changes like a “reinforcement webbing” (img2) pattern on the motor side of the shell, which hopefully does something to make less air enter BEHIND the baseplate. Otherwise, it’s all. (Or it will create more drag and tank the rpm.) (Hopefully not.) (Please.)"}, {"post_id": 64550, "ts": "2026-09-09T01:39:52Z", "hours": 1.9414, "text": "A departure from the old impeller design! Image 1 shows my latest impeller design with now 8 blades instead of 19, a baseplate in the rear, and a slopey cone-ish shape for the body. I really could’ve just used my first ever cone-looking design (image 3) to simply change just the blade design and count, but the minor changes I’ve done to yesterday’s baseless one (image 2) were—say—not so minor as I thought… The more you learn. I’ll do prototyping very soon to really figure out what is roughly the optimal impeller shape with my limited knowledge. Pretty happy with the project, but sadly it’s not so mechanical as I’d like. [img1: Latest; img2: Yesterday’s baseless; img3: First version]"}, {"post_id": 63799, "ts": "2026-09-07T19:19:41Z", "hours": 3.0789, "text": "Made 2 versions of the turbine. Pretty sure the base-less version would work better. Any other suggestions or clarifications? Insults?"}, {"post_id": 63340, "ts": "2026-09-07T03:22:02Z", "hours": 2.0336, "text": "Had no idea how to more efficiently create the fins for the turbine CAD, but it turned out fine. Kudos to Neil Cross on YT for the awesome Inventor video (even though I’m using Onshape)"}]...
|
Title: Aero-Acoustic Engine Simulator by @azz_srv Title: Aero-Acoustic Engine Simulator by @azz_srv | Stardance
Devlogs:
Had no idea how to more efficiently create the fins for the turbine CAD, but it turned out fine. Kudos to Neil Cross on YT for the awesome Inventor video (even though I’m using Onshape)
Made 2 versions of the turbine. Pretty sure the base-less version would work better. Any other suggestions or clarifications? Insults?
A departure from the old impeller design! Image 1 shows my latest impeller design with now 8 blades instead of 19, a baseplate in the rear, and a slopey cone-ish shape for the body. I really could’ve just used my first ever cone-looking design (image 3) to simply change just the blade design and count, but the minor changes I’ve done to yesterday’s baseless one (image 2) were—say—not so minor as I thought… The more you learn. I’ll do prototyping very soon to really figure out what is roughly the optimal impeller shape with my limited knowledge. Pretty happy with the project, but sadly it’s not so mechanical as I’d like. [img1: Latest; img2: Yesterday’s baseless; img3: First version]
Made some cool supports for the cone’s rigidity (img1) alongside many other small changes like a “reinforcement webbing” (img2) pattern on the motor side of the shell, which hopefully does something to make less air enter BEHIND the baseplate. Otherwise, it’s all. (Or it will create more drag and tank the rpm.) (Hopefully not.) (Please.)
Made a little connector for the future engine sound mechanism. Basically, with my backyard-physics knowledge, I can either do a passively adjusting Helmholtz resonator, a rotor that spins and chops the air, or an edge tone. I hope to test all 3 and show you guys! [img1: Helmholtz; img2: Similar rotor in sirens; img3: Edge tone] The only worry is drag.
Today, I mostly optimized the entire project to be 3D printable without needing any metal bits (but I’d really like to tbh). The first ever print of the impeller got its insides all messed up at about 1cm height, so I’ll be decreasing the print speed from 22mm³/s to 18mm³/s. That’s it. (The turbo also looks like a very specific platypus now)
Just did the whole print, which lasted two hours. The fan was too large, and the texture of the PLA made a lot of friction, so I’ll need to fix that. Walls were also horribly thin, and all pins were wayyy too tiny. So here are my fixes. [img1: New design; img2: Old design]
Gonna try out this new design for the turbine. Hopefully it works better. Will do a deeper analysis on why past designs were worse. (Mostly because it was all eyeballed)...
|
1792788441.7938826
|
1793393241.7938826
|
|
57721
|
radio box by @Nolan-L-from-Milorad | Stardance
|
Nolan-L-from-Milorad
|
0
|
5.6
|
0
|
[]
|
[{"post_id": 67089, "ts": "202 [{"post_id": 67089, "ts": "2026-09-13T04:28:12Z", "hours": 0.55, "text": "I forgot to record myself assembling the case out of excitement, so I lost like 3 stardust there :(. aside from that the case looks great! 📻 💣 Modelling the curve was fairly simple, just a spline cutting off the top of the case and a bunch of minor cleanup for the random little bits I missed"}, {"post_id": 66995, "ts": "2026-09-13T00:33:55Z", "hours": 1.85, "text": "I’ve locked in with 3d modeling and learned how amazing flatbed scanners are for creating scaled reference for 3d modeling, I’ve made a super well fitting case in quite a short amount of time! Photos included below, next I need to make the case smooth and curvy to better fit the user’s hand."}, {"post_id": 66158, "ts": "2026-09-11T20:01:53Z", "hours": 2.3636, "text": "Big things! I have two working usb rechargeable radios my friend saw the duct tape one and wanted his rechargeable too! (with a proper case), Next I’m going to write a mod guide, as I have been taking pictures of the process and make some cases! The battery circuit is super simple, It’s just an 18650, a charger board and a fuse (ask why I am now using a fuse) the whole mod is less than $10"}, {"post_id": 61956, "ts": "2026-09-05T04:24:15Z", "hours": 0.8333, "text": "So my friend gave me a bare circuit board for a premium nextech 0.5 UHF walkie talkie. I’m going to make a 3d printed case with space for a lithium battery that fits a nextech radio’s curcuit board, because we all know that cheap radio with smash the microsecond you drop it. So far I have built a Shrek Pod of a radio using stuff I had."}]...
|
Title: radio box by @Nolan-L-from-Milorad | Starda Title: radio box by @Nolan-L-from-Milorad | Stardance
Devlogs:
So my friend gave me a bare circuit board for a premium nextech 0.5 UHF walkie talkie. I’m going to make a 3d printed case with space for a lithium battery that fits a nextech radio’s curcuit board, because we all know that cheap radio with smash the microsecond you drop it. So far I have built a Shrek Pod of a radio using stuff I had.
Big things! I have two working usb rechargeable radios my friend saw the duct tape one and wanted his rechargeable too! (with a proper case), Next I’m going to write a mod guide, as I have been taking pictures of the process and make some cases! The battery circuit is super simple, It’s just an 18650, a charger board and a fuse (ask why I am now using a fuse) the whole mod is less than $10
I’ve locked in with 3d modeling and learned how amazing flatbed scanners are for creating scaled reference for 3d modeling, I’ve made a super well fitting case in quite a short amount of time! Photos included below, next I need to make the case smooth and curvy to better fit the user’s hand.
I forgot to record myself assembling the case out of excitement, so I lost like 3 stardust there :(. aside from that the case looks great! 📻 💣 Modelling the curve was fairly simple, just a spline cutting off the top of the case and a bunch of minor cleanup for the random little bits I missed...
|
1792716896.7644303
|
1793321696.7644303
|
|
61581
|
Blare by @aditis | Stardance
|
aditis
|
0
|
0.28
|
0
|
[]
|
[{"post_id": 67091, "ts": "202 [{"post_id": 67091, "ts": "2026-09-13T04:33:37Z", "hours": 0.2836, "text": "Finished final design. My idea is its vertical instead of horozontal. The top two cylinders are for adjusting, bottom acts as day teller and date teller and base."}]...
|
Title: Blare by @aditis | Stardance
Devlogs:
Fini Title: Blare by @aditis | Stardance
Devlogs:
Finished final design. My idea is its vertical instead of horozontal. The top two cylinders are for adjusting, bottom acts as day teller and date teller and base....
|
1793040707.500966
|
1793645507.500966
|
|
4552
|
My first slack bot! by @ahishrana34 | Stardance
|
ahishrana34
|
0
|
3.5
|
0
|
[]
|
[{"post_id": 67094, "ts": "202 [{"post_id": 67094, "ts": "2026-09-13T04:38:52Z", "hours": 3.5044, "text": "hello"}]...
|
Title: My first slack bot! by @ahishrana34 | Stard Title: My first slack bot! by @ahishrana34 | Stardance
Devlogs:
hello...
|
1793386195.9142756
|
1793990995.9142756
|
|
28690
|
PenguinoRunner by @Pixeleyesd | Stardance
|
Pixeleyesd
|
0
|
30.92
|
0
|
[]
|
[{"post_id": 67102, "ts": "202 [{"post_id": 67102, "ts": "2026-09-13T05:03:28Z", "hours": 3.1408, "text": "I made the sides big also theyre on a different layer cuz my laptop slowed down a bunch when i started editing the tiles on the main platform layer cuz there were so many tiles."}, {"post_id": 66223, "ts": "2026-09-11T22:13:36Z", "hours": 10.7814, "text": "Im tryna make an end to the game where if you touch this hitbox it counts as winning but im bad at coding and idk why it isnt working :/"}, {"post_id": 53542, "ts": "2026-08-24T04:15:30Z", "hours": 2.905, "text": "I made more platforms on the horizontal axis, ready to do some vertical ones now :)."}, {"post_id": 21032, "ts": "2026-07-02T20:07:29Z", "hours": 8.1472, "text": "I’ve done the main stuff with the level"}, {"post_id": 19083, "ts": "2026-06-30T08:54:21Z", "hours": 5.9411, "text": "I’m making a cool 2D platformer in Godot. I made a cool 3d title screen and placeholder buttons (the 3d assembly is what took so long lol). the player is in progress, and we are making tiles with kenney.nl assets (absolute GOAT btw)"}]...
|
Title: PenguinoRunner by @Pixeleyesd | Stardance
Title: PenguinoRunner by @Pixeleyesd | Stardance
Devlogs:
I’m making a cool 2D platformer in Godot. I made a cool 3d title screen and placeholder buttons (the 3d assembly is what took so long lol). the player is in progress, and we are making tiles with kenney.nl assets (absolute GOAT btw)
I’ve done the main stuff with the level
I made more platforms on the horizontal axis, ready to do some vertical ones now :).
Im tryna make an end to the game where if you touch this hitbox it counts as winning but im bad at coding and idk why it isnt working :/
I made the sides big also theyre on a different layer cuz my laptop slowed down a bunch when i started editing the tiles on the main platform layer cuz there were so many tiles....
|
1792738054.031157
|
1793602054.031157
|
|
58712
|
Pronoia by @gudfriend25 | Stardance
|
gudfriend25
|
0
|
4.89
|
0
|
[]
|
[{"post_id": 67104, "ts": "202 [{"post_id": 67104, "ts": "2026-09-13T05:05:13Z", "hours": 1.6828, "text": "I’m back! I changed the home screen and I think this project might be finished! Just gotta have my friends look over it to make sure it has everything. It’s zoomed out so that the entire picture could be in the screenshot"}, {"post_id": 66367, "ts": "2026-09-12T05:05:28Z", "hours": 1.3006, "text": "Hi! I’m back. So far, I have added a footer (without much CSS so it isn’t done) and changed up some of the Descriptions for the app’s features."}, {"post_id": 65643, "ts": "2026-09-10T22:25:38Z", "hours": 1.9086, "text": "Hi guys!! I’m currently working on a website for an app me and my friends are publishing. It’s called Pronoia and it’s meant to help elderly people remember to take their medicine. This is the second website that I’ve worked on all by myself outside of school, and I’ve bee using the first one to help me out with formatting and the layout n stuff. Heres the current, unfinished home page:"}]...
|
Title: Pronoia by @gudfriend25 | Stardance
Devlog Title: Pronoia by @gudfriend25 | Stardance
Devlogs:
Hi guys!! I’m currently working on a website for an app me and my friends are publishing. It’s called Pronoia and it’s meant to help elderly people remember to take their medicine. This is the second website that I’ve worked on all by myself outside of school, and I’ve bee using the first one to help me out with formatting and the layout n stuff. Heres the current, unfinished home page:
Hi! I’m back. So far, I have added a footer (without much CSS so it isn’t done) and changed up some of the Descriptions for the app’s features.
I’m back! I changed the home screen and I think this project might be finished! Just gotta have my friends look over it to make sure it has everything. It’s zoomed out so that the entire picture could be in the screenshot...
|
1792767048.3977716
|
1793371848.3977716
|
|
61623
|
HDL CPU by @haochern | Stardance
|
haochern
|
0
|
0.98
|
0
|
[]
|
[{"post_id": 67105, "ts": "202 [{"post_id": 67105, "ts": "2026-09-13T05:06:42Z", "hours": 0.9761, "text": "Figured out HackaTime! Wrote the beginnings of my program counter and memory modules. My program can read the contents of a .txt file, which will eventually be divided into instructions and computer memory."}]...
|
Title: HDL CPU by @haochern | Stardance
Devlogs:
Title: HDL CPU by @haochern | Stardance
Devlogs:
Figured out HackaTime! Wrote the beginnings of my program counter and memory modules. My program can read the contents of a .txt file, which will eventually be divided into instructions and computer memory....
|
1793040738.2340777
|
1793645538.2340777
|
|
56449
|
Portfolio Site by @Vihaan15 | Stardance
|
Vihaan15
|
1
|
2.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T05:40:20Z", "hours": 2.0, "multiplier": 1.19, "payout": 1, "blessing": "neutral", "text": "This is my portfolio website, which has all the info about me and my contacts. If you have any opportunity, like free lancing or something related to that for me, please tell me about it. It will be very helpful", "repo": "https://github.com/Vihaan6119/Portfolio-Site", "demo": "https://vihaan6119.github.io/Portfolio-Site/"}]...
|
[{"post_id": 67112, "ts": "202 [{"post_id": 67112, "ts": "2026-09-13T05:26:44Z", "hours": 1.8, "text": "Finished working on the portfolio site"}]...
|
Title: Portfolio Site by @Vihaan15 | Stardance
De Title: Portfolio Site by @Vihaan15 | Stardance
Devlogs:
Finished working on the portfolio site
Ships:
This is my portfolio website, which has all the info about me and my contacts. If you have any opportunity, like free lancing or something related to that for me, please tell me about it. It will be very helpful...
|
1793346801.4989393
|
1793433201.4989393
|
|
16341
|
FeraSetu by @himanshu-singh7 | Stardance
|
himanshu-singh7
|
1
|
46.13
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T07:31:59Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i make ferasetu the name itself sayes a bridge between shopkeepers and customer . um it was easy not too much hard but it takes me a month to build and the challanging part was that i have to find an vps which is free (as i am student and with no money my parents dont give me money ) first i used amd 1 gb then leapcell and now cloudflare worker and for frontend we are using appwriter and for auth we are using appwriter and for databse we use d1 and for image we are thinking to use appwriter databse and for ai usage we used sarvam which is free and we added oauth and many othe it taken an month to build but i later know about hacktime then i connect to it and it is showing 7 hours only . yess i am proud of it as i take survey from other shopkeeper they are interested for this and yes i am proud of it as i work very hard for this . nothing people should know only website link or read readme.md", "repo": "https://github.com/rahul-gound/ferasetu", "demo": "https://ferasetu.com"}]...
|
[{"post_id": 67120, "ts": "202 [{"post_id": 67120, "ts": "2026-09-13T05:35:53Z", "hours": 27.5597, "text": "added new lanfing page ui , added working login and sign up page using workos added pricing and working : cashfree transaction , ferasetu email (only some part is left),ai router and more , giving subdoamin . making website templates with new logo and sitemap.xml"}, {"post_id": 27104, "ts": "2026-07-12T11:28:16Z", "hours": 10.3003, "text": "i was improving ui and making it fast and i was learning python added d1 database and sooner to add custom domain finding bug"}, {"post_id": 8559, "ts": "2026-06-14T07:04:06Z", "hours": 1.2658, "text": "i was fixing the ui and added and fixed admin page"}, {"post_id": 7930, "ts": "2026-06-13T07:08:19Z", "hours": 1.3117, "text": "we fixed ui and added smtp and google oauth"}, {"post_id": 7876, "ts": "2026-06-13T04:17:05Z", "hours": 5.9444, "text": "Devlog #1 — Building FeraSetu for Stardance Today I started preparing FeraSetu as my Stardance project. FeraSetu is a web app for local shopkeepers. The idea is simple: many small shops still take orders through calls or WhatsApp, and managing products, orders, invoices, and customers manually becomes confusing. I wanted to build a simple digital bridge for them. The main goal of FeraSetu is to help a shopkeeper create an online shop, add products, receive orders, manage invoices, and view basic business activity from one dashboard. What I worked on I focused on making the project clear and organized for shipping. I reviewed the current project structure and separated the frontend and backend parts. The frontend uses React, Vite, and TypeScript. The backend uses Node.js, Express, and TypeScript. The project also has pages for dashboard, products, orders, analytics, AI assistant, website builder, and public shop pages. I also worked on planning the README so that reviewers can understand the project quickly. Instead of only writing a big startup-style description, I want the README to explain what the project does, how to run it, what features are working, and what I learned while building it. Current features Right now, FeraSetu is planned around these main features: Shopkeeper dashboard Product management Order management Public shop page Website builder with templates Basic invoice system Feedback/survey page AI assistant for shop-related help The public shop page is important because it shows the real purpose of the project. A shopkeeper should be able to publish a small online store that customers can visit. Why I am building this I am building FeraSetu because I think local shops need simple tools. Many shopkeepers do not need a huge e-commerce system. They need something easy: add products, share a shop link, get orders, and manage them. I want FeraSetu to feel practical, not overcomplicated. Problems I noticed One problem is that the project has many ideas, so I need to keep the MVP focused. If I try to build everything at once, it can become messy. For Stardance, I will focus on the core flow: Create or open a shopkeeper dashboard Add products View/manage orders Publish a public shop page Show clear setup instructions in the README What I learned I learned that a good project is not only about writing code. It also needs clear documentation, clean structure, and a working demo. If someone opens the GitHub repo, they should quickly understand what the project is and how to run it. I also learned that writing a README is part of building the product, not just extra work. Next steps Next, I want to: Improve the README Add screenshots Make the frontend cleaner Test the backend endpoints Make sure the public shop page looks good on mobile Record what I built during each devlog FeraSetu is still a work in progress, but I want to keep improving it step by step and ship a real working project for Stardance."}]...
|
Title: FeraSetu by @himanshu-singh7 | Stardance
D Title: FeraSetu by @himanshu-singh7 | Stardance
Devlogs:
Devlog #1 — Building FeraSetu for Stardance Today I started preparing FeraSetu as my Stardance project. FeraSetu is a web app for local shopkeepers. The idea is simple: many small shops still take orders through calls or WhatsApp, and managing products, orders, invoices, and customers manually becomes confusing. I wanted to build a simple digital bridge for them. The main goal of FeraSetu is to help a shopkeeper create an online shop, add products, receive orders, manage invoices, and view basic business activity from one dashboard. What I worked on I focused on making the project clear and organized for shipping. I reviewed the current project structure and separated the frontend and backend parts. The frontend uses React, Vite, and TypeScript. The backend uses Node.js, Express, and TypeScript. The project also has pages for dashboard, products, orders, analytics, AI assistant, website builder, and public shop pages. I also worked on planning the README so that reviewers can understand the project quickly. Instead of only writing a big startup-style description, I want the README to explain what the project does, how to run it, what features are working, and what I learned while building it. Current features Right now, FeraSetu is planned around these main features: Shopkeeper dashboard Product management Order management Public shop page Website builder with templates Basic invoice system Feedback/survey page AI assistant for shop-related help The public shop page is important because it shows the real purpose of the project. A shopkeeper should be able to publish a small online store that customers can visit. Why I am building this I am building FeraSetu because I think local shops need simple tools. Many shopkeepers do not need a huge e-commerce system. They need something easy: add products, share a shop link, get orders, and manage them. I want FeraSetu to feel practical, not overcomplicated. Problems I noticed One problem is that the project has many ideas, so I need to keep the MVP focused. If I try to build everything at once, it can become messy. For Stardance, I will focus on the core flow: Create or open a shopkeeper dashboard Add products View/manage orders Publish a public shop page Show clear setup instructions in the README What I learned I learned that a good project is not only about writing code. It also needs clear documentation, clean structure, and a working demo. If someone opens the GitHub repo, they should quickly understand what the project is and how to run it. I also learned that writing a README is part of building the product, not just extra work. Next steps Next, I want to: Improve the README Add screenshots Make the frontend cleaner Test the backend endpoints Make sure the public shop page looks good on mobile Record what I built during each devlog FeraSetu is still a work in progress, but I want to keep improving it step by step and ship a real working project for Stardance.
we fixed ui and added smtp and google oauth
i was fixing the ui and added and fixed admin page
i was improving ui and making it fast and i was learning python added d1 database and sooner to add custom domain finding bug
added new lanfing page ui , added working login and sign up page using workos added pricing and working : cashfree transaction , ferasetu email (only some part is left),ai router and more , giving subdoamin . making website templates with new logo and sitemap.xml
Ships:
i make ferasetu the name itself sayes a bridge between shopkeepers and customer . um it was easy not too much hard but it takes me a month to build and the challanging part was that i have to find an vps which is free (as i am student and with no money my parents dont give me money ) first i used amd 1 gb then leapcell and now cloudflare worker and for frontend we are using appwriter and for auth we are using appwriter and for databse we use d1 and for image we are thinking to use appwriter databse and for ai usage we used sarvam which is free and we added oauth and many othe it taken an month to build but i later know about hacktime then i connect to it and it is showing 7 hours only . yess i am proud of it as i take survey from other shopkeeper they are interested for this and yes i am proud of it as i work very hard for this . nothing people should know only website link or read readme.md...
|
1793299813.0826395
|
1793386213.0826395
|
|
61538
|
NCGreeterBot by @niksgraves | Stardance
|
niksgraves
|
0
|
0.73
|
0
|
[]
|
[{"post_id": 67135, "ts": "202 [{"post_id": 67135, "ts": "2026-09-13T06:15:02Z", "hours": 0.3783, "text": "Andddd were good to go!"}, {"post_id": 66928, "ts": "2026-09-12T22:01:56Z", "hours": 0.3517, "text": "Nice theme e? basic functionalities and random commands, check!"}]...
|
Title: NCGreeterBot by @niksgraves | Stardance
De Title: NCGreeterBot by @niksgraves | Stardance
Devlogs:
Nice theme e? basic functionalities and random commands, check!
