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55569
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Codsworth by @Coffe404 | Stardance
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Coffe404
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1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T03:13:45Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a little Slack Bot created for curiosity and learning. Since this was my first time trying to run something in Nest and running it 24/7 it was difficult to me to get all of the keys and stf. I loved making this out because it gave me some ideas for JARVIS and running it from every place. That’s oll for my project! :D PD: Take a walk sir!", "repo": "https://github.com/SovietCoffe404/SlackBot-Codsworth-HC-project", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
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[{"post_id": 72053, "ts": "202 [{"post_id": 72053, "ts": "2026-09-22T02:49:05Z", "hours": 0.3219, "text": "Hii! Well, this is my 1st Devlog for the Bot. This project is so fun and also it gave me an idea for my JARVIS project ;D This bot only has basic stuff but I think it’s funny Some of the functions are this : /codsworth-help /codsworth-joke /codsworth-ping /codsworth-catfact That’s all folks! Hope this isn’t my last devlog for stardance🥀🥀 Love u guys! Stay tuned"}]...
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Title: Codsworth by @Coffe404 | Stardance
Devlogs Title: Codsworth by @Coffe404 | Stardance
Devlogs:
Hii! Well, this is my 1st Devlog for the Bot. This project is so fun and also it gave me an idea for my JARVIS project ;D This bot only has basic stuff but I think it’s funny Some of the functions are this : /codsworth-help /codsworth-joke /codsworth-ping /codsworth-catfact That’s all folks! Hope this isn’t my last devlog for stardance🥀🥀 Love u guys! Stay tuned
Ships:
This is a little Slack Bot created for curiosity and learning. Since this was my first time trying to run something in Nest and running it 24/7 it was difficult to me to get all of the keys and stf. I loved making this out because it gave me some ideas for JARVIS and running it from every place. That’s oll for my project! :D PD: Take a walk sir!...
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1793336124.3890054
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1793422524.3890054
|
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26001
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Project Muniris by @shbebeek | Stardance
|
shbebeek
|
1
|
120.2
|
1013
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T05:31:47Z", "hours": 119.0, "multiplier": 8.54, "payout": 1013, "blessing": "neutral", "text": "This is my first ever fully finished Unity game, named Muniris! It is a 2-player action adventure game that combines RPG and shooter-based mechanics to make for dynamic and differentiating playstyles for everyone. Each player has a left and right hand that control different purposes: the left hand performs magic attacks/items, and the right hand shoots whatever gun you have equipped. Each player can choose their own loadout and upgrade their items along the way. To check out the project take a look at the README of my GitHub repo, as it contains info on which version you can play depending on your operating system. Enjoy!", "repo": "https://github.com/shbebeek/Muniris", "demo": "https://gamejolt.com/games/muniris-online/1100476"}]...
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[{"post_id": 72059, "ts": "202 [{"post_id": 72059, "ts": "2026-09-22T03:03:44Z", "hours": 1.2, "text": "Another quick update, I made another build of the game that is includes compatibility with Windows, where the player starts off with a couple of items and a bit farther ahead in the game. I thought that the browser version would work for non-Mac users but I realize now that the servers really can’t run Muniris very well. Thanks for your patience everyone!"}, {"post_id": 69953, "ts": "2026-09-18T03:55:04Z", "hours": 5.1333, "text": "Hi guys, one last quick log. I’ve been working to ship Munirism over the last couple of days and ran into a bunch of computer issues due to itch.io not being able to take files more than 1 gb in size (and my computer kept crashing every time I tried to build the game). Thankfully, I got a working link to play on a browser and a link to the Mac download of the project for people who would like better frame rate optimizations. Since I can’t submit 2 test links, I’ll give the Mac download here: https://gamejolt.com/games/muniris/1100442 . Thanks everyone!"}, {"post_id": 68963, "ts": "2026-09-16T03:50:51Z", "hours": 9.4, "text": "Good evening fellow coders, this is my final devlog for Project Muniris! I added in all of the mechanics that I wanted to into this final portion of the game and it is finally ready to be shipped. To summarize what I did, I made a bite-size castle area where there is a HUGE enemy gauntlet, which contains a final climb to the top of the hourglass that has been tantalizing the player ever since they entered the game. Since the castle is so high up that you can see past the boundary walls, I added a dense fog at the bottom of the castle that respawns you if you fall just in case the player fails any of the challenges. I created one final enemy type, that being an RPG turret, which essentially can shoot tons of missiles that seek out the players. Additionally, the last gun, the sniper rifle, was a fun time to speed develop since I realized that the mouse sensitivity was WAY too high for the player to reliably shoot when the rifle was zoomed in all the way. Due to this observation, I tweaked the mouse sensitivity via scripting so that when the camera is not zoomed in, it has a greater mouse sensitivity than when it is. Furthermore, I finally added a bunch of musical/sound assets into the game! All of the bullets from enemy and player fire have sound effects added to them. Each area also has a unique track to it, making them stand out from one another. While each track may not be musical, I made sure to find a bunch of immersive sound effects to increase the player’s auditory connection with the game. All in all, it feels very bittersweet writing this devlog, as it is the capstone to one of my longest and most passionate projects ever. I’m really thankful to the Stardance team for creating this program, as the community it developed really helped motivate me along the way. Most of all, thank you to you guys as well! Reading your comments and seeing what other people are doing has been really fun the past couple of months. Best of luck everyone!"