Andddd were good to go!...
|
1793040679.599039
|
1793645479.599039
|
|
53171
|
a blackjack game by @sanjaysatheesh417 | Stardance
|
sanjaysatheesh417
|
1
|
2.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T06:22:24Z", "hours": 2.0, "multiplier": 1.12, "payout": 3, "blessing": "neutral", "text": "i created a simple blackjack game using CSS ,html and javascript. i have used AI to add the images for the cards and improved styling.", "repo": "https://github.com/sanjaysatheesh417-cyber/blackjackgame", "demo": "https://blackjackgame-6gp8.onrender.com/"}]...
|
[{"post_id": 67139, "ts": "202 [{"post_id": 67139, "ts": "2026-09-13T06:20:48Z", "hours": 0.2656, "text": "enhanced the game by adding images for cards and improved style using ai."}, {"post_id": 67122, "ts": "2026-09-13T05:42:05Z", "hours": 1.4964, "text": "i just added the working algorithm of a blackjack game. using objects to display the player name and his credits, rendering random numbers that indicate the cards, css buttons to let you start the game or draw a new card and the logic where it tells u if you have gotten blackjack or not."}, {"post_id": 52841, "ts": "2026-08-23T06:14:00Z", "hours": 0.7069, "text": "a simple playable blackjack game using html, css and javascript. initial styling done!!"}]...
|
Title: a blackjack game by @sanjaysatheesh417 | St Title: a blackjack game by @sanjaysatheesh417 | Stardance
Devlogs:
a simple playable blackjack game using html, css and javascript. initial styling done!!
i just added the working algorithm of a blackjack game. using objects to display the player name and his credits, rendering random numbers that indicate the cards, css buttons to let you start the game or draw a new card and the logic where it tells u if you have gotten blackjack or not.
enhanced the game by adding images for cards and improved style using ai.
Ships:
i created a simple blackjack game using CSS ,html and javascript. i have used AI to add the images for the cards and improved styling....
|
1793350365.9973683
|
1793436765.9973683
|
|
25178
|
IRL Live Chat by @nanooo | Stardance
|
nanooo
|
0
|
24.94
|
0
|
[]
|
[{"post_id": 67141, "ts": "202 [{"post_id": 67141, "ts": "2026-09-13T06:21:47Z", "hours": 2.5975, "text": "ACTUALLY finished the project page https://lex-icl.github.io/BagLiveChat/projSites/proj1/Nano.html Okaey, messing around making the website is donesies now, I should work on the backend…"}, {"post_id": 65986, "ts": "2026-09-11T14:21:11Z", "hours": 6.4975, "text": "Added a secret rickroll button 👀 Urhm, I’ve been kinda procrastinating on the backend by making this personal site cool, but it’s kewlsies so it’s fine https://lex-icl.github.io/BagLiveChat/ there’s likr 3 updates pages now… I added a projects section so I can document the projects and such i’ve made! I forgot how fun it was to do front end stuff, but tomorrow hopefully I’ll setup the backend of the site… I like the little responsive buttons, one of them rickrolls you so be careful!"}, {"post_id": 63493, "ts": "2026-09-07T11:41:32Z", "hours": 6.6578, "text": "Pretty kewl site amirite! https://lex-icl.github.io/BagLiveChat/ I spent 6 hours on this oh my goshdhshs, it turned out rly pretty I think! I remember learning to make websites during school and having so much fun with it, this is the same feeling, I dun spent my whole afternoon bruehrh Erhm, the last section will be complete once this entire project will be complete, so yea! I added JS for the nichijou ost music and sum buttons to make it a bit more responsive! [p.s: I didn’t do those 1-click website makers, I made this with muh SOUL mane! I used ai to debug, for syntax and autocomplete, but this entire website is MY soul! I’m pretty sure you can tell that it’s made by human (me) becuz u can feel the joy I had while making] verity approved"}, {"post_id": 62842, "ts": "2026-09-06T11:31:30Z", "hours": 2.0372, "text": "it’s ye… I finally stopped procrastinating on this I spent like a couple hours trying to wrap my head around the architecture of how I’ll make the ESP32 connect with the website, and how I’ll do the image processing in the website backend to turn uploadable .png/.jpg files into rgb565, and how the esp will get info from the website, so I went on a whole rabbit hole reading MDN articles about HTTP, and realized I should probably setup the website first, so I linked the website mission here! I’ll finish the mission tomorrow, then figure out how to make the esp32 grab a rgb565 .bin image file and flash it onto the screen. Also, I replaced the big lcd with a smaller one because the 4 row one was really buggy! See ya tomorrow (p.s: 21 day sticky streak for plushie…)"}, {"post_id": 39013, "ts": "2026-08-01T17:47:05Z", "hours": 1.8178, "text": "why it le break Okauy after soldering the lcd to a little module to turn it i2c compatible, uhh it writes data, it’s just, a mess… I mean… It writes, and stuff, so that’s good! I’ve tried changing wires, cleaning the flux off of the soldered pins, reuploading the firmware, uhh more stufff Thing is, may or may not have messed up the lcd, will try my confirmed not-brainded lcd tomorrow"}, {"post_id": 38949, "ts": "2026-08-01T15:47:36Z", "hours": 0.6, "text": "solderirnigngn oka… the esp straight to the screen was kind of an annoying setup, transferred it to the breadboard I’m gonna add a text option on the website to submit a message so I’m putting an lcd display to do it, am gonna solder the lil module to make it i2c! (im making another log after this, this one is for da streak)"}, {"post_id": 38247, "ts": "2026-07-31T15:25:29Z", "hours": 0.6606, "text": "FINALLYYYY Okaey it didn’t even take that long, total hours is only 4 hours, which means this weekend I’ll make immaculate progress! Apparently… There was some user setup issue, I should’ve known I shouldn’t have just blindly followed some wiring I got to the user setup, uncommented my specific TFT screen, then set up the wiring, and violà! The yuuko has been displayed…. Now I’m gonna set up a scrolling LCD screen for text and connect it to the same esp32, and after figuring out the scrolling I’ll get to work on the website to uplaod images and text… I’m expecting a challenge learning how to convert sent user images to fit the screen ratio and converting it to hexademical data, but it’ll be fun! See ya tomorrow!"}, {"post_id": 37675, "ts": "2026-07-30T15:55:56Z", "hours": 0.55, "text": "AGH. Only 30~ minutes today cuz am sleepy and have classes, but streak going! Anyway… Soooo… I just made sure my esp wasn’t broken and could actually be written and run code, so I did the classic ‘hello world’ of electronics and made sure it was at least ALIVE… So now I’m trying to just BARE MINIMUM flash an image onto the TFT … BUT! THERES SUM Specific driver IC because all TFTs aren’t the same so I need to figure out what my driver IC is and look it up for a specific library that fits it so it can abstract away all the lower level stuff! I have a lil low power microscope in my house I can use to zoom into this and figure out what IC it is, so I can figure out the compatibility issues (probably why it wasn’t working before!) This specific video doesn’t use image data though, so I’m gonna need to figure out to create an amalgamation of code to make it print out image data without needing an SD card (because, this thing’s supposed to be online and uploadable yaknow!) Almost the weekend! So, will make some amazing progress across the weekend! :D"}, {"post_id": 37084, "ts": "2026-07-29T15:45:24Z", "hours": 1.6167, "text": "TFTS are EVIIL… I’ve been trying to just get a baseline image printed onto this TFT, but there was some weird conflict with the ESP32 so I decided to switch to my old reliable ESP32 and realized the one I was using only had 30 pins and my old one has 38 pins??! Whuat… Thing is… For this TFT to show images, I need some converter to convert an image into an array of hex to save in the esp memory to display on the screen, there’s a cool online site for it, but when I make this get images from a website imma need to make it auto convert images into an array O_o but that’s a problem for another time!! >:D Anddd: Ok so the backlight turns on, but it’s just because I connected the vcc and LED, there’s ZERO image being displayed, maybe the wiring? The wiring from the video I tried to follow I don’t understand the rationale for so I’m gonna try to wire it myself and understand ‘whyyy’ to wire it like taht… I printed a pic of the tft pins cuz I can’t see them when connected lel. The code compiles already so syntactically okay… I need to learn how this TFT communicates to display images with my esp32 and which pins and try to get at least 1 solid color to display, then I can move onto pictures! So uhm… Bit of a headache, but a good headache! That means I have stuff to learn! Urgh…! see ya tomm!"}, {"post_id": 36358, "ts": "2026-07-28T12:40:52Z", "hours": 1.9081, "text": "Urrgh FINALLY STARTING ANOTHER PROJECT!! I’m planning to Get it working on a breadboard (i.e: make the website to upload photos live, make sure it works and displays on the screen actually) Then make a PCB for it on KiCad, and then have it fabricated Finally make a 3d printed enclosure for it with the buttons to reset, turn it on and off on the side As of right now… I’m just trying to get the screen to display something! I was planning on using an ESP32 C3, the tiny one that’s very mini, I already soldered the pins to it, then many hours of trying to troubleshoot it brought me to the fact that, yes, the board itself was freakcing defectiveevevas (online shopping is jsut gambling atp) I’m using platformIO as my development environment, so it was kind of cool not needing to download a bunch of libraries into the arduino IDE, and setting up a benchmark blink led test onto the ESP… Thing is… Yaknow, linking Lookout for hardware projects is kinda odd because you kinda just have to trust that the seemingly afk time in the lookout is actually me building the physical thing IRL 😭 I hope these pictures are proof enough… And like… I was following some youtube tutorial of someone flashing an image onto the esp, but he was using BARE HEXADECIMAL data to individually light up pixels bruh, I had to spend a while looking up an LCD image translator, and looking up something that worked on mac, and I don’t think I’ll use this method in the future 😭 I’m going to look up a bunch more on how the TFT works because it’s not as abstracted and beginner friendly as I thought, or maybe I’m just stupid tryna follow someone translating bare hex code or smth 😭 In the end, the code stopped giving errors, I translated an image into hex, plopped in the data, andddddd- NOTHING I mean- not nothing, just, a white screen… Urgh, I need to learn more on how this thing actually works instead of blindly following wiring and code! Yeah taht’s it… See ya tomorrow! (probably)"}]...
|
Title: IRL Live Chat by @nanooo | Stardance
Devlo Title: IRL Live Chat by @nanooo | Stardance
Devlogs:
Urrgh FINALLY STARTING ANOTHER PROJECT!! I’m planning to Get it working on a breadboard (i.e: make the website to upload photos live, make sure it works and displays on the screen actually) Then make a PCB for it on KiCad, and then have it fabricated Finally make a 3d printed enclosure for it with the buttons to reset, turn it on and off on the side As of right now… I’m just trying to get the screen to display something! I was planning on using an ESP32 C3, the tiny one that’s very mini, I already soldered the pins to it, then many hours of trying to troubleshoot it brought me to the fact that, yes, the board itself was freakcing defectiveevevas (online shopping is jsut gambling atp) I’m using platformIO as my development environment, so it was kind of cool not needing to download a bunch of libraries into the arduino IDE, and setting up a benchmark blink led test onto the ESP… Thing is… Yaknow, linking Lookout for hardware projects is kinda odd because you kinda just have to trust that the seemingly afk time in the lookout is actually me building the physical thing IRL 😭 I hope these pictures are proof enough… And like… I was following some youtube tutorial of someone flashing an image onto the esp, but he was using BARE HEXADECIMAL data to individually light up pixels bruh, I had to spend a while looking up an LCD image translator, and looking up something that worked on mac, and I don’t think I’ll use this method in the future 😭 I’m going to look up a bunch more on how the TFT works because it’s not as abstracted and beginner friendly as I thought, or maybe I’m just stupid tryna follow someone translating bare hex code or smth 😭 In the end, the code stopped giving errors, I translated an image into hex, plopped in the data, andddddd- NOTHING I mean- not nothing, just, a white screen… Urgh, I need to learn more on how this thing actually works instead of blindly following wiring and code! Yeah taht’s it… See ya tomorrow! (probably)
TFTS are EVIIL… I’ve been trying to just get a baseline image printed onto this TFT, but there was some weird conflict with the ESP32 so I decided to switch to my old reliable ESP32 and realized the one I was using only had 30 pins and my old one has 38 pins??! Whuat… Thing is… For this TFT to show images, I need some converter to convert an image into an array of hex to save in the esp memory to display on the screen, there’s a cool online site for it, but when I make this get images from a website imma need to make it auto convert images into an array O_o but that’s a problem for another time!! >:D Anddd: Ok so the backlight turns on, but it’s just because I connected the vcc and LED, there’s ZERO image being displayed, maybe the wiring? The wiring from the video I tried to follow I don’t understand the rationale for so I’m gonna try to wire it myself and understand ‘whyyy’ to wire it like taht… I printed a pic of the tft pins cuz I can’t see them when connected lel. The code compiles already so syntactically okay… I need to learn how this TFT communicates to display images with my esp32 and which pins and try to get at least 1 solid color to display, then I can move onto pictures! So uhm… Bit of a headache, but a good headache! That means I have stuff to learn! Urgh…! see ya tomm!
AGH. Only 30~ minutes today cuz am sleepy and have classes, but streak going! Anyway… Soooo… I just made sure my esp wasn’t broken and could actually be written and run code, so I did the classic ‘hello world’ of electronics and made sure it was at least ALIVE… So now I’m trying to just BARE MINIMUM flash an image onto the TFT … BUT! THERES SUM Specific driver IC because all TFTs aren’t the same so I need to figure out what my driver IC is and look it up for a specific library that fits it so it can abstract away all the lower level stuff! I have a lil low power microscope in my house I can use to zoom into this and figure out what IC it is, so I can figure out the compatibility issues (probably why it wasn’t working before!) This specific video doesn’t use image data though, so I’m gonna need to figure out to create an amalgamation of code to make it print out image data without needing an SD card (because, this thing’s supposed to be online and uploadable yaknow!) Almost the weekend! So, will make some amazing progress across the weekend! :D
FINALLYYYY Okaey it didn’t even take that long, total hours is only 4 hours, which means this weekend I’ll make immaculate progress! Apparently… There was some user setup issue, I should’ve known I shouldn’t have just blindly followed some wiring I got to the user setup, uncommented my specific TFT screen, then set up the wiring, and violà! The yuuko has been displayed…. Now I’m gonna set up a scrolling LCD screen for text and connect it to the same esp32, and after figuring out the scrolling I’ll get to work on the website to uplaod images and text… I’m expecting a challenge learning how to convert sent user images to fit the screen ratio and converting it to hexademical data, but it’ll be fun! See ya tomorrow!
solderirnigngn oka… the esp straight to the screen was kind of an annoying setup, transferred it to the breadboard I’m gonna add a text option on the website to submit a message so I’m putting an lcd display to do it, am gonna solder the lil module to make it i2c! (im making another log after this, this one is for da streak)
why it le break Okauy after soldering the lcd to a little module to turn it i2c compatible, uhh it writes data, it’s just, a mess… I mean… It writes, and stuff, so that’s good! I’ve tried changing wires, cleaning the flux off of the soldered pins, reuploading the firmware, uhh more stufff Thing is, may or may not have messed up the lcd, will try my confirmed not-brainded lcd tomorrow
it’s ye… I finally stopped procrastinating on this I spent like a couple hours trying to wrap my head around the architecture of how I’ll make the ESP32 connect with the website, and how I’ll do the image processing in the website backend to turn uploadable .png/.jpg files into rgb565, and how the esp will get info from the website, so I went on a whole rabbit hole reading MDN articles about HTTP, and realized I should probably setup the website first, so I linked the website mission here! I’ll finish the mission tomorrow, then figure out how to make the esp32 grab a rgb565 .bin image file and flash it onto the screen. Also, I replaced the big lcd with a smaller one because the 4 row one was really buggy! See ya tomorrow (p.s: 21 day sticky streak for plushie…)
Pretty kewl site amirite! https://lex-icl.github.io/BagLiveChat/ I spent 6 hours on this oh my goshdhshs, it turned out rly pretty I think! I remember learning to make websites during school and having so much fun with it, this is the same feeling, I dun spent my whole afternoon bruehrh Erhm, the last section will be complete once this entire project will be complete, so yea! I added JS for the nichijou ost music and sum buttons to make it a bit more responsive! [p.s: I didn’t do those 1-click website makers, I made this with muh SOUL mane! I used ai to debug, for syntax and autocomplete, but this entire website is MY soul! I’m pretty sure you can tell that it’s made by human (me) becuz u can feel the joy I had while making] verity approved
Added a secret rickroll button 👀 Urhm, I’ve been kinda procrastinating on the backend by making this personal site cool, but it’s kewlsies so it’s fine https://lex-icl.github.io/BagLiveChat/ there’s likr 3 updates pages now… I added a projects section so I can document the projects and such i’ve made! I forgot how fun it was to do front end stuff, but tomorrow hopefully I’ll setup the backend of the site… I like the little responsive buttons, one of them rickrolls you so be careful!
ACTUALLY finished the project page https://lex-icl.github.io/BagLiveChat/projSites/proj1/Nano.html Okaey, messing around making the website is donesies now, I should work on the backend…...
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1793371924.206934
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1793976724.206934
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61060
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Fujibot by @fuchstu | Stardance
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fuchstu
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T06:32:25Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A simple Slack bot powered by Wispbythe, featuring AI chat and useful commands like roll, ping, and timer. Currently its hosted by Wispbythe but i will switch to Nest.", "repo": "https://github.com/Foxiified/SimpleSlackbot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
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[{"post_id": 67143, "ts": "202 [{"post_id": 67143, "ts": "2026-09-13T06:29:46Z", "hours": 0.5956, "text": "Added 24/7 Support a bit unstable, i will switch to nest soon"}, {"post_id": 66595, "ts": "2026-09-12T13:20:49Z", "hours": 1.5022, "text": "Slackbot"}]...
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Title: Fujibot by @fuchstu | Stardance
Devlogs:
S Title: Fujibot by @fuchstu | Stardance
Devlogs:
Slackbot
Added 24/7 Support a bit unstable, i will switch to nest soon
Ships:
A simple Slack bot powered by Wispbythe, featuring AI chat and useful commands like roll, ping, and timer. Currently its hosted by Wispbythe but i will switch to Nest....
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1793411804.1543953
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1793498204.1543953
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38932
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trout by @nosrep | Stardance
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nosrep
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1
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85.0
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1696
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T06:51:47Z", "hours": 85.0, "multiplier": 16.67, "payout": 1696, "blessing": "neutral", "text": "welcome to trout v2! the goal of this period was to upgrade trout v1 to finally become the strongest chess engine written in haskell (it’s a cool title, ok). i believe it is done, and trout now beats the previous #1, barbarossa. writing a chess engine in haskell is hard and annoying and probably a not good use of my time, but i am stubborn and not very bright so here we are. writing a chess engine is also very annoying in general, involving thousands of hours of cpu time to test changes. everyone say thank you to my poor i7 10700k together with the +300elo (!!!) strength improvement over v1, i also corrected the engine’s time management (no more timing out in chess GUIs) and cleaned up the web interface. to play the engine, you have three options: the demo link: this has the web interface for trout. it’s the original engine compiled down to WASM with a nice ui on top. lichess bot: you can find the lichess bot link at the bottom of the demo website, @TroutBot . it’s running on an oracle free tier server and can only play two games simultaneously; if challenging it hangs, it’s probably playing 2 already. locally: if you want troutbot at peak performance, you can download a chess GUI like En Croissant or Arena, and configure the trout binary (on github releases) in the GUI. trout speaks the standard UCI protocol.", "repo": "https://github.com/Osrepnay/trout", "demo": "https://osrepnay.github.io/trout-web"}]...
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[{"post_id": 67147, "ts": "202 [{"post_id": 67147, "ts": "2026-09-13T06:34:52Z", "hours": 1.16, "text": "I did some more frontend work! i made the chessground rank/file responsive: for some reason, the default ones are positioned by pixel offsets and break pretty quickly on smaller screens. some light css max fixes this recolored everything: stock chessground theme is kinda lame made the time slider exponential: I wanted to give a larger time range (previous is 100ms-1000ms), but everything past 1s on the high end makes it really unwieldy to set the time on the low end, where people usually play. i made it exponential, i can expand the top end (3000ms now) without the slider feeling weird. it’s easier to show than explain"}, {"post_id": 65064, "ts": "2026-09-09T22:19:08Z", "hours": 4.8239, "text": "managed to update the website to the new version. It was much easier than I expected, considering the amount of changes I’ve made. new version is better (besides just being stronger) in that I factored the iterative deepening code out, which means the website can have sensible time settings now instead of the stupid “max time per depth” thing it had before. I also implemented IIR (internal iterative reductions). I’ve tried it like 10 times before, but this specific version worked for some reason. +28 elo! engine is now safely better than barbarossa."}, {"post_id": 64248, "ts": "2026-09-08T14:43:59Z", "hours": 0.6486, "text": "2.0 release has been tagged! i set up a dockerfile to make static linux binaries and created a windows github action to make the windows binaries. I also finished the test against the last version of the engine:"}, {"post_id": 63549, "ts": "2026-09-07T13:53:00Z", "hours": 4.9844, "text": "it is done….. i think trout is the strongest haskell engine now (i made the passed pawn bonus tunable per-rank, which added around 20 elo. re-tested some other search stuff but they all kinda sucked) i think i’m going to work on polishing the frontend now, tag a 2.0 release soon."}, {"post_id": 62696, "ts": "2026-09-06T05:49:18Z", "hours": 8.5936, "text": "i’ve been doing some tuner work, it’s not great the old tuner was pretty bad. very janky, repeated code, very hard to read, and sloooowwww…. i optimized it by precomputing the factors for each position so it’s just a bunch of multiplications to get the score. upside: order of magnitude speed improvement. downside: 20+ gb memory…. other problem is that the new tuner’s results are not great. they aren’t horribly bad like some other tests, but the gains aren’t as big as i was expecting. this might be a data quality issue? i might write proper datagen code at some point instead of just relying on the output of SPRT tests. I did get a nice 7 elo from removing floating point ops in eval, so that’s nice i guess. i can smell the goal already. Soon (i would attach a picture of the 20gb but i’m kinda running a sprt right now… maybe next time)"}, {"post_id": 60920, "ts": "2026-09-03T16:06:58Z", "hours": 9.0614, "text": "big gap! some stuff came up and i don’t fully remember what i’ve done since the last devlog. git log tells me i did some minor logic fixes and added SEE pruning in pvs (32 elo), which prunes nodes based on their static exchange evaluation. i do remember that the current version of the engine can beat barbarossa at LTC now. STC it still loses (i.e. my engine scales better… glass half full), but I am now working on eval tuning to hopefully bump the elo up some more. i am now working on this through ssh. negative: lag. positive: there is almost nothing running on my computer aside from the language server. should make testing easier and more predictable"}, {"post_id": 43577, "ts": "2026-08-08T22:09:51Z", "hours": 8.8139, "text": "i’m now within 100 elo of my target, but it’s still not looking great. it seems i have hit another wall. there’s this copypasta around chess programming circles with a rough order of search features to implement, and i’ve tried 3 in a row, none doing much. since last time, i’ve just added two things that have gained elo: history decay tweak (10 elo): after searching a position, decay history by 50% instead of 80%, helps retain memory from previous searches check extensions (23 elo): extend a search by 1 more move if in check. it’s very simple. i’ve since tried IIR (internal iterative reductions), SEE pruning in PVS (more moveloop pruning), and continuation history (like the history heuristic, but More™️). only continuation history has kinda done something, but only when comparing against a version that’s just as slow; when comparing against the original, it’s much closer because for some reason continuation history slows down the search by almost 10% (??????). The main slow-down-er seems to be indexing the continuation history array, which is absolutely baffling to me. i’ve even tried to start reading the GHC Core again, until i remembered why it was so painful last time."}, {"post_id": 41607, "ts": "2026-08-05T22:20:00Z", "hours": 8.6608, "text": "a lot of changes in this batch, but not all of them were for strength. here’s a quick runthrough of the elo-affecting changes: add improving heuristic to rfp (prune more nodes while improving) add staticEval >= beta guard to nmp (restrict the usage of null move pruning to moves that already seem good from static eval) futility pruning (very similar to reverse futility pruning - removes quiet moves when static eval is pretty far below alpha) tempo bonus (side to move gets a bonus to eval for having tempo) add quiescence search results to transposition table (i had this in the old version but i guess i forgot to port it over until now) soft time bounds in search (instead of searching for as long as possible and nuking the search thread mid-search, stop iterative deepening if it looks like the next node will take too long) to fix this, i moved the timing-out logic inside the search function, which is what most engines do. I didn’t do this earlier because 1. it’s marginally harder and 2. it would require making the search functions IO instead of ST. ST is escapable, so it’s more pure, so this was kinda a bummer to do, but i didn’t see any way to get around this. here’s a graph i made while i was looking at aspiration windows more. it shows the average centipawn change between successive depths of search. the current aspiration window implementation assumes that depth and avg cp change is inversely related, but it doesn’t look like this is true. (what is the hump doing??) I tried a couple of aspiration window implementations that don’t make this assumption but didn’t get anything huge. I’ll probably replace it at some point."}, {"post_id": 39895, "ts": "2026-08-03T05:39:33Z", "hours": 5.7494, "text": "the engine is finally in the strongest state it’s ever been! (i think) for those who have not been obsessively following this project, the search part of the engine has gone through two rewrites now. i kept hitting walls where i really shouldn’t have; improvements that should have been huge gains did a lot less than expected. i did the rewrites in an attempt to find a potential bug that would kill future attempts at improvements, but i never really found anything significant. i never really got the engine to it’s pre-rewrites strength until now. read it and weep (~17 elo gain) -------------------------------------------------- Results of trout-exe-max vs trout-exe-asp-tweak (8+0.08, NULL, 16.000000MB, UHO_Lichess_4852_v1.epd): Elo: -16.96 +/- 14.18, nElo: -22.54 +/- 18.80 LOS: 0.94 %, DrawRatio: 33.99 %, PairsRatio: 0.82 Games: 1312, Wins: 380, Losses: 444, Draws: 488, Points: 624.0 (47.56 %) Ptnml(0-2): [63, 175, 223, 153, 42], WL/DD Ratio: 1.79 LLR: -2.98 (-101.3%) (-2.94, 2.94) [0.00, 10.00] -------------------------------------------------- it’s still not super great because elo improvements are coming slooowww and we’re still only 17 elo up with many more features than before. it’s still nice, though. implemented since last devlog: “improving” heuristic (13 elo): a position is said to be “improving” if the static evaluation now is higher than the one from a move ago. we can use this to tweak some parameters in the search, like when to cut off for LMP, which is what i did. need more testing for the other features. lmr limit (16 elo): my LMR implementation was slightly bugged and would reduce too many moves; normally the first couple are spared, but i had every move except the first reduced. negative captures below quiet moves (13 elo): for some reason, i had captures that were deemed negative by SEE (bad captures, basically - trading a queen for a pawn would be one) sorted above all quiet moves. i moved them to the bottom of move sorting. redo aspiration windows (36 elo): i redid the implementation for aspiration windows slightly. it should be smarter about bounds now. that makes around 100 elo for aspiration windows cumulatively now, which is kinda crazy here’s a picture of htop when i was running the engines against each othe for elo testing. i thought it was kinda funny"}, {"post_id": 38604, "ts": "2026-08-01T02:40:06Z", "hours": 8.2208, "text": "oh no, 8 hours i need to devlog more holy moly from last devlog, i kinda found a solution to the fail-soft problem? Most engine’s LMR implementations will re-search twice if the previous search went over alpha (lower bound). The first search has reduced depth AND a null-window around alpha (search window of 1 centipawn; searches faster, but can only tell the direction of the true search result); if this is over alpha, it’ll re-search with full depth; if this is again over alpha, it’ll re-search with full depth and full bounds. My engine was skipping the middle step and jumping from reduced depth + null window -> full depth + full bounds. Apparently this is an accepted method and it was working fine compared to the other version, EXCEPT once I switched to fail-soft on beta. in other news, I added: aspiration windows (75 elo): the initial search is normally unbounded, but aspiration windows try to clamp the search around a “guess” based on the previous depth of iterative deepening, and widen if it fails high or low. it did almost nothing before, and randomly became really good. don’t ask me why. razoring (22 elo): prunes a node if quiescence search says it’s too far below alpha. I already had it in a previous version and brought it over to the search rewrite. pretty simple, smallish elo boost. late move pruning (39 elo): prunes the latter part of move list; moves are sorted by how good they’re predicted to be, so latter moves are usually pretty garbage fixes (23 elo): small logic changes to LMR and LMP. don’t know how they didn’t lose more elo, the LMR bug was kinda bad. separate PV tracking: the PV (principal variation, the best moves for each player as calculated by the engine) was previously tracked by the transposition table, but that meant i didn’t have a lot of flexibility with the replacement strategy for the table, lest it wipe an important PV entry. tracking it separately lets me fiddle with the replacement strategy more, although I haven’t actually found one better than what I have now here’s a graph generated from a google sheet with 100k rows (!?). it’s a histogram of every time a move was marked as “currently the best”, indexed by entry. ideally, it’d be all 0, meaning the best move was searched first every time, meaning there was basically no wasted effort."}, {"post_id": 37391, "ts": "2026-07-30T02:23:34Z", "hours": 6.5078, "text": "6.5 hours? oh man i was right, nmp only gained like 30 elo, gained much much more before. i tried to hunt down anything weird but i had to leave it at that. i also implemented pruning in quiescence search, so the engine only searches moves that have a positive static exchange evaluation (essentially, the result of all trades on a particular square). i also accidentally found out my engine was doing fail-hard on beta cutoffs instead of fail-soft! in a fail-soft framework, the search is allowed to return outside of the bounds set by the alpha and beta parameters (it’s hard to explain succinctly here and i don’t want to keep doing it, search up alpha-beta search if you’re interested). thus, alpha and beta are soft bounds. this means each search returns more information about the move score. i successfully did fail-soft on the alpha (lower bound) side, but not on the beta side due to what i can only assume is a coding mistake. the problem is, when switching to fail-soft on beta, the engine lost like 30 elo! i bisected the change to the LMR (late move reductions) patch, but still have no idea why LMR doesn’t play nice with fail-soft beta. i’m kinda at the end of my rope here, i might just have to eat the elo loss…"}, {"post_id": 36088, "ts": "2026-07-27T23:22:04Z", "hours": 5.5464, "text": "I finally got RFP to gain! but it might not be as good as it seems… ive been struggling to get rfp, a pretty basic improvement, to actually do anything, and redid everything search step-by-step to make sure i didn’t do anything wrong. so far, i’ve added back SEE move ordering, butterfly heuristic, PVS, transposition table move ordering, and RFP. however, i don’t think this actually fixes my problem; the code is largely the same aside from some parameter changes, so my theory is that rfp is only working now because i added everything back in a different order, and now i might struggle with adding back different features that aren’t gaining anymore. i’m currently testing null move pruning (based on the null move observation: doing something is basically always better than doing nothing), and it’s not doing as much as it used to… disturbing"}, {"post_id": 35484, "ts": "2026-07-26T23:08:41Z", "hours": 1.4153, "text": "ive nuked it…. i kept fighting rfp and talking with other people about this. apparently, rfp is one of the easiest gainers (something that gains elo/strength), and usually gains a lot, but again, nothing. i ran an overnight test of like 5000 games and the rfp version manages to LOSE 8 elo, where other people have gained 80. i’m gonna try to restart search again, but basically fully. i don’t know if this will actually do anything, but i don’t see many other choices…"}, {"post_id": 34984, "ts": "2026-07-26T03:58:38Z", "hours": 6.8525, "text": "i’ve reentered the nightmare when i last left off this project in ~september, I basically hit a wall with optimizations. I had a crapload of pruning and whatnot, but the elo of the engine didn’t really reflect it. I then did a search rewrite but got stuck on RFP (reverse futility pruning), which is supposed to gain a lot of strength but did basically nothing for me. brief (??) aside: reverse futility pruning, in simple terms, checks if the static evaluation (evaluation without searching moves) is above beta (if a move scores above beta, it’s “too good,” and the opponent won’t allow that position to happen in the first place) by some margin. if it is, it’ll return without searching any moves, because it’s not likely that the player can lose that much material/positional advantage in whatever depth is left to search. anyway, i’m still stuck on this. I’ve re-reimplemented half the search to recheck its correctness, because correctness issues can sometimes stuff new optimizations, but it seems to be all good. RFP still doesn’t do jack. i don’t really know where to go from here. I could just ignore it, but the fact that RFP doesn’t do anything (for reference, another engine dev i talked to got like 80 elo out of RFP, which is insane) is a troubling sign and might mean something else is wrong."}, {"post_id": 34363, "ts": "2026-07-25T00:30:18Z", "hours": 3.7367, "text": "hello! trout again. i’m gonna try to get this to #1 haskell engine, but it’s been such a pain… after summer of making I did some more work on this, but hit a wall where all my changes either did nothing or gained like 10elo (which is not enough for the hundreds i need). I tried rewriting part of search but hit a wall again with the same problem, on features that should have made improvements! i’ve been fighting with the search some more trying to get reverse futility pruning to do something meaningful. in someone else’s engine, it gained i think 80+ elo in total (!!!), which is bonkers compared to the 20 or something i get on a good day. it’s not a good day, so RFP actually manages to lose elo here. i might have to rewrite search again. i don’t know how much of this is just wrong. (here’s the commented out old search)"}]...
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Title: trout by @nosrep | Stardance
Devlogs:
hell Title: trout by @nosrep | Stardance
Devlogs:
hello! trout again. i’m gonna try to get this to #1 haskell engine, but it’s been such a pain… after summer of making I did some more work on this, but hit a wall where all my changes either did nothing or gained like 10elo (which is not enough for the hundreds i need). I tried rewriting part of search but hit a wall again with the same problem, on features that should have made improvements! i’ve been fighting with the search some more trying to get reverse futility pruning to do something meaningful. in someone else’s engine, it gained i think 80+ elo in total (!!!), which is bonkers compared to the 20 or something i get on a good day. it’s not a good day, so RFP actually manages to lose elo here. i might have to rewrite search again. i don’t know how much of this is just wrong. (here’s the commented out old search)
i’ve reentered the nightmare when i last left off this project in ~september, I basically hit a wall with optimizations. I had a crapload of pruning and whatnot, but the elo of the engine didn’t really reflect it. I then did a search rewrite but got stuck on RFP (reverse futility pruning), which is supposed to gain a lot of strength but did basically nothing for me. brief (??) aside: reverse futility pruning, in simple terms, checks if the static evaluation (evaluation without searching moves) is above beta (if a move scores above beta, it’s “too good,” and the opponent won’t allow that position to happen in the first place) by some margin. if it is, it’ll return without searching any moves, because it’s not likely that the player can lose that much material/positional advantage in whatever depth is left to search. anyway, i’m still stuck on this. I’ve re-reimplemented half the search to recheck its correctness, because correctness issues can sometimes stuff new optimizations, but it seems to be all good. RFP still doesn’t do jack. i don’t really know where to go from here. I could just ignore it, but the fact that RFP doesn’t do anything (for reference, another engine dev i talked to got like 80 elo out of RFP, which is insane) is a troubling sign and might mean something else is wrong.
ive nuked it…. i kept fighting rfp and talking with other people about this. apparently, rfp is one of the easiest gainers (something that gains elo/strength), and usually gains a lot, but again, nothing. i ran an overnight test of like 5000 games and the rfp version manages to LOSE 8 elo, where other people have gained 80. i’m gonna try to restart search again, but basically fully. i don’t know if this will actually do anything, but i don’t see many other choices…
I finally got RFP to gain! but it might not be as good as it seems… ive been struggling to get rfp, a pretty basic improvement, to actually do anything, and redid everything search step-by-step to make sure i didn’t do anything wrong. so far, i’ve added back SEE move ordering, butterfly heuristic, PVS, transposition table move ordering, and RFP. however, i don’t think this actually fixes my problem; the code is largely the same aside from some parameter changes, so my theory is that rfp is only working now because i added everything back in a different order, and now i might struggle with adding back different features that aren’t gaining anymore. i’m currently testing null move pruning (based on the null move observation: doing something is basically always better than doing nothing), and it’s not doing as much as it used to… disturbing
6.5 hours? oh man i was right, nmp only gained like 30 elo, gained much much more before. i tried to hunt down anything weird but i had to leave it at that. i also implemented pruning in quiescence search, so the engine only searches moves that have a positive static exchange evaluation (essentially, the result of all trades on a particular square). i also accidentally found out my engine was doing fail-hard on beta cutoffs instead of fail-soft! in a fail-soft framework, the search is allowed to return outside of the bounds set by the alpha and beta parameters (it’s hard to explain succinctly here and i don’t want to keep doing it, search up alpha-beta search if you’re interested). thus, alpha and beta are soft bounds. this means each search returns more information about the move score. i successfully did fail-soft on the alpha (lower bound) side, but not on the beta side due to what i can only assume is a coding mistake. the problem is, when switching to fail-soft on beta, the engine lost like 30 elo! i bisected the change to the LMR (late move reductions) patch, but still have no idea why LMR doesn’t play nice with fail-soft beta. i’m kinda at the end of my rope here, i might just have to eat the elo loss…
oh no, 8 hours i need to devlog more holy moly from last devlog, i kinda found a solution to the fail-soft problem? Most engine’s LMR implementations will re-search twice if the previous search went over alpha (lower bound). The first search has reduced depth AND a null-window around alpha (search window of 1 centipawn; searches faster, but can only tell the direction of the true search result); if this is over alpha, it’ll re-search with full depth; if this is again over alpha, it’ll re-search with full depth and full bounds. My engine was skipping the middle step and jumping from reduced depth + null window -> full depth + full bounds. Apparently this is an accepted method and it was working fine compared to the other version, EXCEPT once I switched to fail-soft on beta. in other news, I added: aspiration windows (75 elo): the initial search is normally unbounded, but aspiration windows try to clamp the search around a “guess” based on the previous depth of iterative deepening, and widen if it fails high or low. it did almost nothing before, and randomly became really good. don’t ask me why. razoring (22 elo): prunes a node if quiescence search says it’s too far below alpha. I already had it in a previous version and brought it over to the search rewrite. pretty simple, smallish elo boost. late move pruning (39 elo): prunes the latter part of move list; moves are sorted by how good they’re predicted to be, so latter moves are usually pretty garbage fixes (23 elo): small logic changes to LMR and LMP. don’t know how they didn’t lose more elo, the LMR bug was kinda bad. separate PV tracking: the PV (principal variation, the best moves for each player as calculated by the engine) was previously tracked by the transposition table, but that meant i didn’t have a lot of flexibility with the replacement strategy for the table, lest it wipe an important PV entry. tracking it separately lets me fiddle with the replacement strategy more, although I haven’t actually found one better than what I have now here’s a graph generated from a google sheet with 100k rows (!?). it’s a histogram of every time a move was marked as “currently the best”, indexed by entry. ideally, it’d be all 0, meaning the best move was searched first every time, meaning there was basically no wasted effort.
the engine is finally in the strongest state it’s ever been! (i think) for those who have not been obsessively following this project, the search part of the engine has gone through two rewrites now. i kept hitting walls where i really shouldn’t have; improvements that should have been huge gains did a lot less than expected. i did the rewrites in an attempt to find a potential bug that would kill future attempts at improvements, but i never really found anything significant. i never really got the engine to it’s pre-rewrites strength until now. read it and weep (~17 elo gain) -------------------------------------------------- Results of trout-exe-max vs trout-exe-asp-tweak (8+0.08, NULL, 16.000000MB, UHO_Lichess_4852_v1.epd): Elo: -16.96 +/- 14.18, nElo: -22.54 +/- 18.80 LOS: 0.94 %, DrawRatio: 33.99 %, PairsRatio: 0.82 Games: 1312, Wins: 380, Losses: 444, Draws: 488, Points: 624.0 (47.56 %) Ptnml(0-2): [63, 175, 223, 153, 42], WL/DD Ratio: 1.79 LLR: -2.98 (-101.3%) (-2.94, 2.94) [0.00, 10.00] -------------------------------------------------- it’s still not super great because elo improvements are coming slooowww and we’re still only 17 elo up with many more features than before. it’s still nice, though. implemented since last devlog: “improving” heuristic (13 elo): a position is said to be “improving” if the static evaluation now is higher than the one from a move ago. we can use this to tweak some parameters in the search, like when to cut off for LMP, which is what i did. need more testing for the other features. lmr limit (16 elo): my LMR implementation was slightly bugged and would reduce too many moves; normally the first couple are spared, but i had every move except the first reduced. negative captures below quiet moves (13 elo): for some reason, i had captures that were deemed negative by SEE (bad captures, basically - trading a queen for a pawn would be one) sorted above all quiet moves. i moved them to the bottom of move sorting. redo aspiration windows (36 elo): i redid the implementation for aspiration windows slightly. it should be smarter about bounds now. that makes around 100 elo for aspiration windows cumulatively now, which is kinda crazy here’s a picture of htop when i was running the engines against each othe for elo testing. i thought it was kinda funny
a lot of changes in this batch, but not all of them were for strength. here’s a quick runthrough of the elo-affecting changes: add improving heuristic to rfp (prune more nodes while improving) add staticEval >= beta guard to nmp (restrict the usage of null move pruning to moves that already seem good from static eval) futility pruning (very similar to reverse futility pruning - removes quiet moves when static eval is pretty far below alpha) tempo bonus (side to move gets a bonus to eval for having tempo) add quiescence search results to transposition table (i had this in the old version but i guess i forgot to port it over until now) soft time bounds in search (instead of searching for as long as possible and nuking the search thread mid-search, stop iterative deepening if it looks like the next node will take too long) to fix this, i moved the timing-out logic inside the search function, which is what most engines do. I didn’t do this earlier because 1. it’s marginally harder and 2. it would require making the search functions IO instead of ST. ST is escapable, so it’s more pure, so this was kinda a bummer to do, but i didn’t see any way to get around this. here’s a graph i made while i was looking at aspiration windows more. it shows the average centipawn change between successive depths of search. the current aspiration window implementation assumes that depth and avg cp change is inversely related, but it doesn’t look like this is true. (what is the hump doing??) I tried a couple of aspiration window implementations that don’t make this assumption but didn’t get anything huge. I’ll probably replace it at some point.
i’m now within 100 elo of my target, but it’s still not looking great. it seems i have hit another wall. there’s this copypasta around chess programming circles with a rough order of search features to implement, and i’ve tried 3 in a row, none doing much. since last time, i’ve just added two things that have gained elo: history decay tweak (10 elo): after searching a position, decay history by 50% instead of 80%, helps retain memory from previous searches check extensions (23 elo): extend a search by 1 more move if in check. it’s very simple. i’ve since tried IIR (internal iterative reductions), SEE pruning in PVS (more moveloop pruning), and continuation history (like the history heuristic, but More™️). only continuation history has kinda done something, but only when comparing against a version that’s just as slow; when comparing against the original, it’s much closer because for some reason continuation history slows down the search by almost 10% (??????). The main slow-down-er seems to be indexing the continuation history array, which is absolutely baffling to me. i’ve even tried to start reading the GHC Core again, until i remembered why it was so painful last time.
big gap! some stuff came up and i don’t fully remember what i’ve done since the last devlog. git log tells me i did some minor logic fixes and added SEE pruning in pvs (32 elo), which prunes nodes based on their static exchange evaluation. i do remember that the current version of the engine can beat barbarossa at LTC now. STC it still loses (i.e. my engine scales better… glass half full), but I am now working on eval tuning to hopefully bump the elo up some more. i am now working on this through ssh. negative: lag. positive: there is almost nothing running on my computer aside from the language server. should make testing easier and more predictable
i’ve been doing some tuner work, it’s not great the old tuner was pretty bad. very janky, repeated code, very hard to read, and sloooowwww…. i optimized it by precomputing the factors for each position so it’s just a bunch of multiplications to get the score. upside: order of magnitude speed improvement. downside: 20+ gb memory…. other problem is that the new tuner’s results are not great. they aren’t horribly bad like some other tests, but the gains aren’t as big as i was expecting. this might be a data quality issue? i might write proper datagen code at some point instead of just relying on the output of SPRT tests. I did get a nice 7 elo from removing floating point ops in eval, so that’s nice i guess. i can smell the goal already. Soon (i would attach a picture of the 20gb but i’m kinda running a sprt right now… maybe next time)
it is done….. i think trout is the strongest haskell engine now (i made the passed pawn bonus tunable per-rank, which added around 20 elo. re-tested some other search stuff but they all kinda sucked) i think i’m going to work on polishing the frontend now, tag a 2.0 release soon.
2.0 release has been tagged! i set up a dockerfile to make static linux binaries and created a windows github action to make the windows binaries. I also finished the test against the last version of the engine:
managed to update the website to the new version. It was much easier than I expected, considering the amount of changes I’ve made. new version is better (besides just being stronger) in that I factored the iterative deepening code out, which means the website can have sensible time settings now instead of the stupid “max time per depth” thing it had before. I also implemented IIR (internal iterative reductions). I’ve tried it like 10 times before, but this specific version worked for some reason. +28 elo! engine is now safely better than barbarossa.
I did some more frontend work! i made the chessground rank/file responsive: for some reason, the default ones are positioned by pixel offsets and break pretty quickly on smaller screens. some light css max fixes this recolored everything: stock chessground theme is kinda lame made the time slider exponential: I wanted to give a larger time range (previous is 100ms-1000ms), but everything past 1s on the high end makes it really unwieldy to set the time on the low end, where people usually play. i made it exponential, i can expand the top end (3000ms now) without the slider feeling weird. it’s easier to show than explain
Ships:
welcome to trout v2! the goal of this period was to upgrade trout v1 to finally become the strongest chess engine written in haskell (it’s a cool title, ok). i believe it is done, and trout now beats the previous #1, barbarossa. writing a chess engine in haskell is hard and annoying and probably a not good use of my time, but i am stubborn and not very bright so here we are. writing a chess engine is also very annoying in general, involving thousands of hours of cpu time to test changes. everyone say thank you to my poor i7 10700k together with the +300elo (!!!) strength improvement over v1, i also corrected the engine’s time management (no more timing out in chess GUIs) and cleaned up the web interface. to play the engine, you have three options: the demo link: this has the web interface for trout. it’s the original engine compiled down to WASM with a nice ui on top. lichess bot: you can find the lichess bot link at the bottom of the demo website, @TroutBot . it’s running on an oracle free tier server and can only play two games simultaneously; if challenging it hangs, it’s probably playing 2 already. locally: if you want troutbot at peak performance, you can download a chess GUI like En Croissant or Arena, and configure the trout binary (on github releases) in the GUI. trout speaks the standard UCI protocol....
|
1793350267.1461887
|
1793436667.1461887
|
|
48894
|
GUESS THE WORD by @vyshu | Stardance
|
vyshu
|
2
|
15.0
|
69
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T23:52:10Z", "hours": 4.0, "multiplier": 9.86, "payout": 38, "blessing": "neutral", "text": "Hey guyzz, this ship is about a game(guess-the-word) which I built using SpringBoot. I loved the entire process. It was fun and challenging too. I gotcha understood and learned that how a spring boot project is coded by figuring out the logic first and then trying to apply that in the right files, also I came across thymeleaf which helped me easily handle the changes/updates the between backend and UI. It was fully challenging experience to me. As this is my first time building a project in spring boot and also this is my first time building a game. 😭I must appologize for the ui😭. I know i did soo bad in this. The last ship was Ai’s frontend code, but that’s not acceptable here. So I coded and changed everything as per the changes requested. Hopefully technical parts of this project came out soo well thats what matters to me mostly. Anyway deployment was done in NEST🚀…. Im really proud of the overall result. As a beginner to all of these tech stuff, I never gave up to the bugs that came in half-way. Instead, I tried to fix them up and also pushed myself harder to complete this project and now here we go: https://vyshu.hackclub.app/ - - - - - - - - - - - - - THATS A WRAP🚢🚢🚢 - - - - - - - |", "repo": "https://github.com/vyshalip26/guess-the-word-game", "demo": "https://vyshu.hackclub.app/"}, {"ship_num": 2, "ts": "2026-08-22T16:13:31Z", "hours": 11.0, "multiplier": 2.87, "payout": 31, "blessing": "neutral", "text": "I made the “GUESS THE WORD” game where users type a character and try to figure out the hidden word within 5 attempts. Inspired from Hangman game. I made this game in categories so that the user can make out the hidden word by figuring out thinking those category-related words easily. If the user is unable to crack the word within 5-attempts, the hidden word reveals in the failure dialog box. Challenges: The biggest challenge that i faced was to develop this game using springboot,maven and thymeleaf. I thought i can do a spring boot project with a basic knowledge of maping pages, but spring-boot has a way more and more stuff to understand. I watched many tutorials and got some basic understanding about the beans,dependencies, and working behind scenes. And i was confident enough that i can make out the project, and I finally completed the project and deployed it live using render: https://guess-the-word-game-m0ai.onrender.com/ Proud Moments: I am a first timer to spring boot and infact i never built a single game either. And starting this project with a basic knowledge till deployed live moment is one of my proudest achievement. I think i have done enough homework this time. I am very much satisfied with the results. Testers: I think testing this game does’nt require any great specifications related to technoogy, as it is just a simple normal game. But I am always open to suggestions,feedbacks, and ideas that make this project much more better. –THANK U!❤️", "repo": "https://github.com/vyshalip26/guess-the-word-game", "demo": "https://vyshu.hackclub.app/"}]...
|
[{"post_id": 67152, "ts": "202 [{"post_id": 67152, "ts": "2026-09-13T06:59:27Z", "hours": 2.8725, "text": "I completely transformed the AI-generated code and created everything on my own. It may not look soo professional, but I’m satisfied with the result, as I coded everything on my own! -> I want to clarify one thing here: Many think it was very basic design, it can be done in minutes, but I took in hours. I was busy with exams for the past 10 days, so i couldn’t update the project as requested quickly. After the exams, i struggled a lot to get back into coding track as my mind take some time to adapt coding again, and I coded using trial and error methods… while designing my pages it took much longer than expected : almost 3 hrs were tracked. I wasn’t trying to cheat or misuse the time tracking. Anyway the updates themselves weren’t too big; I mainly updated the frontend HTML and CSS files, and also previously I deployed through render, but now, I made using NEST. ––that’s a wrap––"}, {"post_id": 57659, "ts": "2026-08-29T21:30:13Z", "hours": 1.0122, "text": "I went through my styling of my home page, and edited and rewrote few lines myself ."}, {"post_id": 52110, "ts": "2026-08-22T06:03:45Z", "hours": 4.5594, "text": "Hello everyone! Here are the latest updates I’ve made to my project: Connected the frontend and backend and integrated them to work together smoothly. Implemented Game Win and Game Over dialog boxes — if the player is unable to guess the word within 5 attempts, the game ends; otherwise, a successful guess triggers the win dialog. Made several UI/UX enhancements to improve the overall experience. Deployed the project live using Render. [got to know that there is no direct deployment for springboot maven projects](we must use a docker file it seems) I also want to mention that I referred to a tutorial whenever I got stuck during development. It was beginner-friendly and helped me understand some of the concepts better. If you’re interested, you can check it out here: https://youtu.be/yohGxGYg3t4?si=FDehiXCr_b00movd . However, I made quite a few changes and implemented additional logic after following the tutorial. I somehow got to learn more about Spring Boot this year. 🛣️:) CONCLUDING DEVLOG WITH MY SPECIAL THANKS TO HACKCLUB TEAM❤️😊…. —THANK YOU!!!—"}, {"post_id": 50749, "ts": "2026-08-20T03:12:49Z", "hours": 1.5047, "text": "My home page is ready… Now I’ll try to add words in every category and set each re-directing url accordingly…"}, {"post_id": 50242, "ts": "2026-08-19T12:01:26Z", "hours": 1.06, "text": "I am finally getting the expected results🥳🥳… building this guessing the word game has made me pushed my thinking to next level. The game’s improvements I’ve done soo far: when a player is entering a character then clicks the try button will automatically reveal the character’s position if its present in the hidden word or else nothing. It is a very big deal to me because this is the first time i ever thought of the building logic behind the game as a developer😇, But not like a player:) Many more devlogs are yet to come…..🛣 Happy Coding!!!"}, {"post_id": 49471, "ts": "2026-08-18T10:17:56Z", "hours": 3.7697, "text": "Started my 2nd project “GUESS THE WORD”. I am creating my first game ever… and that to with the spring boot. I am so excited for this journey. Anyway the project updates goesss like this: 1.) I have made sure the blanks are appearing according to the length of the hidden word. 2.) Everytime i refresh the page, the backend is updating with a new word. —–That’s it!!!—–"}]...
|
Title: GUESS THE WORD by @vyshu | Stardance
Devlo Title: GUESS THE WORD by @vyshu | Stardance
Devlogs:
Started my 2nd project “GUESS THE WORD”. I am creating my first game ever… and that to with the spring boot. I am so excited for this journey. Anyway the project updates goesss like this: 1.) I have made sure the blanks are appearing according to the length of the hidden word. 2.) Everytime i refresh the page, the backend is updating with a new word. —–That’s it!!!—–
I am finally getting the expected results🥳🥳… building this guessing the word game has made me pushed my thinking to next level. The game’s improvements I’ve done soo far: when a player is entering a character then clicks the try button will automatically reveal the character’s position if its present in the hidden word or else nothing. It is a very big deal to me because this is the first time i ever thought of the building logic behind the game as a developer😇, But not like a player:) Many more devlogs are yet to come…..🛣 Happy Coding!!!
My home page is ready… Now I’ll try to add words in every category and set each re-directing url accordingly…
Hello everyone! Here are the latest updates I’ve made to my project: Connected the frontend and backend and integrated them to work together smoothly. Implemented Game Win and Game Over dialog boxes — if the player is unable to guess the word within 5 attempts, the game ends; otherwise, a successful guess triggers the win dialog. Made several UI/UX enhancements to improve the overall experience. Deployed the project live using Render. [got to know that there is no direct deployment for springboot maven projects](we must use a docker file it seems) I also want to mention that I referred to a tutorial whenever I got stuck during development. It was beginner-friendly and helped me understand some of the concepts better. If you’re interested, you can check it out here: https://youtu.be/yohGxGYg3t4?si=FDehiXCr_b00movd . However, I made quite a few changes and implemented additional logic after following the tutorial. I somehow got to learn more about Spring Boot this year. 🛣️:) CONCLUDING DEVLOG WITH MY SPECIAL THANKS TO HACKCLUB TEAM❤️😊…. —THANK YOU!!!—
I went through my styling of my home page, and edited and rewrote few lines myself .
I completely transformed the AI-generated code and created everything on my own. It may not look soo professional, but I’m satisfied with the result, as I coded everything on my own! -> I want to clarify one thing here: Many think it was very basic design, it can be done in minutes, but I took in hours. I was busy with exams for the past 10 days, so i couldn’t update the project as requested quickly. After the exams, i struggled a lot to get back into coding track as my mind take some time to adapt coding again, and I coded using trial and error methods… while designing my pages it took much longer than expected : almost 3 hrs were tracked. I wasn’t trying to cheat or misuse the time tracking. Anyway the updates themselves weren’t too big; I mainly updated the frontend HTML and CSS files, and also previously I deployed through render, but now, I made using NEST. ––that’s a wrap––
Ships:
I made the “GUESS THE WORD” game where users type a character and try to figure out the hidden word within 5 attempts. Inspired from Hangman game. I made this game in categories so that the user can make out the hidden word by figuring out thinking those category-related words easily. If the user is unable to crack the word within 5-attempts, the hidden word reveals in the failure dialog box. Challenges: The biggest challenge that i faced was to develop this game using springboot,maven and thymeleaf. I thought i can do a spring boot project with a basic knowledge of maping pages, but spring-boot has a way more and more stuff to understand. I watched many tutorials and got some basic understanding about the beans,dependencies, and working behind scenes. And i was confident enough that i can make out the project, and I finally completed the project and deployed it live using render: https://guess-the-word-game-m0ai.onrender.com/ Proud Moments: I am a first timer to spring boot and infact i never built a single game either. And starting this project with a basic knowledge till deployed live moment is one of my proudest achievement. I think i have done enough homework this time. I am very much satisfied with the results. Testers: I think testing this game does’nt require any great specifications related to technoogy, as it is just a simple normal game. But I am always open to suggestions,feedbacks, and ideas that make this project much more better. –THANK U!❤️
Hey guyzz, this ship is about a game(guess-the-word) which I built using SpringBoot. I loved the entire process. It was fun and challenging too. I gotcha understood and learned that how a spring boot project is coded by figuring out the logic first and then trying to apply that in the right files, also I came across thymeleaf which helped me easily handle the changes/updates the between backend and UI. It was fully challenging experience to me. As this is my first time building a project in spring boot and also this is my first time building a game. 😭I must appologize for the ui😭. I know i did soo bad in this. The last ship was Ai’s frontend code, but that’s not acceptable here. So I coded and changed everything as per the changes requested. Hopefully technical parts of this project came out soo well thats what matters to me mostly. Anyway deployment was done in NEST🚀…. Im really proud of the overall result. As a beginner to all of these tech stuff, I never gave up to the bugs that came in half-way. Instead, I tried to fix them up and also pushed myself harder to complete this project and now here we go: https://vyshu.hackclub.app/ - - - - - - - - - - - - - THATS A WRAP🚢🚢🚢 - - - - - - - |...
|
1793285340.7182298
|
1793371740.7182298
|
|
58484
|
New Tab by @aarav_shrivastava | Stardance
|
aarav_shrivastava
|
1
|
6.3
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T16:05:32Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a custom new browser tab it has some shortcuts, month calendar, search bar, time & date and NASA’s image of the day background. I have first time used vite so it was difficult to do its setup. To try project just click “Try project” button below.", "repo": "https://github.com/aaravshrivastava4129/New-Tab", "demo": "https://aaravshrivastava4129.github.io/New-Tab/"}]...
|
[{"post_id": 67153, "ts": "202 [{"post_id": 67153, "ts": "2026-09-13T07:04:35Z", "hours": 0.3036, "text": "New Tab Added favicon and removed calendar. This is for the reviewer -> I have used AI only to get theme color and for making calendar. So I have removed calendar. Every other this is made my me. Edit- I forgot to change banner image and I have shipped it."}, {"post_id": 66695, "ts": "2026-09-12T15:59:32Z", "hours": 2.1214, "text": "New Tab Added calendar, settings and Image of the day article redirect on clicking info at bottom left."}, {"post_id": 66041, "ts": "2026-09-11T16:23:21Z", "hours": 3.5714, "text": "New Tab Added background image from NASA API, also added date, time, search bar and 4 shortcuts."}]...
|
Title: New Tab by @aarav_shrivastava | Stardance
Title: New Tab by @aarav_shrivastava | Stardance
Devlogs:
New Tab Added background image from NASA API, also added date, time, search bar and 4 shortcuts.
New Tab Added calendar, settings and Image of the day article redirect on clicking info at bottom left.
New Tab Added favicon and removed calendar. This is for the reviewer -> I have used AI only to get theme color and for making calendar. So I have removed calendar. Every other this is made my me. Edit- I forgot to change banner image and I have shipped it.
Ships:
I have made a custom new browser tab it has some shortcuts, month calendar, search bar, time & date and NASA’s image of the day background. I have first time used vite so it was difficult to do its setup. To try project just click “Try project” button below....
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1793350469.6619556
|
1793436869.6619556
|
|
61421
|
Zeromium by @rehankasim | Stardance
|
rehankasim
|
0
|
11.76
|
0
|
[]
|
[{"post_id": 67155, "ts": "202 [{"post_id": 67155, "ts": "2026-09-13T07:07:56Z", "hours": 11.7567, "text": "Zeromium just completed the network things was easy so did it first got another project so it not that my priority"}]...
|
Title: Zeromium by @rehankasim | Stardance
Devlog Title: Zeromium by @rehankasim | Stardance
Devlogs:
Zeromium just completed the network things was easy so did it first got another project so it not that my priority...
|
1793040600.1187298
|
1793645400.1187298
|
|
51588
|
Setebaid-AI by @snaatanraina | Stardance
|
snaatanraina
|
0
|
3.83
|
0
|
[]
|
[{"post_id": 67164, "ts": "202 [{"post_id": 67164, "ts": "2026-09-13T07:25:07Z", "hours": 0.6325, "text": "Just learning some OOPS.."}, {"post_id": 66387, "ts": "2026-09-12T06:09:03Z", "hours": 2.9144, "text": "Setebaid-AI is a huge project, and I can’t complete it till the end of stardance, so what Im trying to make is a desktop AI assistant replies in GEN Z slang. Rn I’m just learning and making a basic desktop assistant soon I will be upgrading it and using actual AI, instead of just some keywords spoken then do this type of thing."}, {"post_id": 64065, "ts": "2026-09-08T06:37:23Z", "hours": 0.2792, "text": "AI that helps humans reverse diabetes, I am building a RAG which is trained on specific research papers, studies and data which I have collected across 10 months of research"}]...
|
Title: Setebaid-AI by @snaatanraina | Stardance
D Title: Setebaid-AI by @snaatanraina | Stardance
Devlogs:
AI that helps humans reverse diabetes, I am building a RAG which is trained on specific research papers, studies and data which I have collected across 10 months of research
Setebaid-AI is a huge project, and I can’t complete it till the end of stardance, so what Im trying to make is a desktop AI assistant replies in GEN Z slang. Rn I’m just learning and making a basic desktop assistant soon I will be upgrading it and using actual AI, instead of just some keywords spoken then do this type of thing.
Just learning some OOPS.....
|
1793397138.9527025
|
1794001938.9527025
|
|
12064
|
BIT by @jaswanthsanjay | Stardance
|
jaswanthsanjay
|
0
|
109.6
|
0
|
[]
|
[{"post_id": 67181, "ts": "202 [{"post_id": 67181, "ts": "2026-09-13T07:43:23Z", "hours": 108.7961, "text": "I am working bit"}, {"post_id": 5493, "ts": "2026-06-09T09:25:43Z", "hours": 0.265, "text": "DevLog #2: On-Device Object Removal Mask Drawing UI Key Highlights from DevLog #2: State Management: Added drawing mask bitmap flows (maskImage), state clear handlers on resetting images/tools, and set the Hugging Face download endpoint URLs for all three vision models in ImageToolsViewModel.kt . Gesture-Drawing Canvas UI: Built the MaskDrawingSection in ImageToolsScreen.kt supporting real-time red transparent touch overlays, a brush size slider (10px to 100px), and quick actions to change the image or clear the mask. Mask Generation & Matching: Implemented background rendering that draws white strokes on a black canvas and scales it 1:1 to match the source image resolution for the LaMa inpainting engine. Build Verification: Successfully ran the Kotlin compiler task (BUILD SUCCESSFUL in 2m 17s)."}, {"post_id": 5482, "ts": "2026-06-09T09:05:32Z", "hours": 0.5389, "text": "Model Selection & Monitoring Real-time RAM Usage indicator Context: Power users need to know if loading a model will crash their device due to OOMs. Improvement: In HomeTopBar.kt , add a small, elegant badge next to the current model name showing the device’s current RAM consumption (e.g. [4.2 / 8.0 GB]), colored green, yellow, or red depending on memory pressure"}]...
|
Title: BIT by @jaswanthsanjay | Stardance
Devlogs Title: BIT by @jaswanthsanjay | Stardance
Devlogs:
Model Selection & Monitoring Real-time RAM Usage indicator Context: Power users need to know if loading a model will crash their device due to OOMs. Improvement: In HomeTopBar.kt , add a small, elegant badge next to the current model name showing the device’s current RAM consumption (e.g. [4.2 / 8.0 GB]), colored green, yellow, or red depending on memory pressure
DevLog #2: On-Device Object Removal Mask Drawing UI Key Highlights from DevLog #2: State Management: Added drawing mask bitmap flows (maskImage), state clear handlers on resetting images/tools, and set the Hugging Face download endpoint URLs for all three vision models in ImageToolsViewModel.kt . Gesture-Drawing Canvas UI: Built the MaskDrawingSection in ImageToolsScreen.kt supporting real-time red transparent touch overlays, a brush size slider (10px to 100px), and quick actions to change the image or clear the mask. Mask Generation & Matching: Implemented background rendering that draws white strokes on a black canvas and scales it 1:1 to match the source image resolution for the LaMa inpainting engine. Build Verification: Successfully ran the Kotlin compiler task (BUILD SUCCESSFUL in 2m 17s).
I am working bit...
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1793170209.0585413
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1793775009.0585413
|
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11607
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Luminogotchi by @adwitya | Stardance
|
adwitya
|
0
|
5.92
|
0
|
[]
|
[{"post_id": 67188, "ts": "202 [{"post_id": 67188, "ts": "2026-09-13T07:49:22Z", "hours": 1.7911, "text": "made cad for base and arm took me 4 hors as i was learning cad itself (solid works) the frustration came when i forgot to time-lapse and when i did it crashed and didn’t save the video also wrote documentation on assembly of the robot as well as wiring also made a bom.csv for the project finally and updated the readme a little bit improved the formatting and revised all the previously written readme documentation next will be working on servo mount and brackets in cad and assembly and will learn more of cad Story: it was my first time using cad (solid works) so i wasn’t able to sketch and and when i did it was off center so i did try and also as i was new i didn’t knew the difference bw parts and assemble so i tried making the whole robot in one go which was devastating and i has to start a google times"}, {"post_id": 14093, "ts": "2026-06-23T02:30:09Z", "hours": 2.5481, "text": "finnaly done with the how the machine(lamp) reacts to touch and used ai to finally ease of some work and stream line workflow the ai helped code a wonder full website"}, {"post_id": 7803, "ts": "2026-06-13T00:51:16Z", "hours": 1.5764, "text": "motion of servo has been completed, mood and reaction of the lamp is set (are there any free simulation app i can try to test the movement).did the initial commit and next will be working on touch sensing to give a pet vibe to the lamp so it can react to user touch it has 8 modes hardcoded neutral happy sad alert sleep excited look left look right which help it give the vibe and im trying to follow Disney animation rule and kind of fine tune the animation speed so it matches the luxo vibe that im going for"}]...
|
Title: Luminogotchi by @adwitya | Stardance
Devlo Title: Luminogotchi by @adwitya | Stardance
Devlogs:
motion of servo has been completed, mood and reaction of the lamp is set (are there any free simulation app i can try to test the movement).did the initial commit and next will be working on touch sensing to give a pet vibe to the lamp so it can react to user touch it has 8 modes hardcoded neutral happy sad alert sleep excited look left look right which help it give the vibe and im trying to follow Disney animation rule and kind of fine tune the animation speed so it matches the luxo vibe that im going for
finnaly done with the how the machine(lamp) reacts to touch and used ai to finally ease of some work and stream line workflow the ai helped code a wonder full website
made cad for base and arm took me 4 hors as i was learning cad itself (solid works) the frustration came when i forgot to time-lapse and when i did it crashed and didn’t save the video also wrote documentation on assembly of the robot as well as wiring also made a bom.csv for the project finally and updated the readme a little bit improved the formatting and revised all the previously written readme documentation next will be working on servo mount and brackets in cad and assembly and will learn more of cad Story: it was my first time using cad (solid works) so i wasn’t able to sketch and and when i did it was off center so i did try and also as i was new i didn’t knew the difference bw parts and assemble so i tried making the whole robot in one go which was devastating and i has to start a google times...
|
1792723986.1773489
|
1793328786.1773489
|
|
56035
|
Solar OS by @smallz | Stardance
|
smallz
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T08:14:03Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a web os based off nature called Solar OS. It was challenging, but I learnt a lot along the way including how functions work, new css variable things, a little bit on how javascript works, and more. It has features such as a working browser, my portfolio, and more. To view the full features, check out the readme on the github linked. I also made some custom graphics myself. You may notice an incomplete app called “Solz App Installer”. Don’t worry about that, I’m going to follow the Web OS 2 guide to complete it. Thanks for spending your time reviewing this :)", "repo": "https://github.com/smallzdev/solar-os", "demo": "https://solaros.smallz.dev/"}]...
|
[{"post_id": 67195, "ts": "202 [{"post_id": 67195, "ts": "2026-09-13T07:57:23Z", "hours": 3.3867, "text": "Changed appearances, added a browser (lion browser), partially made an app installer (Solz App Installer), made the portfolio app actually display my portfolio, made the access desktop button work, and more! I’m not sure if I’ve said this already, but I’ve also hooked it up to my custom domain on github pages so if you click on my project, you can view it! However I’m not sure how it handled the new update because it seems glitched, but I’ll give it some time to update before I try fixing it."}, {"post_id": 64684, "ts": "2026-09-09T08:47:56Z", "hours": 2.8486, "text": "Made some logos, fixed bugs, made some changes to the bottom bar, added the smallz.dev desktop app, and more! I struggled a bit because I called the ID “portfolioClose” in my script.js, but in the html I forgot that it was case sensitive and wrote it as “portfolioclose”. All sorted now though. :) Also the code is now deployed on a subdomain of my website!"}, {"post_id": 61157, "ts": "2026-09-03T22:39:31Z", "hours": 2.1039, "text": "Completed part 3 of the Jam. Fixed an issue with the bottom bar glitching (which was caused due to sizing). Added my own custom made close, drag, and full screen buttons (full screen doesn’t work yet though). I’ve made the windows draggable, closable, and openable. To open the welcome window, you need to click the Solar OS text on the bottom bar currently, but I plan to change it next update. Thank you!"}, {"post_id": 59438, "ts": "2026-09-01T09:08:33Z", "hours": 0.9419, "text": "Completed part 2 of the Jam. In this update, I’ve finished the time (which refreshes every sec), adde d a top bar, added a background, added a nice looking border, and maybe some other things I’m forgetting as well. It ended up being a lot simpler than i thought it would be to get to this part. Thanks for reading"}, {"post_id": 59351, "ts": "2026-09-01T02:54:45Z", "hours": 1.0075, "text": "Made it look a little more nice, including adding an image, changing the layout slightly, and fixing the previously terrible looking button. I kept changing the CSS to make it way better in my opinion. Now I’m done with step one of the jam, moving onto stage 2. Also published it to github now, so you can see the source code and the commits! I’ll try to commit every devlog from now on, but sometimes i might forget."}, {"post_id": 58032, "ts": "2026-08-30T11:40:23Z", "hours": 0.3683, "text": "Worked on the basics and the FAQ. I’m going to move the FAQ into my welcome message later but yeah. Just for the first 15m i did basically a set up."}]...
|
Title: Solar OS by @smallz | Stardance
Devlogs:
W Title: Solar OS by @smallz | Stardance
Devlogs:
Worked on the basics and the FAQ. I’m going to move the FAQ into my welcome message later but yeah. Just for the first 15m i did basically a set up.
Made it look a little more nice, including adding an image, changing the layout slightly, and fixing the previously terrible looking button. I kept changing the CSS to make it way better in my opinion. Now I’m done with step one of the jam, moving onto stage 2. Also published it to github now, so you can see the source code and the commits! I’ll try to commit every devlog from now on, but sometimes i might forget.
Completed part 2 of the Jam. In this update, I’ve finished the time (which refreshes every sec), adde d a top bar, added a background, added a nice looking border, and maybe some other things I’m forgetting as well. It ended up being a lot simpler than i thought it would be to get to this part. Thanks for reading
Completed part 3 of the Jam. Fixed an issue with the bottom bar glitching (which was caused due to sizing). Added my own custom made close, drag, and full screen buttons (full screen doesn’t work yet though). I’ve made the windows draggable, closable, and openable. To open the welcome window, you need to click the Solar OS text on the bottom bar currently, but I plan to change it next update. Thank you!
Made some logos, fixed bugs, made some changes to the bottom bar, added the smallz.dev desktop app, and more! I struggled a bit because I called the ID “portfolioClose” in my script.js, but in the html I forgot that it was case sensitive and wrote it as “portfolioclose”. All sorted now though. :) Also the code is now deployed on a subdomain of my website!
Changed appearances, added a browser (lion browser), partially made an app installer (Solz App Installer), made the portfolio app actually display my portfolio, made the access desktop button work, and more! I’m not sure if I’ve said this already, but I’ve also hooked it up to my custom domain on github pages so if you click on my project, you can view it! However I’m not sure how it handled the new update because it seems glitched, but I’ll give it some time to update before I try fixing it.
Ships:
I made a web os based off nature called Solar OS. It was challenging, but I learnt a lot along the way including how functions work, new css variable things, a little bit on how javascript works, and more. It has features such as a working browser, my portfolio, and more. To view the full features, check out the readme on the github linked. I also made some custom graphics myself. You may notice an incomplete app called “Solz App Installer”. Don’t worry about that, I’m going to follow the Web OS 2 guide to complete it. Thanks for spending your time reviewing this :)...
|
1793346685.5484998
|
1793433085.5484998
|
|
61424
|
project 2 by @nishi | Stardance
|
nishi
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T08:11:15Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "well! i have made my first web os. it isn’t easy in starting as a beginner. while coding you have to explore many other things too. it isn’t just 2.5 hours i code! but more, the time i spent learning to link hackatime, to search my type of image and many more. many issues came while coding, initially it was frustating but with time it became a thing to learn with excitement . my web os isn’t perfect:) but it’s okay for me that i have finally started making such things.", "repo": "https://github.com/nishikaa17/web-os-01/", "demo": "https://nishikaa17.github.io/web-os-01/"}]...
|
[{"post_id": 67196, "ts": "202 [{"post_id": 67196, "ts": "2026-09-13T07:57:47Z", "hours": 2.5403, "text": "my first web os with my aesthetics! yay"}]...
|
Title: project 2 by @nishi | Stardance
Devlogs:
m Title: project 2 by @nishi | Stardance
Devlogs:
my first web os with my aesthetics! yay
Ships:
well! i have made my first web os. it isn’t easy in starting as a beginner. while coding you have to explore many other things too. it isn’t just 2.5 hours i code! but more, the time i spent learning to link hackatime, to search my type of image and many more. many issues came while coding, initially it was frustating but with time it became a thing to learn with excitement . my web os isn’t perfect:) but it’s okay for me that i have finally started making such things....
|
1793414972.8995235
|
1793501372.8995235
|
|
58410
|
Bucket-List-for-a-Perfect-Day by @mian | Stardance
|
mian
|
1
|
7.0
|
47
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T08:16:05Z", "hours": 7.0, "multiplier": 6.34, "payout": 47, "blessing": "neutral", "text": "About This is a checklist that users can use to plan their day to ensure it’s the perfect day! It has a pixel theme differing from other normal checklists. Users are able to add, edit, and delete tasks. Completed tasks can be checked with the pixel star next to each activity. Challenge What I found a bit challenging was that I needed three files in different languages to make this work. This was my first time not making a static site, so although it’s normal to have an HTML, CSS, and JavaScript file when creating a website, I found it quite an unusual experience. I found that the majority of my bugs and issues came from forgetting to reference classes and IDs in my JavaScript code. Overall, this project was really fun to do, as I could see my work come to life as it became actually functional. What am I proud of? I am really, really proud that I was able to make a functional site with input. I am especially happy that there is local storage. It makes the website feel like a proper one. What should you guys know? This was the first time I’ve coded using JavaScript, so the coding is a bit messy and confusing. If there are any bugs or recommendations, please let me know! I will be very happy to improve this site. In the future, I plan to enable users to create multiple sticky notes around the page so all the tasks aren’t clumped in one area. I also hope to let people delete one task without having to delete them all at once.", "repo": "https://github.com/mianyay/Bucket-List-for-a-Perfect-Day", "demo": "https://mianyay.github.io/Bucket-List-for-a-Perfect-Day/"}]...
|
[{"post_id": 67197, "ts": "202 [{"post_id": 67197, "ts": "2026-09-13T07:58:35Z", "hours": 4.8008, "text": "I coded the javascript which made my website functional. There are floating bubbles in the background, which make the screen feel less still. You can add, delete, and edit tasks. I also wanted the website to look prettier, so I made it a pixel theme, all drawn by me! While coding this, I realised a lot of the functions were only known to be so I had to put some changing-colour hover animation over it to make it noticeable. The bubble animation was probably the hardest part here, as that was a whole step away from the guide I used. It involved a bit of math lol, and I realised I accidentally wrote .png instead of .PNG, which completely stopped the bubbles from appearing. However, as you can see in the image below, I wanted to make the to-do list my own, so I incorporated pixel elements. I chose to do a star as the checkbox instead to make it feel more like an achievement. Not to mention that the white box was really annoying to make, as I had to make it look pixelated, which was very hard. It took a long time of trial and error to get those pixel corners, but I managed in the end! :D"}, {"post_id": 65892, "ts": "2026-09-11T10:29:26Z", "hours": 2.6558, "text": "So I started my project and decided to do the HTML and CSS first (well, of course). I finished the basics of my HTML and CSS, so it looks like an average checklist. I would have included it in the picture below, but only one was allowed. Below, you can see my HTML code. What I learnt in this session was all the HTML shortcuts. I had no idea; honestly, I could just write div and enter and it would make all the <> for me. It saved so much time when I was coding. Currently, the website is a static website, but soon I’ll code the JavaScript, making it interactive! I am really excited to see my to-do list come to life. I hope to make some sort of animation in the background as the checklist is looking pretty plain"}]...
|
Title: Bucket-List-for-a-Perfect-Day by @mian | St Title: Bucket-List-for-a-Perfect-Day by @mian | Stardance
Devlogs:
So I started my project and decided to do the HTML and CSS first (well, of course). I finished the basics of my HTML and CSS, so it looks like an average checklist. I would have included it in the picture below, but only one was allowed. Below, you can see my HTML code. What I learnt in this session was all the HTML shortcuts. I had no idea; honestly, I could just write div and enter and it would make all the <> for me. It saved so much time when I was coding. Currently, the website is a static website, but soon I’ll code the JavaScript, making it interactive! I am really excited to see my to-do list come to life. I hope to make some sort of animation in the background as the checklist is looking pretty plain
I coded the javascript which made my website functional. There are floating bubbles in the background, which make the screen feel less still. You can add, delete, and edit tasks. I also wanted the website to look prettier, so I made it a pixel theme, all drawn by me! While coding this, I realised a lot of the functions were only known to be so I had to put some changing-colour hover animation over it to make it noticeable. The bubble animation was probably the hardest part here, as that was a whole step away from the guide I used. It involved a bit of math lol, and I realised I accidentally wrote .png instead of .PNG, which completely stopped the bubbles from appearing. However, as you can see in the image below, I wanted to make the to-do list my own, so I incorporated pixel elements. I chose to do a star as the checkbox instead to make it feel more like an achievement. Not to mention that the white box was really annoying to make, as I had to make it look pixelated, which was very hard. It took a long time of trial and error to get those pixel corners, but I managed in the end! :D
Ships:
About This is a checklist that users can use to plan their day to ensure it’s the perfect day! It has a pixel theme differing from other normal checklists. Users are able to add, edit, and delete tasks. Completed tasks can be checked with the pixel star next to each activity. Challenge What I found a bit challenging was that I needed three files in different languages to make this work. This was my first time not making a static site, so although it’s normal to have an HTML, CSS, and JavaScript file when creating a website, I found it quite an unusual experience. I found that the majority of my bugs and issues came from forgetting to reference classes and IDs in my JavaScript code. Overall, this project was really fun to do, as I could see my work come to life as it became actually functional. What am I proud of? I am really, really proud that I was able to make a functional site with input. I am especially happy that there is local storage. It makes the website feel like a proper one. What should you guys know? This was the first time I’ve coded using JavaScript, so the coding is a bit messy and confusing. If there are any bugs or recommendations, please let me know! I will be very happy to improve this site. In the future, I plan to enable users to create multiple sticky notes around the page so all the tasks aren’t clumped in one area. I also hope to let people delete one task without having to delete them all at once....
|
1793350454.7731025
|
1793436854.7731025
|
|
58984
|
Self Driving Car Simulation by @dreamwithpriyanshu Self Driving Car Simulation by @dreamwithpriyanshu | Stardance...
|
dreamwithpriyanshu
|
1
|
13.02
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T13:58:51Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a self driving car simulation, for learning SARS algo of reinforcement learning. The model is trained and stored locally and dashboard and stats in Streamlit. This is made from scratch. Challenge were ideating and picking one solution switched from DQN vs SARS to SARS only, the control GUI option werent working, the code was ambiguious alll that thing had to be resolved, I learnt how to make project using Ai and human code mix, that is a great mix to look for, the architecture documentation and researching was a great win.", "repo": "https://github.com/dreamwithpriyanshu/arena-self-driving", "demo": "https://arena-self-driving.vercel.app/"}]...
|
[{"post_id": 67198, "ts": "202 [{"post_id": 67198, "ts": "2026-09-13T08:07:10Z", "hours": 0.7669, "text": "Fix Deployment Change the current structure to Vercel, as requested in feedback , The demo link is just for reference for running the model properly, install it locally. Also, the project is ML based and will require Pytorch, so hopefully Project will be approved"}, {"post_id": 63094, "ts": "2026-09-06T18:13:41Z", "hours": 1.4331, "text": "Final Documentation and Enhancements These are the one’s I did, took more than 3 hours but the work is finally finished. Fixed Render WebSocket training and headless evaluation. Migrated from DQN to transparent tabular SARSA. Improved native human/agent playback, controls, traffic, and flicker. Redesigned the frontend with calmer typography, colors, spacing, and CTAs. The main task was to develop this graphs, it felt impossible but synching is also done ! Added comprehensive architecture, security, algorithm, command, UI, and timeline documentation."}, {"post_id": 63030, "ts": "2026-09-06T16:28:11Z", "hours": 1.8233, "text": "Deployment and Hosting Done This was a basically a ai ml project still added a frontend for easier acces, if you install the project locally then each feature work perfectly, but for hosting web version just background service without demonstration work. The first task was to reinvent the UI , figure out small issues like fresh github install will retrain the model from zero meaning all progress in vain. But now it resumes as the attributes are also posted and can be continued from saved checkpoint that are updated when we update the github code. On render it works on persistent history. Apart from that worked on many issues and finally the project is completed. Lot of hardwork switching from Streamlit to FASTAPI"}, {"post_id": 62920, "ts": "2026-09-06T13:42:04Z", "hours": 8.6767, "text": "Ideation & Initial Code Generation - What began just as school project, didnt thought to be too harsh, even using Ai to assist. I had this idea to build Self driving car simulation, in which I researched and found we can use reinforcement algoritmns and chose Streamlit for Frotend, then finalised the plan Tech Stack : - Python I used Gymnassium - Highway env for Highway Environment, SAARS and DQN for learning and training model. The model is trained using State - Action - Reward system, with control of location thrust, speed lane and more. There was no novelty just to write it, then I chose streamlit for the visualization of training but turned out to be my biggest mistake, started scaffolding the project, building helper function and script for training, start datbase and Q learning table. Everything was good, then streamlit code for frontend the challenge I faced was, errors and not able to control environment and controls. then shifted to native python shell, and optimized gui controls, code shortening, documentations for quick start, control and journals. These are the major parts I did. Almost had 40 + commits unlimited brain storming, decision making still model needs improvement, but I think its NERDEST. What started as simple prompt journey taught several things, git merge conflicts to logical headache what to do now, at the end everything works fine button everything working and code is structured without AI slop. If you are reading till now, leave a feedback for me to improve, I know its just a start but small steps count. Whoever is reading this, GOD BLESS YOU."}]...
|
Title: Self Driving Car Simulation by @dreamwithpr Title: Self Driving Car Simulation by @dreamwithpriyanshu | Stardance
Devlogs:
Ideation & Initial Code Generation - What began just as school project, didnt thought to be too harsh, even using Ai to assist. I had this idea to build Self driving car simulation, in which I researched and found we can use reinforcement algoritmns and chose Streamlit for Frotend, then finalised the plan Tech Stack : - Python I used Gymnassium - Highway env for Highway Environment, SAARS and DQN for learning and training model. The model is trained using State - Action - Reward system, with control of location thrust, speed lane and more. There was no novelty just to write it, then I chose streamlit for the visualization of training but turned out to be my biggest mistake, started scaffolding the project, building helper function and script for training, start datbase and Q learning table. Everything was good, then streamlit code for frontend the challenge I faced was, errors and not able to control environment and controls. then shifted to native python shell, and optimized gui controls, code shortening, documentations for quick start, control and journals. These are the major parts I did. Almost had 40 + commits unlimited brain storming, decision making still model needs improvement, but I think its NERDEST. What started as simple prompt journey taught several things, git merge conflicts to logical headache what to do now, at the end everything works fine button everything working and code is structured without AI slop. If you are reading till now, leave a feedback for me to improve, I know its just a start but small steps count. Whoever is reading this, GOD BLESS YOU.
Deployment and Hosting Done This was a basically a ai ml project still added a frontend for easier acces, if you install the project locally then each feature work perfectly, but for hosting web version just background service without demonstration work. The first task was to reinvent the UI , figure out small issues like fresh github install will retrain the model from zero meaning all progress in vain. But now it resumes as the attributes are also posted and can be continued from saved checkpoint that are updated when we update the github code. On render it works on persistent history. Apart from that worked on many issues and finally the project is completed. Lot of hardwork switching from Streamlit to FASTAPI
Final Documentation and Enhancements These are the one’s I did, took more than 3 hours but the work is finally finished. Fixed Render WebSocket training and headless evaluation. Migrated from DQN to transparent tabular SARSA. Improved native human/agent playback, controls, traffic, and flicker. Redesigned the frontend with calmer typography, colors, spacing, and CTAs. The main task was to develop this graphs, it felt impossible but synching is also done ! Added comprehensive architecture, security, algorithm, command, UI, and timeline documentation.
Fix Deployment Change the current structure to Vercel, as requested in feedback , The demo link is just for reference for running the model properly, install it locally. Also, the project is ML based and will require Pytorch, so hopefully Project will be approved
Ships:
I made a self driving car simulation, for learning SARS algo of reinforcement learning. The model is trained and stored locally and dashboard and stats in Streamlit. This is made from scratch. Challenge were ideating and picking one solution switched from DQN vs SARS to SARS only, the control GUI option werent working, the code was ambiguious alll that thing had to be resolved, I learnt how to make project using Ai and human code mix, that is a great mix to look for, the architecture documentation and researching was a great win....
|
1793285383.1169841
|
1793371783.1169841
|
|
56330
|
double-or-nothing by @M4RC086 | Stardance
|
M4RC086
|
1
|
19.0
|
103
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T08:25:51Z", "hours": 19.0, "multiplier": 5.3, "payout": 103, "blessing": "neutral", "text": "So I made a simple web game were you have a score and a coin. If you decide to flip the coin, you can duplicate your score or lose it, you take the risk. I used flask (even if it wasn’t the more ideal for this project). I learned how to use flask, Javascript, databases and fetch, so it was a project to learn things. I’m really proud of the leaderboard in real time but unfortunately I use the free plan of Supabase and Vercel so it can have some lag, but I tried to lower it all I could. I hope you like the mini game!", "repo": "https://github.com/M4RC086/double-or-nothing", "demo": "https://double-or-nothing-eta.vercel.app/"}]...
|
[{"post_id": 67202, "ts": "202 [{"post_id": 67202, "ts": "2026-09-13T08:11:08Z", "hours": 1.6578, "text": "Bugs, bugs, more bugs! I had bugs but in fact I think those but existed because I accidentally deleted lines of code that were needed"}, {"post_id": 65355, "ts": "2026-09-10T13:20:45Z", "hours": 3.4994, "text": "I deployed it in Vercel and Supabase for the database. It wasn’t really hard to do but it was boring and very long to do. I will make small changes and I ship it. :)"}, {"post_id": 64858, "ts": "2026-09-09T15:32:36Z", "hours": 2.2994, "text": "Well, well, well. I thing the project is near to be over. I need to deploy it. I think I’m going to use nest because it’s hard to find a platform that accept databases. I want to move the leaderboard to the left of the score and little details like that but nothing very big"}, {"post_id": 62848, "ts": "2026-09-06T11:37:24Z", "hours": 1.9247, "text": "I did some CSS and I think is great. I also fixed some bugs and improved a little the code but nothing very important"}, {"post_id": 62155, "ts": "2026-09-05T12:30:10Z", "hours": 3.0353, "text": "I added a coin that flips with a CSS animation. I have to say that I love and hate javascript at the same level. I had a LOT of help of Claude and Deepseek for the coin CSS but like always I took my time to understand it and customize it. There’re a few bugs. Apart from the aesthetics, I could say it’s ready but I will change lots of things like always for no reason. I NEED A CLEAN CODE!"}, {"post_id": 60762, "ts": "2026-09-03T10:53:48Z", "hours": 1.1658, "text": "I did the leaderboard in real time… I hate javascript. Thanks Claude…"}, {"post_id": 60239, "ts": "2026-09-02T14:14:00Z", "hours": 2.0994, "text": "I made the connection between the database and the login. So now you log with your username and is stored in the cookies with the flask session module so if you enter again you have your username automatically set. I need to refactor the hole code because it’s a mess. I have to admit that I used a lot of Claude for this part but I made sure I knew what I was doing. I know I am not doing it the best way but I’ll try to improve the code slowly"}, {"post_id": 59476, "ts": "2026-09-01T10:45:05Z", "hours": 1.0508, "text": "I made the database connection! I used sqlite3 and it was easier than what I thought it would be. I also removed the stay button because it makes no sense: if you want to stay you only need to not to press the double button :v. Now I need to do the login before doing all the css, animations and stuff."}, {"post_id": 59235, "ts": "2026-08-31T22:13:25Z", "hours": 1.6658, "text": "The main mechanic is done except for the database. I have to figure out how to do it. I thought the game could be like a Russian roulette because is the same idea (the gun shooting the money or something like that?) but I don’t know how to do all this but I will take my time to learn for this project and do a good CSS."}, {"post_id": 58725, "ts": "2026-08-31T08:29:47Z", "hours": 0.9381, "text": "This is the firs devlog of a larger project. This project will be a web made with Flask (because I don’t know js). The idea is you have a score and you have 50% of chances of double it and 50% of chances you come back to 0 or you can stay with your points. I also want to implement a leaderboard because the funny part is to be the one with most points. I think people like this sort of projects :)"}]...
|
Title: double-or-nothing by @M4RC086 | Stardance
Title: double-or-nothing by @M4RC086 | Stardance
Devlogs:
This is the firs devlog of a larger project. This project will be a web made with Flask (because I don’t know js). The idea is you have a score and you have 50% of chances of double it and 50% of chances you come back to 0 or you can stay with your points. I also want to implement a leaderboard because the funny part is to be the one with most points. I think people like this sort of projects :)
The main mechanic is done except for the database. I have to figure out how to do it. I thought the game could be like a Russian roulette because is the same idea (the gun shooting the money or something like that?) but I don’t know how to do all this but I will take my time to learn for this project and do a good CSS.
I made the database connection! I used sqlite3 and it was easier than what I thought it would be. I also removed the stay button because it makes no sense: if you want to stay you only need to not to press the double button :v. Now I need to do the login before doing all the css, animations and stuff.
I made the connection between the database and the login. So now you log with your username and is stored in the cookies with the flask session module so if you enter again you have your username automatically set. I need to refactor the hole code because it’s a mess. I have to admit that I used a lot of Claude for this part but I made sure I knew what I was doing. I know I am not doing it the best way but I’ll try to improve the code slowly
I did the leaderboard in real time… I hate javascript. Thanks Claude…
I added a coin that flips with a CSS animation. I have to say that I love and hate javascript at the same level. I had a LOT of help of Claude and Deepseek for the coin CSS but like always I took my time to understand it and customize it. There’re a few bugs. Apart from the aesthetics, I could say it’s ready but I will change lots of things like always for no reason. I NEED A CLEAN CODE!
I did some CSS and I think is great. I also fixed some bugs and improved a little the code but nothing very important
Well, well, well. I thing the project is near to be over. I need to deploy it. I think I’m going to use nest because it’s hard to find a platform that accept databases. I want to move the leaderboard to the left of the score and little details like that but nothing very big
I deployed it in Vercel and Supabase for the database. It wasn’t really hard to do but it was boring and very long to do. I will make small changes and I ship it. :)
Bugs, bugs, more bugs! I had bugs but in fact I think those but existed because I accidentally deleted lines of code that were needed
Ships:
So I made a simple web game were you have a score and a coin. If you decide to flip the coin, you can duplicate your score or lose it, you take the risk. I used flask (even if it wasn’t the more ideal for this project). I learned how to use flask, Javascript, databases and fetch, so it was a project to learn things. I’m really proud of the leaderboard in real time but unfortunately I use the free plan of Supabase and Vercel so it can have some lag, but I tried to lower it all I could. I hope you like the mini game!...
|
1793346744.5000582
|
1793433144.5000582
|
|
60943
|
verty by @vertriwayz | Stardance
|
vertriwayz
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T08:28:35Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created verty-web, which is a simple and minimalistic homepage designed for the convenience of your Chrome web page. It was challenging getting the overall idea and the JS so far because I had to plan for the clock, the search bar, and the JS since it is not really tolerant like Python and it is very adamant about giving the right code. I am so far proud of the design, especially the API that gives the NASA wallpaper from the APOD. You can visit the website at https://vihaanvinoth.github.io/verty-web/ to test it out, and https://github.com/vihaanvinoth/verty-web/ to download the extension.", "repo": "https://github.com/VihaanVinoth/verty-web", "demo": "https://vihaanvinoth.github.io/verty-web/"}]...
|
[{"post_id": 67209, "ts": "202 [{"post_id": 67209, "ts": "2026-09-13T08:16:56Z", "hours": 0.3017, "text": "Additional Devlog +1: Building verty-web This is a small devlog just noting how I worked on my readme and final publishing for GitHub. I am really proud of the work that I have done so far and I hope to work on more stuff soon. Before I shipped I have to add this final few minutes before I ship. :D"}, {"post_id": 67178, "ts": "2026-09-13T07:41:31Z", "hours": 0.5522, "text": "Final Devlog: Building verty-web Ok, now that I have managed to port this custom tab extension to Chrome, it is now up and running on both the site ( https://vihaanvinoth.github.io/verty-web ) and the extension, and after fixing several bugs with the manifest.json and the API I was able to cleanly create this cool and sleek home tab. I am pretty proud of this and it look really cool on my home tab. SO, here’s what i’ve done pretty much: HTML CSS JS Chrome Extension manifest.json Published to Github/Github Pages Readme Yay So, I guess that’s pretty much it. This was an easy task as I’ve already done stuff like this before (visit https://vihaanvinoth.com ; my personal site!) and yeah :D Now all I got to do is ship this project and I will be able to work on other project ig now!!!!!!!!1!!!"}, {"post_id": 66450, "ts": "2026-09-12T09:04:10Z", "hours": 1.705, "text": "Devlog #1: Building verty-web Alright, so I’ve had experience in HTML and CSS, and so I decided to begin building this web tab just for the convenience of my desktop and so I can use it in chrome. So far i’ve worked on the HTML, CSS, and JS, components of the project, and I am pivoting towards pushing this to a chrome extension which will allow me to set this as a chrome home tab. Its going really well and I hope to see how it will go pretty soon. This is a pretty rushed devlog because I forgot to make one in the start, so this is just a compilation of the work i’ve done so far. Here’s some of the stuff i’ve implemented (some from the instructions): NASA APOD api for the background Clock Google Query Search Bar Links group Timely affirmations"}]...
|
Title: verty by @vertriwayz | Stardance
Devlogs:
Title: verty by @vertriwayz | Stardance
Devlogs:
Devlog #1: Building verty-web Alright, so I’ve had experience in HTML and CSS, and so I decided to begin building this web tab just for the convenience of my desktop and so I can use it in chrome. So far i’ve worked on the HTML, CSS, and JS, components of the project, and I am pivoting towards pushing this to a chrome extension which will allow me to set this as a chrome home tab. Its going really well and I hope to see how it will go pretty soon. This is a pretty rushed devlog because I forgot to make one in the start, so this is just a compilation of the work i’ve done so far. Here’s some of the stuff i’ve implemented (some from the instructions): NASA APOD api for the background Clock Google Query Search Bar Links group Timely affirmations
Final Devlog: Building verty-web Ok, now that I have managed to port this custom tab extension to Chrome, it is now up and running on both the site ( https://vihaanvinoth.github.io/verty-web ) and the extension, and after fixing several bugs with the manifest.json and the API I was able to cleanly create this cool and sleek home tab. I am pretty proud of this and it look really cool on my home tab. SO, here’s what i’ve done pretty much: HTML CSS JS Chrome Extension manifest.json Published to Github/Github Pages Readme Yay So, I guess that’s pretty much it. This was an easy task as I’ve already done stuff like this before (visit https://vihaanvinoth.com ; my personal site!) and yeah :D Now all I got to do is ship this project and I will be able to work on other project ig now!!!!!!!!1!!!
Additional Devlog +1: Building verty-web This is a small devlog just noting how I worked on my readme and final publishing for GitHub. I am really proud of the work that I have done so far and I hope to work on more stuff soon. Before I shipped I have to add this final few minutes before I ship. :D
Ships:
I created verty-web, which is a simple and minimalistic homepage designed for the convenience of your Chrome web page. It was challenging getting the overall idea and the JS so far because I had to plan for the clock, the search bar, and the JS since it is not really tolerant like Python and it is very adamant about giving the right code. I am so far proud of the design, especially the API that gives the NASA wallpaper from the APOD. You can visit the website at https://vihaanvinoth.github.io/verty-web/ to test it out, and https://github.com/vihaanvinoth/verty-web/ to download the extension....
|
1793411783.1987467
|
1793498183.1987467
|
|
36441
|
Echoes of Ember by @arman | Stardance
|
arman
|
0
|
30.5
|
0
|
[]
|
[{"post_id": 67212, "ts": "202 [{"post_id": 67212, "ts": "2026-09-13T08:18:08Z", "hours": 6.2372, "text": "I MADE THE MOST ANNOYING MOB i though i should add some living mobs, started with this “moth”, which is an ememy mob. started with drawing and animation on Piskel lapse here then added it the game. i was just exaggerating that its annoying, its lowk cute but he’s supposed to be annoying and scare players 😈 along with that, i also polished the background mid-ruins asset to make the game look more alive lapse here whats next: idk js finish tutorial level asap"}, {"post_id": 58821, "ts": "2026-08-31T12:27:49Z", "hours": 8.5636, "text": "MY GAME KEEPS GETTING BETTER whats new created new roof tile asset so i can add cave sections in levels (it looks slightly off color, which i will be fixing later) As it will be for new section, there would be some hazards there too, so i came up with a water leaking tile which can certainly make the spark vanish if in contact. Drew the asset and wired up in codebase such that on every 3rd frame of hazard roof tile, a new droplet would spawn As this will be a level based game, a level selector screen was necessary. I made a rough version of it (reveal after done from my side ) Also polished some old assets watch art session: 1. Roof Tile + Droplet 2. Old assets polish whats next getting so many ideas lately but here’s what i will actually be doing: create 1 more hazard (enemy sprite) thinking of creating a sprite which will be guiding player as in beginning i wanted each level to leave something deeper in the player, like some life lesson etc. stuff, sounds amazing to add but gotta think about this more and finally once all assets in place and brainstorming done, i will be creating next levels"}, {"post_id": 55233, "ts": "2026-08-26T21:24:21Z", "hours": 4.3867, "text": "FINALLY BACK AFTER A MONTH whats new: updated menu and pause screen, highlight is that whimsical font that i got from Google Fonts (thanks to the creator) implemented level loader functionality to load level info from json file designed level 0 (0 bcz it will be tutorial level) drew frost hazard art watch art session: Frost Hazard Art what we do next: create a level selector scene which will be appearing after selecting start draw more necessary assets comlete tutorial level note: open to suggestions, pls tell in comments"}, {"post_id": 38175, "ts": "2026-07-31T13:12:25Z", "hours": 5.3581, "text": "IT DOES LOOK LIKE A GAME NOW!!! whats new: the biggest addition is the parallax background: drew 3 separate bg layers (sky, distant ruins and mid ruins). the layers repeat horizontally to create infinite loop until the max level width Watch art session here: Background Art then i drew the tiled floor art: it consists of 4 different frames placed in random order (so it doesnt look repetitive). it repeates too! Watch art session here: Foreground Art added necessary comments in the codebase files to improve readability what we do next: update the menu and pause screen draw player sprite without his hands out (for the winning state as then the fire reaches the lantern) add hazards, enemies and platforms polish the current assets (for later but yeah thats a must to-do) imp: watch the preview below and suggestions are appreciated!"}, {"post_id": 36223, "ts": "2026-07-28T05:04:10Z", "hours": 4.6917, "text": "TIME FOR BIG REVEAL!!! whats new: created the player sprite and the lantern sprite on PiskelApp watch art sessions: Player Sprite Session 1 Player Sprite Session 2 Lanten Sprite Session 1 Lantern Sprite Session 2 the fire on ember’s (player sprite) is animated, the walking animation is done too lantern stays unlit until ember interacts with it and lantern glowing animation is kinda done too implemented real platform collision and level geometry, but they need a big update!!! I used screen pixel size instead of world units, which means if my game is opened in different screen sizes, it would mess up the platforms as they position is calculated in pixels. THE FIX: Imma create my own unit for this world inside the game what we do next: Complete the art (bg, levels, hazards, platforms etc.) Re-design screens (menu screen, pause screen) heres the preview as of now:"}, {"post_id": 30647, "ts": "2026-07-18T12:02:46Z", "hours": 1.2592, "text": "I tried something different this time - Echoes of Ember what is it: an atmospheric 2D game built with Pygame CE what is the game about: still thinking about the story, but the core idea: you guide Ember, which is a spark, through shadow filled levels toward a lantern to progress. thinking of weaving in mini stories per level as it comes together. what is done till now: Initialized basic project structure Implemented a working scene manager (start, game, pause) Implemented a player block (can jump, move left and right with acceleration/friction for a smoother feel) All that wired up into main.py note: the attached clip looks choppy because it’s recorded at low FPS/resolution but the game itself runs at 60 FPS. what we do next: real platform collision and level geometry, then swapping these placeholder blocks for actual art."}]...
|
Title: Echoes of Ember by @arman | Stardance
Devl Title: Echoes of Ember by @arman | Stardance
Devlogs:
I tried something different this time - Echoes of Ember what is it: an atmospheric 2D game built with Pygame CE what is the game about: still thinking about the story, but the core idea: you guide Ember, which is a spark, through shadow filled levels toward a lantern to progress. thinking of weaving in mini stories per level as it comes together. what is done till now: Initialized basic project structure Implemented a working scene manager (start, game, pause) Implemented a player block (can jump, move left and right with acceleration/friction for a smoother feel) All that wired up into main.py note: the attached clip looks choppy because it’s recorded at low FPS/resolution but the game itself runs at 60 FPS. what we do next: real platform collision and level geometry, then swapping these placeholder blocks for actual art.
TIME FOR BIG REVEAL!!! whats new: created the player sprite and the lantern sprite on PiskelApp watch art sessions: Player Sprite Session 1 Player Sprite Session 2 Lanten Sprite Session 1 Lantern Sprite Session 2 the fire on ember’s (player sprite) is animated, the walking animation is done too lantern stays unlit until ember interacts with it and lantern glowing animation is kinda done too implemented real platform collision and level geometry, but they need a big update!!! I used screen pixel size instead of world units, which means if my game is opened in different screen sizes, it would mess up the platforms as they position is calculated in pixels. THE FIX: Imma create my own unit for this world inside the game what we do next: Complete the art (bg, levels, hazards, platforms etc.) Re-design screens (menu screen, pause screen) heres the preview as of now:
IT DOES LOOK LIKE A GAME NOW!!! whats new: the biggest addition is the parallax background: drew 3 separate bg layers (sky, distant ruins and mid ruins). the layers repeat horizontally to create infinite loop until the max level width Watch art session here: Background Art then i drew the tiled floor art: it consists of 4 different frames placed in random order (so it doesnt look repetitive). it repeates too! Watch art session here: Foreground Art added necessary comments in the codebase files to improve readability what we do next: update the menu and pause screen draw player sprite without his hands out (for the winning state as then the fire reaches the lantern) add hazards, enemies and platforms polish the current assets (for later but yeah thats a must to-do) imp: watch the preview below and suggestions are appreciated!
FINALLY BACK AFTER A MONTH whats new: updated menu and pause screen, highlight is that whimsical font that i got from Google Fonts (thanks to the creator) implemented level loader functionality to load level info from json file designed level 0 (0 bcz it will be tutorial level) drew frost hazard art watch art session: Frost Hazard Art what we do next: create a level selector scene which will be appearing after selecting start draw more necessary assets comlete tutorial level note: open to suggestions, pls tell in comments
MY GAME KEEPS GETTING BETTER whats new created new roof tile asset so i can add cave sections in levels (it looks slightly off color, which i will be fixing later) As it will be for new section, there would be some hazards there too, so i came up with a water leaking tile which can certainly make the spark vanish if in contact. Drew the asset and wired up in codebase such that on every 3rd frame of hazard roof tile, a new droplet would spawn As this will be a level based game, a level selector screen was necessary. I made a rough version of it (reveal after done from my side ) Also polished some old assets watch art session: 1. Roof Tile + Droplet 2. Old assets polish whats next getting so many ideas lately but here’s what i will actually be doing: create 1 more hazard (enemy sprite) thinking of creating a sprite which will be guiding player as in beginning i wanted each level to leave something deeper in the player, like some life lesson etc. stuff, sounds amazing to add but gotta think about this more and finally once all assets in place and brainstorming done, i will be creating next levels
I MADE THE MOST ANNOYING MOB i though i should add some living mobs, started with this “moth”, which is an ememy mob. started with drawing and animation on Piskel lapse here then added it the game. i was just exaggerating that its annoying, its lowk cute but he’s supposed to be annoying and scare players 😈 along with that, i also polished the background mid-ruins asset to make the game look more alive lapse here whats next: idk js finish tutorial level asap...
|
1793242462.0025613
|
1793847262.0025613
|
|
8338
|
DPScript by @RedstoneWizard08 | Stardance
|
RedstoneWizard08
|
0
|
14.96
|
0
|
[]
|
[{"post_id": 6722, "ts": "2026 [{"post_id": 6722, "ts": "2026-06-11T08:02:46Z", "hours": 1.3392, "text": "Oh boy this is gonna be something, it’ll be fun though. Major problem is analysis - lexical analysis is a tough nut to crack, especially with a language that relies on syntactic sugar as much as this one does. Minecraft doesn’t support many operations natively, so EVERYTHING has to be simplified in weird ways which creates a ton of things I have to end up doing in my analyzer. :/ The attached screenshot is my WIP type inference analyzer, and it is a freaking chonker. There’s a lot of little things to consider - #[repr] metadata, struct layout, types, all of that goes into figuring out what a type even is for a value. I decided to end up typing the values in-AST by using the &mut reference passed into the visitor (replacing the original node in memory), but I might change the approach later. I’m also not sure if doing inference before desugaring is a good idea, but only one way to find out, I guess."}, {"post_id": 2877, "ts": "2026-06-05T19:20:38Z", "hours": 2.1456, "text": "Crazy debugging tactics right here"}, {"post_id": 2807, "ts": "2026-06-05T17:00:47Z", "hours": 11.4789, "text": "I’m working on the new analysis engine at this point. The lexer and tokenizer are fully functional, and what’s needed now is type checking, inference, location/ID resolution, and the actual compilation to Minecraft function code. This will likely end up compiling down to a custom IR AST, which will make the final compilation down to mcfunction much easier, since it won’t have all the abstractions needed for the whole language’s features. Plus, it might help with simulation of values for debugging, too. It’s gonna be a long journey from here, but it’ll be worth it!"}]...
|
Title: DPScript by @RedstoneWizard08 | Stardance
Title: DPScript by @RedstoneWizard08 | Stardance
Devlogs:
I’m working on the new analysis engine at this point. The lexer and tokenizer are fully functional, and what’s needed now is type checking, inference, location/ID resolution, and the actual compilation to Minecraft function code. This will likely end up compiling down to a custom IR AST, which will make the final compilation down to mcfunction much easier, since it won’t have all the abstractions needed for the whole language’s features. Plus, it might help with simulation of values for debugging, too. It’s gonna be a long journey from here, but it’ll be worth it!
Crazy debugging tactics right here
Oh boy this is gonna be something, it’ll be fun though. Major problem is analysis - lexical analysis is a tough nut to crack, especially with a language that relies on syntactic sugar as much as this one does. Minecraft doesn’t support many operations natively, so EVERYTHING has to be simplified in weird ways which creates a ton of things I have to end up doing in my analyzer. :/ The attached screenshot is my WIP type inference analyzer, and it is a freaking chonker. There’s a lot of little things to consider - #[repr] metadata, struct layout, types, all of that goes into figuring out what a type even is for a value. I decided to end up typing the values in-AST by using the &mut reference passed into the visitor (replacing the original node in memory), but I might change the approach later. I’m also not sure if doing inference before desugaring is a good idea, but only one way to find out, I guess....
|
1793162910.0529134
|
1793767710.0529134
|
|
61124
|
personal site by @abdulqadir | Stardance
|
abdulqadir
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T08:46:23Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built a simple personal website with 3 sections (About Me, Skills, Contact). Wrote all the HTML and CSS myself, learning what each property does as I went — a warm apricot color scheme, card-style sections with soft shadows, and a hover lift effect on each card. The hardest part was getting section widths to line up evenly instead of shrinking to fit content. Proud that this is genuinely hand-typed, not AI-generated. To test: just open the live link and hover over the cards.", "repo": "https://github.com/Qadir-eng/personal-site", "demo": "https://qadir-eng.github.io/personal-site/"}]...
|
[{"post_id": 67220, "ts": "202 [{"post_id": 67220, "ts": "2026-09-13T08:31:57Z", "hours": 0.3131, "text": "Added a hover effect on each section card — when you move your mouse over a box, it lifts up slightly with a smoother, deeper shadow, then settles back down when you move away. Used CSS transition and transform: translateY() to make the movement smooth instead of instant. Also fixed my section widths so all three cards line up evenly instead of shrinking to fit their own content. as you can see the second box has lil bit shadow in background"}, {"post_id": 67199, "ts": "2026-09-13T08:07:30Z", "hours": 1.0625, "text": "Started my Personal Site project for Stardance. Built the HTML structure with 3 sections (About Me, Skills, Contact) and wrote all the CSS myself with guidance — warm apricot background, orange headings, card-style sections with soft shadows and rounded corners. Wrote every line myself this time, no AI-generated code, learning what each CSS property does as I go."}]...
|
Title: personal site by @abdulqadir | Stardance
D Title: personal site by @abdulqadir | Stardance
Devlogs:
Started my Personal Site project for Stardance. Built the HTML structure with 3 sections (About Me, Skills, Contact) and wrote all the CSS myself with guidance — warm apricot background, orange headings, card-style sections with soft shadows and rounded corners. Wrote every line myself this time, no AI-generated code, learning what each CSS property does as I go.
Added a hover effect on each section card — when you move your mouse over a box, it lifts up slightly with a smoother, deeper shadow, then settles back down when you move away. Used CSS transition and transform: translateY() to make the movement smooth instead of instant. Also fixed my section widths so all three cards line up evenly instead of shrinking to fit their own content. as you can see the second box has lil bit shadow in background
Ships:
Built a simple personal website with 3 sections (About Me, Skills, Contact). Wrote all the HTML and CSS myself, learning what each property does as I went — a warm apricot color scheme, card-style sections with soft shadows, and a hover lift effect on each card. The hardest part was getting section widths to line up evenly instead of shrinking to fit content. Proud that this is genuinely hand-typed, not AI-generated. To test: just open the live link and hover over the cards....
|
1793411810.0377955
|
1793498210.0377955
|
|
12432
|
SlackyssaLiu - Slack Bot by @AidenHammy | Stardanc SlackyssaLiu - Slack Bot by @AidenHammy | Stardance...
|
AidenHammy
|
1
|
7.39
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T12:42:18Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Started as a standard “first Slack bot” with catfacts, jokes, quotes, the usual starter-project stuff. It was redesigned into something actually worth using. A space-themed bot that tracks the ISS in real time, counts down to the next rocket launch, posts NASA’s daily astronomy photo (with zero effort on your part) and pulls random Mars rover photos on demand. It also remembers things now. SQLite-backed mission logs per channel and custom callsigns per user and shows up uninvited with scheduled posts instead of only responding when poked. Built with Node.js + Slack Bolt (Socket Mode, no public URL needed), SQLite for persistence, node-cron for scheduling and free APIs (Open Notify, NASA, Launch Library 2) for the live data. Deployed and running 24/7 on Hack Club Nest.", "repo": "https://github.com/AidenHammy/SlackyssaLiu", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 67226, "ts": "202 [{"post_id": 67226, "ts": "2026-09-13T08:58:32Z", "hours": 3.3922, "text": "Devlog 3: Three Hours of My Life I’m Never Getting Back (And Slack’s Media Renderer Can Thank Me For It) The false confidence I thought the bot was done. I really did. The commands worked, the database was syncing, the cron jobs were firing. It was a fully functional space bot. I sat down to do what I thought would be a 15-min final polish before shipping. Three hours later, I was found questioning my reality and whether I should just delete the folder and take up farming. What started as a quick polish turned into a full-blown war against dead community APIs, Slack’s deeply picky Block Kit renderer and the absolute garbage fire that is Node.js DNS resolution on free hosting platforms. The dead API saga First, /skl-mars completely died. Not a graceful failure. Not a friendly JSON error. It just silently redirected to a GitHub Pages 404 HTML page. Axios, bless its optimistic little heart, tried to parse that HTML as JSON, choked and took the whole bot down with it. I made the executive decision to ditch that entirely. The rover is probably tired of taking photos anyway. I swapped it out for NASA’s EPIC API, which takes photos of Earth from the DSCOVR satellite. But EPIC had its own trap. If you just ask for the “most recent” photos, it returns a tiny array of about 13 photos from the last active day. The bot kept spamming the exact same image of Earth. I had to rewrite the endpoint to fetch the archive of all available dates, shuffle the entire history of the satellite and pull a random day from the past just to get some variety. Then, the Open Notify API (used for ISS location and crew data) went offline too. Same GitHub 404 redirect. I had to write nested try/catch fallbacks with 5-second timeouts to route requests to wheretheiss.at just to keep the telemetry commands alive. It was a war of attrition against community-run infrastructure. Slack Block Kit & the APOD nightmare Getting the APOD (/skl-apod) to actually render in the chat was an absolute nightmare. Originally, the bot just dropped a raw URL into the chat. Slack looked at it and said “Cool link, not displaying it” so I rebuilt the command using Slack’s Block Kit image block. That fixed images. But.. a video? Because of course, if you pass an .mp4 URL into an image block, Slack silently drops the message entirely. I had to write logic to check the media_type: if it was a YouTube link, I parsed the URL and rendered it using Slack’s native video block. If it was a raw .mp4, I had to stream the video file directly into Slack using filesUploadV2 so it would embed and play right in the chat. And to prevent the bot from OOM-crashing the server on large videos, I had to use responseType: \"stream\" so it chunked the download instead of loading a 50MB video into RAM all at once. The Nest hosting quirk Right when I thought I was victorious, APOD and Earth started failing with getaddrinfo ENOTFOUND api.nasa.gov . After staring at my screen wondering if I had forgotten how URLs work, I learned that Node.js 17+ defaults to IPv6 for DNS resolution and the hosting platform (Nest) doesn’t fully support IPv6 routing. The server literally couldn’t find NASA. Adding dns.setDefaultResultOrder('ipv4first') to the top of the service file fixed it instantly. Extremely normal behavior, I love computers. The actual architecture shift Amidst all the API firefighting, I also ripped out the hardcoded .env channel routing. Making someone edit a .env file just to move a bot to a new channel is a crime. I moved the scheduled announcements to a SQLite-backed system with /skl-setup and /skl-unset commands so the bot could support multiple servers dynamically without touching environment variables. What started as a simple script turned into a much more reliable bot with backup APIs, saved data, scheduled posts and the ability to handle images and videos directly in Slack. It was hella exhausting, my brain is completely fried but atleast it’s done."}, {"post_id": 64173, "ts": "2026-09-08T12:10:49Z", "hours": 2.9514, "text": "Devlog: SlackyssaLiu Went to Space (and I Forgot to Write Any of This Down) The itch SlackyssaLiu started as a pretty standard first Slack bot. Slash commands, a few API wrappers, the usual suspects: catfacts, jokes, quotes, echo, ping, some sneeze/wave filler commands for personality. It worked fine. It also looked exactly like every other “my first slackbot” project out there because it basically followed the same recipe everyone does. Integrate a joke API, integrate a weather-adjacent API, call it done. I wanted to know how to make it stand out so I asked around for ideas. The answer was pretty obvious in hindsight. Stop building the demo everyone builds and build something around an actual theme with actual state instead of a stateless command list wrapped around whatever free API came up first. I bounced between a few themes.. figure skating (RIP, no usable free API), medieval history (also no API, just Wikipedia scraping, hard pass) and space. Space won because it had exactly what I needed. Solid free APIs with no bureaucracy (Open Notify needs zero auth, NASA’s API just needs a free key) and enough surface area to build something that actually feels alive instead of just answering when poked. What actually changed This ended up being a full redesign not a patch job. Rough shape of it (RIP to /skl-achoo, you were doing your best). Killed the old command set! No more catfact/joke/quote/echo/achoo/wave. None of it fit the new direction and it was the generic stuff I was trying to get away from in the first place. A moment of silence for the bot that could sneeze but not tell you when a rocket was launching. New space-themed commands: /skl-iss and /skl-crew (Open Notify, no key needed), /skl-launch (Launch Library 2, with an actual countdown for maximum dramatic tension), /skl-apod and /skl-mars (NASA’s API, APOD + random Curiosity rover photos the rover did not consent to being featured but also cannot complain). Added actual persistence. SQLite via better-sqlite3. This was the real shift. The old bot had the memory of a goldfish with amnesia. It never remembered anything between requests. Now it tracks mission logs per channel, user callsigns and which launches it’s already announced (so it doesn’t spam the same countdown twice like an overeager intern). Added scheduled behavior. node-cron jobs that post NASA’s picture of the day every morning and ping the channel when a launch is within the hour. This is the part I think actually makes it feel like a running thing instead of a command list. It does stuff without being asked which is more initiative than I show most mornings. I gave it an actual personality module! pulled every joke/flavor line out of the command handlers and centralized them in personality.js. Went through two tone passes because apparently I couldn’t decide if the bot should sound like a stoic AI from a space movie or like it’s been on Twitter since 2019. It landed somewhere in between and honestly that’s a personality a lot of people have. Having it centralized meant the whole voice-swap was a single-file change instead of hunting through every command like a raccoon going through someone’s trash. Fixed real bugs from the original file along the way, typos that would’ve crashed the bot. cool, cool, very cool, glad I caught that before it caught me. Why I forgot to log any of this Short version, I was moving fast across a lot of files at once. db setup, service wrappers, command rewiring, personality, scheduler and treated it like “just get it working” instead of “document as I go”. I was working on a lot of projects at the same time and this was something I did just after finding about Stardance so I barely remembered to ship it. But I’m doing so now, several weeks late, riding in on a horse made of retroactive commit messages. I barely had any brainpower left for side projects at 1am because of my “awesome” uni."}, {"post_id": 5868, "ts": "2026-06-09T20:22:36Z", "hours": 1.3881, "text": "Devlog 1 — Building SlackyssaLiu (Slack Bot) What I set out to build: Create a simple Slack bot that can respond to slash commands in real time and make interactions inside a workspace more dynamic and useful. How I approached it: I started by following Stardance’s mission guide to understand how Slack apps connect to a backend and handle real-time events. After setting up the base bot with Socket Mode and environment variables, I focused on implementing slash commands and structuring them in a clean and scalable way. What I built: A deployed Slack bot running 24/7 with real-time command handling A working Slack bot using Node.js and the Bolt framework Multiple slash commands such as: /skl-ping for latency checking /skl-echo for message reflection /skl-time and /skl-date for utility /skl-help for command discovery API integrations: Cat facts using an external API Random jokes Inspirational quotes Basic error handling for API failures A consistent command-response structure using async functions Deployment: The bot is deployed and runs continuously 24/7, allowing it to respond to Slack commands in real time without requiring a local environment. This helped me understand how to keep services running beyond development and make the bot usable in a live workspace. What I learned: How Slack’s Bolt framework handles commands and events The importance of ack() in Slack interactions How to structure asynchronous command handlers How to integrate external APIs into a Node.js application How to handle failures gracefully using try-catch Challenges I faced: Understanding how Slack’s command lifecycle works Managing async responses correctly without breaking Slack’s timing requirements Debugging API responses and ensuring consistent formatting What I improved beyond the mission guide: While the initial setup followed Stardance’s mission guide, I expanded the bot by adding multiple custom commands and integrating external APIs to make it more interactive and useful. Future improvements: Add command history or logging Introduce smarter responses or context awareness Improve response formatting for better readability Expand the command set with more utility features Final thoughts: This project helped me understand how real-time systems work and how to build something that interacts with users in a live environment. It started with guided steps and evolved into a customizable and extendable Slack bot."}]...
|
Title: SlackyssaLiu - Slack Bot by @AidenHammy | S Title: SlackyssaLiu - Slack Bot by @AidenHammy | Stardance
Devlogs:
Devlog 1 — Building SlackyssaLiu (Slack Bot) What I set out to build: Create a simple Slack bot that can respond to slash commands in real time and make interactions inside a workspace more dynamic and useful. How I approached it: I started by following Stardance’s mission guide to understand how Slack apps connect to a backend and handle real-time events. After setting up the base bot with Socket Mode and environment variables, I focused on implementing slash commands and structuring them in a clean and scalable way. What I built: A deployed Slack bot running 24/7 with real-time command handling A working Slack bot using Node.js and the Bolt framework Multiple slash commands such as: /skl-ping for latency checking /skl-echo for message reflection /skl-time and /skl-date for utility /skl-help for command discovery API integrations: Cat facts using an external API Random jokes Inspirational quotes Basic error handling for API failures A consistent command-response structure using async functions Deployment: The bot is deployed and runs continuously 24/7, allowing it to respond to Slack commands in real time without requiring a local environment. This helped me understand how to keep services running beyond development and make the bot usable in a live workspace. What I learned: How Slack’s Bolt framework handles commands and events The importance of ack() in Slack interactions How to structure asynchronous command handlers How to integrate external APIs into a Node.js application How to handle failures gracefully using try-catch Challenges I faced: Understanding how Slack’s command lifecycle works Managing async responses correctly without breaking Slack’s timing requirements Debugging API responses and ensuring consistent formatting What I improved beyond the mission guide: While the initial setup followed Stardance’s mission guide, I expanded the bot by adding multiple custom commands and integrating external APIs to make it more interactive and useful. Future improvements: Add command history or logging Introduce smarter responses or context awareness Improve response formatting for better readability Expand the command set with more utility features Final thoughts: This project helped me understand how real-time systems work and how to build something that interacts with users in a live environment. It started with guided steps and evolved into a customizable and extendable Slack bot.
Devlog: SlackyssaLiu Went to Space (and I Forgot to Write Any of This Down) The itch SlackyssaLiu started as a pretty standard first Slack bot. Slash commands, a few API wrappers, the usual suspects: catfacts, jokes, quotes, echo, ping, some sneeze/wave filler commands for personality. It worked fine. It also looked exactly like every other “my first slackbot” project out there because it basically followed the same recipe everyone does. Integrate a joke API, integrate a weather-adjacent API, call it done. I wanted to know how to make it stand out so I asked around for ideas. The answer was pretty obvious in hindsight. Stop building the demo everyone builds and build something around an actual theme with actual state instead of a stateless command list wrapped around whatever free API came up first. I bounced between a few themes.. figure skating (RIP, no usable free API), medieval history (also no API, just Wikipedia scraping, hard pass) and space. Space won because it had exactly what I needed. Solid free APIs with no bureaucracy (Open Notify needs zero auth, NASA’s API just needs a free key) and enough surface area to build something that actually feels alive instead of just answering when poked. What actually changed This ended up being a full redesign not a patch job. Rough shape of it (RIP to /skl-achoo, you were doing your best). Killed the old command set! No more catfact/joke/quote/echo/achoo/wave. None of it fit the new direction and it was the generic stuff I was trying to get away from in the first place. A moment of silence for the bot that could sneeze but not tell you when a rocket was launching. New space-themed commands: /skl-iss and /skl-crew (Open Notify, no key needed), /skl-launch (Launch Library 2, with an actual countdown for maximum dramatic tension), /skl-apod and /skl-mars (NASA’s API, APOD + random Curiosity rover photos the rover did not consent to being featured but also cannot complain). Added actual persistence. SQLite via better-sqlite3. This was the real shift. The old bot had the memory of a goldfish with amnesia. It never remembered anything between requests. Now it tracks mission logs per channel, user callsigns and which launches it’s already announced (so it doesn’t spam the same countdown twice like an overeager intern). Added scheduled behavior. node-cron jobs that post NASA’s picture of the day every morning and ping the channel when a launch is within the hour. This is the part I think actually makes it feel like a running thing instead of a command list. It does stuff without being asked which is more initiative than I show most mornings. I gave it an actual personality module! pulled every joke/flavor line out of the command handlers and centralized them in personality.js. Went through two tone passes because apparently I couldn’t decide if the bot should sound like a stoic AI from a space movie or like it’s been on Twitter since 2019. It landed somewhere in between and honestly that’s a personality a lot of people have. Having it centralized meant the whole voice-swap was a single-file change instead of hunting through every command like a raccoon going through someone’s trash. Fixed real bugs from the original file along the way, typos that would’ve crashed the bot. cool, cool, very cool, glad I caught that before it caught me. Why I forgot to log any of this Short version, I was moving fast across a lot of files at once. db setup, service wrappers, command rewiring, personality, scheduler and treated it like “just get it working” instead of “document as I go”. I was working on a lot of projects at the same time and this was something I did just after finding about Stardance so I barely remembered to ship it. But I’m doing so now, several weeks late, riding in on a horse made of retroactive commit messages. I barely had any brainpower left for side projects at 1am because of my “awesome” uni.
Devlog 3: Three Hours of My Life I’m Never Getting Back (And Slack’s Media Renderer Can Thank Me For It) The false confidence I thought the bot was done. I really did. The commands worked, the database was syncing, the cron jobs were firing. It was a fully functional space bot. I sat down to do what I thought would be a 15-min final polish before shipping. Three hours later, I was found questioning my reality and whether I should just delete the folder and take up farming. What started as a quick polish turned into a full-blown war against dead community APIs, Slack’s deeply picky Block Kit renderer and the absolute garbage fire that is Node.js DNS resolution on free hosting platforms. The dead API saga First, /skl-mars completely died. Not a graceful failure. Not a friendly JSON error. It just silently redirected to a GitHub Pages 404 HTML page. Axios, bless its optimistic little heart, tried to parse that HTML as JSON, choked and took the whole bot down with it. I made the executive decision to ditch that entirely. The rover is probably tired of taking photos anyway. I swapped it out for NASA’s EPIC API, which takes photos of Earth from the DSCOVR satellite. But EPIC had its own trap. If you just ask for the “most recent” photos, it returns a tiny array of about 13 photos from the last active day. The bot kept spamming the exact same image of Earth. I had to rewrite the endpoint to fetch the archive of all available dates, shuffle the entire history of the satellite and pull a random day from the past just to get some variety. Then, the Open Notify API (used for ISS location and crew data) went offline too. Same GitHub 404 redirect. I had to write nested try/catch fallbacks with 5-second timeouts to route requests to wheretheiss.at just to keep the telemetry commands alive. It was a war of attrition against community-run infrastructure. Slack Block Kit & the APOD nightmare Getting the APOD (/skl-apod) to actually render in the chat was an absolute nightmare. Originally, the bot just dropped a raw URL into the chat. Slack looked at it and said “Cool link, not displaying it” so I rebuilt the command using Slack’s Block Kit image block. That fixed images. But.. a video? Because of course, if you pass an .mp4 URL into an image block, Slack silently drops the message entirely. I had to write logic to check the media_type: if it was a YouTube link, I parsed the URL and rendered it using Slack’s native video block. If it was a raw .mp4, I had to stream the video file directly into Slack using filesUploadV2 so it would embed and play right in the chat. And to prevent the bot from OOM-crashing the server on large videos, I had to use responseType: "stream" so it chunked the download instead of loading a 50MB video into RAM all at once. The Nest hosting quirk Right when I thought I was victorious, APOD and Earth started failing with getaddrinfo ENOTFOUND api.nasa.gov . After staring at my screen wondering if I had forgotten how URLs work, I learned that Node.js 17+ defaults to IPv6 for DNS resolution and the hosting platform (Nest) doesn’t fully support IPv6 routing. The server literally couldn’t find NASA. Adding dns.setDefaultResultOrder('ipv4first') to the top of the service file fixed it instantly. Extremely normal behavior, I love computers. The actual architecture shift Amidst all the API firefighting, I also ripped out the hardcoded .env channel routing. Making someone edit a .env file just to move a bot to a new channel is a crime. I moved the scheduled announcements to a SQLite-backed system with /skl-setup and /skl-unset commands so the bot could support multiple servers dynamically without touching environment variables. What started as a simple script turned into a much more reliable bot with backup APIs, saved data, scheduled posts and the ability to handle images and videos directly in Slack. It was hella exhausting, my brain is completely fried but atleast it’s done.
Ships:
Started as a standard “first Slack bot” with catfacts, jokes, quotes, the usual starter-project stuff. It was redesigned into something actually worth using. A space-themed bot that tracks the ISS in real time, counts down to the next rocket launch, posts NASA’s daily astronomy photo (with zero effort on your part) and pulls random Mars rover photos on demand. It also remembers things now. SQLite-backed mission logs per channel and custom callsigns per user and shows up uninvited with scheduled posts instead of only responding when poked. Built with Node.js + Slack Bolt (Socket Mode, no public URL needed), SQLite for persistence, node-cron for scheduling and free APIs (Open Notify, NASA, Launch Library 2) for the live data. Deployed and running 24/7 on Hack Club Nest....
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1793339398.8512018
|
1793425798.8512018
|
|
59466
|
MlinuxOS by @Mistix | Stardance
|
Mistix
|
1
|
3.76
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T10:33:26Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Ready to ship!! Made MlinuxOS A simple web based Dextop for WebOS 1 with draggable windows, a taskbar, start menu, and apps like notepad, terminal, browser and settings, another feature i added is to change the wallpaper filters which can be done through settings. Lastly i added a pixel cat on top of the task bar. If you would like to test it out head over to https://webos.urnotmistix.com", "repo": "https://github.com/AyaanplayszYT/MlinuxOS", "demo": "https://webos.urnotmistix.com/"}]...
|
[{"post_id": 67227, "ts": "202 [{"post_id": 67227, "ts": "2026-09-13T08:58:34Z", "hours": 0.7564, "text": "I Rebuilt the whole UI from Scratch, It has most of the features like before, like draggable windows, notepad, terminal and i also added a weather app which shows the weather of ur current location, for that i used open metro. lastly i added new icons, I had some help with my friend cuz I’m not really familiar with JavaScript."}, {"post_id": 66493, "ts": "2026-09-12T10:23:44Z", "hours": 0.4469, "text": "DEVLOG-3 Completed the remaining apps, added resizing, minimizing and maximising for my os, added a lock screen on startup and few wallpaper filters which can be tweeked from settings. and finally i added a cute little pixel cat on the task bar MlinuxOS is done for webos 1 and ready to ship!!"}, {"post_id": 66462, "ts": "2026-09-12T09:37:15Z", "hours": 0.4761, "text": "DEVLOG-2 Added grid draggable icons, start menu, note pad and terminal. I also changed the font to minecraft cuz i love that game.. it still needs work for resizing, maximize and the rest of the apps functionality. Might aswell add a nice background"}, {"post_id": 66444, "ts": "2026-09-12T08:53:22Z", "hours": 1.6253, "text": "DEVLOG-1 Started building my webos for my stardance mission! so far i have got Simple dextop background Taskbar Few apps For the UI i have gone for a linux/pixelated theme.."}]...
|
Title: MlinuxOS by @Mistix | Stardance
Devlogs:
D Title: MlinuxOS by @Mistix | Stardance
Devlogs:
DEVLOG-1 Started building my webos for my stardance mission! so far i have got Simple dextop background Taskbar Few apps For the UI i have gone for a linux/pixelated theme..
DEVLOG-2 Added grid draggable icons, start menu, note pad and terminal. I also changed the font to minecraft cuz i love that game.. it still needs work for resizing, maximize and the rest of the apps functionality. Might aswell add a nice background
DEVLOG-3 Completed the remaining apps, added resizing, minimizing and maximising for my os, added a lock screen on startup and few wallpaper filters which can be tweeked from settings. and finally i added a cute little pixel cat on the task bar MlinuxOS is done for webos 1 and ready to ship!!
I Rebuilt the whole UI from Scratch, It has most of the features like before, like draggable windows, notepad, terminal and i also added a weather app which shows the weather of ur current location, for that i used open metro. lastly i added new icons, I had some help with my friend cuz I’m not really familiar with JavaScript.
Ships:
Ready to ship!! Made MlinuxOS A simple web based Dextop for WebOS 1 with draggable windows, a taskbar, start menu, and apps like notepad, terminal, browser and settings, another feature i added is to change the wallpaper filters which can be done through settings. Lastly i added a pixel cat on top of the task bar. If you would like to test it out head over to https://webos.urnotmistix.com...
|
1792857010.038546
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1793721010.038546
|
|
58562
|
Sketchpad by @perr | Stardance
|
perr
|
0
|
20.77
|
0
|
[]
|
[{"post_id": 67230, "ts": "202 [{"post_id": 67230, "ts": "2026-09-13T09:04:21Z", "hours": 1.5619, "text": "Yayyy after fighting with codex a thousand time and fighting with xcode swiftui i finally has a working arduino ide in swiftui yayyy"}, {"post_id": 67137, "ts": "2026-09-13T06:16:37Z", "hours": 0.7667, "text": "Looking GoOooOooD so yea just refine the board manager by using NavigationSplitView and searchbar inside sidebar and you can now upgrade or downgrade platform version"}, {"post_id": 66875, "ts": "2026-09-12T20:26:08Z", "hours": 1.1511, "text": "Board Manager well we now have a board manager prototype this take a lot longer than expect as i call Create rpc and not Create then Init rpc and arduino grpc document is like nothing so i spend an hour making codex fetch board from wrong rpc as i use BoardListAll instead of PlatformSearch"}, {"post_id": 66834, "ts": "2026-09-12T19:08:03Z", "hours": 6.4167, "text": "Umm sadly i need to rewrite so the old codebase was a mess so i decided to reset and build sketchpad2 which is going better cuz instead of trying to figure out swift my self and shoot myself in the foot a thousand time i decide to let codex help me implement my idea instead and yea i will shelf learning swiftui myself later when i got more free time and not trying to make arduino editor to use in my project so from the reset i change the app to be document app and decided against NavigationSplitView and just use a plain simple editor view toolbar"}, {"post_id": 64312, "ts": "2026-09-08T16:30:32Z", "hours": 1.9725, "text": "Code Editorrrrr so i just setup https://github.com/mchakravarty/CodeEditorView and now you can create new sketch edit and save it well it a really basic editor right now but am working on implementing thing like autocomplete and syntax highlight"}, {"post_id": 64200, "ts": "2026-09-08T12:56:35Z", "hours": 1.5514, "text": "Basic Sketch Creation so i implement this modal that let you type in sketch name and select the path to create and then sent those over to arduino cli to create the sketch and yea it works!"}, {"post_id": 63697, "ts": "2026-09-07T17:06:06Z", "hours": 0.5372, "text": "So umm i hate swiftui for some reason a picker inside the sidebar cannot show an icon but a picker inside a toolbar in the sidebar can so as much as i hate it i put it there"}, {"post_id": 63664, "ts": "2026-09-07T16:28:15Z", "hours": 4.5681, "text": "the human is unable to type-check this expression in reasonable time so for today it 1 hour of making the layout for sidebar and 3 hour of fighting with swiftui but oh well so for the first 3 hour i been spending time trying to understand why doesn’t my bootstrap code get ran when app start but for some reason if i return an emptyview it doesn’t run but if i return it anything even a text it will ran so yea i still dont know why so not gonna comment much on that but rn the app is one window group it route to 2 view bootstrap and main based on boolean inside controller and inside main i try to start working on the layout tbh i kinda hope i did more today. but it is what it is and yea that what i did today"}, {"post_id": 62814, "ts": "2026-09-06T10:30:58Z", "hours": 2.2408, "text": "Sketchpad !! so i like arduino but arduino ide? not so much so i wanted to make an alternative for the ide in swiftui so i founded out that there something call arduino-cli which basically is arduino backend so you can do things like boards management and compile upload via the cli (well that for human) but for us instead of calling the cli and parse the stdout we can use the gRPC interface instead so you run the cli as a daemon and use gRPC to talk so with this devlog i made a swiftui app that when start download the arduino-cli and run it as a daemon and create grpc client and connect to it."}]...
|
Title: Sketchpad by @perr | Stardance
Devlogs:
Sk Title: Sketchpad by @perr | Stardance
Devlogs:
Sketchpad !! so i like arduino but arduino ide? not so much so i wanted to make an alternative for the ide in swiftui so i founded out that there something call arduino-cli which basically is arduino backend so you can do things like boards management and compile upload via the cli (well that for human) but for us instead of calling the cli and parse the stdout we can use the gRPC interface instead so you run the cli as a daemon and use gRPC to talk so with this devlog i made a swiftui app that when start download the arduino-cli and run it as a daemon and create grpc client and connect to it.
the human is unable to type-check this expression in reasonable time so for today it 1 hour of making the layout for sidebar and 3 hour of fighting with swiftui but oh well so for the first 3 hour i been spending time trying to understand why doesn’t my bootstrap code get ran when app start but for some reason if i return an emptyview it doesn’t run but if i return it anything even a text it will ran so yea i still dont know why so not gonna comment much on that but rn the app is one window group it route to 2 view bootstrap and main based on boolean inside controller and inside main i try to start working on the layout tbh i kinda hope i did more today. but it is what it is and yea that what i did today
So umm i hate swiftui for some reason a picker inside the sidebar cannot show an icon but a picker inside a toolbar in the sidebar can so as much as i hate it i put it there
Basic Sketch Creation so i implement this modal that let you type in sketch name and select the path to create and then sent those over to arduino cli to create the sketch and yea it works!
Code Editorrrrr so i just setup https://github.com/mchakravarty/CodeEditorView and now you can create new sketch edit and save it well it a really basic editor right now but am working on implementing thing like autocomplete and syntax highlight
Umm sadly i need to rewrite so the old codebase was a mess so i decided to reset and build sketchpad2 which is going better cuz instead of trying to figure out swift my self and shoot myself in the foot a thousand time i decide to let codex help me implement my idea instead and yea i will shelf learning swiftui myself later when i got more free time and not trying to make arduino editor to use in my project so from the reset i change the app to be document app and decided against NavigationSplitView and just use a plain simple editor view toolbar
Board Manager well we now have a board manager prototype this take a lot longer than expect as i call Create rpc and not Create then Init rpc and arduino grpc document is like nothing so i spend an hour making codex fetch board from wrong rpc as i use BoardListAll instead of PlatformSearch
Looking GoOooOooD so yea just refine the board manager by using NavigationSplitView and searchbar inside sidebar and you can now upgrade or downgrade platform version
Yayyy after fighting with codex a thousand time and fighting with xcode swiftui i finally has a working arduino ide in swiftui yayyy...
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1792756504.5594814
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1793361304.5594814
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61458
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orion os by @rehankasim | Stardance
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rehankasim
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0
|
1.4
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0
|
[]
|
[{"post_id": 67236, "ts": "202 [{"post_id": 67236, "ts": "2026-09-13T09:16:33Z", "hours": 1.4025, "text": "orion os first and last devlog not much to add it was a little bit easy becuase i only made a single html file took me time hackatime didnt counted it it could be because i dont save my file every time i started late wanted that mac air but i am late but still coding so i can get atleast anything"}]...
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Title: orion os by @rehankasim | Stardance
Devlog Title: orion os by @rehankasim | Stardance
Devlogs:
orion os first and last devlog not much to add it was a little bit easy becuase i only made a single html file took me time hackatime didnt counted it it could be because i dont save my file every time i started late wanted that mac air but i am late but still coding so i can get atleast anything...
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1793040620.6911652
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1793645420.6911652
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49405
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Excavertable by @Cyrus | Stardance
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Cyrus
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0
|
14.02
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0
|
[]
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[{"post_id": 67247, "ts": "202 [{"post_id": 67247, "ts": "2026-09-13T09:34:25Z", "hours": 14.0153, "text": "PCB design for ExcavatAble"}]...
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Title: Excavertable by @Cyrus | Stardance
Devlogs Title: Excavertable by @Cyrus | Stardance
Devlogs:
PCB design for ExcavatAble...
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1793282065.2929807
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1793886865.2929807
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61091
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VShare by @Paachu | Stardance
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Paachu
|
0
|
0.89
|
0
|
[]
|
[{"post_id": 67250, "ts": "202 [{"post_id": 67250, "ts": "2026-09-13T09:48:33Z", "hours": 0.4167, "text": "Vshare - Day 2 Frontend Initializing! Something is wrong with hakatime my 30 min is missing"}, {"post_id": 66081, "ts": "2026-09-11T17:29:42Z", "hours": 0.4731, "text": "VShare – Local DropBox Share your files seamlessly, no size limit, no internet connection needed. First devlog. Started working on the backend with FastAPI. Device IDs, uploading and downloading files are working."}]...
|
Title: VShare by @Paachu | Stardance
Devlogs:
VSh Title: VShare by @Paachu | Stardance
Devlogs:
VShare – Local DropBox Share your files seamlessly, no size limit, no internet connection needed. First devlog. Started working on the backend with FastAPI. Device IDs, uploading and downloading files are working.
Vshare - Day 2 Frontend Initializing! Something is wrong with hakatime my 30 min is missing...
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1793037207.394778
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1793642007.394778
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|
61714
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Check-Time by @rehankasim | Stardance
|
rehankasim
|
0
|
7.67
|
0
|
[]
|
[{"post_id": 67251, "ts": "202 [{"post_id": 67251, "ts": "2026-09-13T09:52:32Z", "hours": 7.6728, "text": "every thing is done but the single player is not done very hard to make so i used a little ai to write it also i wanted the new name checktime but to change the name in file from keyboard kingdom to this was very long so i didnt did it also i used emojis becuase i dont have time for svg"}]...
|
Title: Check-Time by @rehankasim | Stardance
Devl Title: Check-Time by @rehankasim | Stardance
Devlogs:
every thing is done but the single player is not done very hard to make so i used a little ai to write it also i wanted the new name checktime but to change the name in file from keyboard kingdom to this was very long so i didnt did it also i used emojis becuase i dont have time for svg...
|
1793040804.48296
|
1793645604.48296
|
|
58261
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Blobbe by @Mehmet | Stardance
|
Mehmet
|
0
|
2.52
|
0
|
[]
|
[{"post_id": 67252, "ts": "202 [{"post_id": 67252, "ts": "2026-09-13T09:55:37Z", "hours": 0.3767, "text": "Added the second boulder and added masks onto the slime and boulders so that the game now knows when you hit a boulder!"}, {"post_id": 66665, "ts": "2026-09-12T15:00:34Z", "hours": 0.3522, "text": "Added a boulder that spawns at different gaps in front of you that you can jump over it. It doesn’t have a hitbox yet, so you won’t be penalized for landing on it, but you can jump over it using the spacebar."}, {"post_id": 65999, "ts": "2026-09-11T14:50:51Z", "hours": 0.5733, "text": "Changed the player to the slime, added jumping with space."}, {"post_id": 62883, "ts": "2026-09-06T12:35:26Z", "hours": 0.5139, "text": "It’s shaping up. I added the characters, changed the title and the icon at the top left, I’ve set my eyes on controls next."}, {"post_id": 62855, "ts": "2026-09-06T11:56:23Z", "hours": 0.3939, "text": "Added the Blobbe! It just moves forward and loops though. It cant be controlled, YET"}, {"post_id": 61600, "ts": "2026-09-04T16:13:33Z", "hours": 0.3058, "text": "Please format the following text to Markdown in your brain. Blobbe, written B-L-O-B-B-E, is a platformer game that I’m making fully and entirely in Python, Pygame. I have no clue what Pygame is and how it works right now, but I’m gonna look into the docs, look at examples, and figure it out. I hope to build a very nice and cool platforming game to learn more about game development and Pygame itself. Right now, I’ve built a color-changing rectangle that changes colors five times every second (so every 200 milliseconds). Here are screenshots of it. (I dont wanna open OBS)"}]...
|
Title: Blobbe by @Mehmet | Stardance
Devlogs:
Ple Title: Blobbe by @Mehmet | Stardance
Devlogs:
Please format the following text to Markdown in your brain. Blobbe, written B-L-O-B-B-E, is a platformer game that I’m making fully and entirely in Python, Pygame. I have no clue what Pygame is and how it works right now, but I’m gonna look into the docs, look at examples, and figure it out. I hope to build a very nice and cool platforming game to learn more about game development and Pygame itself. Right now, I’ve built a color-changing rectangle that changes colors five times every second (so every 200 milliseconds). Here are screenshots of it. (I dont wanna open OBS)
Added the Blobbe! It just moves forward and loops though. It cant be controlled, YET
It’s shaping up. I added the characters, changed the title and the icon at the top left, I’ve set my eyes on controls next.
Changed the player to the slime, added jumping with space.
Added a boulder that spawns at different gaps in front of you that you can jump over it. It doesn’t have a hitbox yet, so you won’t be penalized for landing on it, but you can jump over it using the spacebar.
Added the second boulder and added masks onto the slime and boulders so that the game now knows when you hit a boulder!...
|
1792745307.9160097
|
1793350107.9160097
|