}, {"post_id": 67858, "ts": "2026-09-14T04:19:41Z", "hours": 6.0667, "text": "Hey everyone, this is probably going to be one of my last devlogs for this project, as it is nearing completion. For starters, I finished the tundra area today, which combined my original idea of 2 separate mountain and “heavy weather” areas. It is a much more open area that the player is free to explore, but requires the double jump and dash to get into. At this point in time, all I really have left to do is create a quick ending area in the form of a castle, where the player will infiltrate the area and get to a giant hourglass at the end marking the finale of the game. I still have to create a new gun for the ending, and I’m leaning towards a sniper rifle. Since the player will have had tons of experience with the right-hand guns for a while, I’m thinking of making the sniper a bit harder to aim but having lots of damage as a tradeoff. Additionally, I added a bunch of snow particles falling from the sky to simulate a snowstorm, and it actually turned out pretty well! Due to occlusion culling, the framerate can actually survive all the snow being generated, and allowed me to create a lot it. Lastly, I added a tiny script that changed the skybox when you enter the area so that it seems cloudy instead of sunny, just so that the snow doesn’t seem like it’s appearing out of nowhere. As a personal anecdote, this project has been really fun to create the past couple of months, and has seriously boosted my design/programming skills (and time management). There will probably be one more devlog before I ship Project Muniris, but in any case I just wanted to share my thoughts on my journey through Stardance here."}, {"post_id": 67111, "ts": "2026-09-13T05:25:35Z", "hours": 8.3, "text": "Hi again fellow devs, over the course of the week I have been working on a bunch of stuff that I am excited to share. First off, I finished up the mine mini dungeon, where the player has to hit switches in order to unlock gates and progress throughout the area. It isn’t the most complex of puzzles but it gets the job done in a 3d platformer/shooter. Secondly, I added in 2 new abilities: the double jump and the dash. Essentially, via giving each player an extra jump whenever they’re in the air, I can enable them to double jump, and when they dash I simply set the non-vertical movement speed very high for a quick moment. I initially had some problems with the dash where it could send you flying upward if you collided with terrain/obstacles, but I mitigated how far up it can send you when you collide with other objects. Past these abilities, I am currently in the middle of a snowfield area, where the players will have to use both of their new movement abilities to traverse the area and make it to their final destination, the castle. I’ve decided to make it so that any currency you collected along the way in the game will be displayed at the end, and you will be able to see both your completion percentage and your total run time. I don’t think the game should take too long to beat, so I’m trying to make it have some replay value along the way. One last thing I forgot to mention was that I spent a bunch of time fixing the jump, since the coyote time would make your jump seem to blast off in the air super high. I know I said I fixed this problem in my past devlogs, but it seemed to keep coming back for whatever reason. Now though, I am happy to say that I fixed the error via taking a deeper look at when the coyote time should reset back to 0.2 seconds (any time above 0 means you can still jump after you fall off a ledge). In total, this game is almost finished, I just have to add 1 more area and give it a thorough run-through!"}, {"post_id": 65758, "ts": "2026-09-11T03:24:26Z", "hours": 5.7667, "text": "Hi developers, I just finished the base layout for the mine system that I am developing as one of the final areas of the game. At this point in time, I am trying to finish the mine area, create a quick mountain area, and make a short castle segment that acts as the final challenge of the game. Since the game is open world, little hints and clues as to where items might be located are scattered around the world now. Additionally, I worked on some post-processing effects for the mine area, which is why it is so dark on the right side of the screen compared to the left side; I will eventually add post-processing for all areas once I finish all the other parts of the game. In terms of item adjustments, I made it so that the chakram has a point light attached to it that can act as a miniature burst of light in dark areas. My last thing for now is a little issue that I ran into while adjusting the lighting for the game. Essentially, I switched from baking lighting back to generating realtime lighting because I realized that my computer can’t really handle baking lighting for so many objects in the scene, so I wanted to just generate it all in realtime to make things easier. After I tweaked these settings and generated the new lighting, I pressed play and the game totally nuked itself. Every game object had broken out of its hierarchy and 75% of them were straight up missing/deleted (all they left behind were empty transforms). I tried for a while to recover the scene but nothing was working, and eventually I had to force quit Unity due to it having stopped responding to my inputs. After I reopened Unity, the scene was back to normal! All in all, lesson learned to not panic when all seems lost and to not upset grumpy old Unity about lighting anymore."}, {"post_id": 64589, "ts": "2026-09-09T03:06:19Z", "hours": 3.2667, "text": "Hello everyone, today I worked on fixing the player UI and coded the chakram left-hand item I’ve been working on. After seeing that at different screen sizes/resolutions the UI would change shape and position, I adjusted the anchors of each UI element and made sure that they looked nice together no matter the screen size. The chakram ability turned out very nice, as with the additional fire/spark fx it feels pretty cool to throw around. I made it so that the chakram will interact with any physics object, meaning that it can bounce around a bunch before returning to the player. Looking ahead to the next area, I am thinking of a maze-like mine segment where the player will get either a new gun or the dash ability. See you all next time!"}, {"post_id": 63978, "ts": "2026-09-08T02:19:27Z", "hours": 8.8, "text": "Hello fellow devs, writing this now I realize that this game has gotten to a pretty large scale and I might not have time to finish everything I wanted to do with this game before I ship it. HOWEVER, I will be working my hardest to make sure that this game still contains the core aspects of what I wanted it to be. Speaking of, I made a whole new “forest hideout” area where there are a lot of enemies and slight platforming challenges. I coded in moving platforms that essentially just move around using an animation, and when the player jumps on one their parent transform is linked to the platform so that the camera doesn’t fall off. Furthermore, I finally added locked doors to the game, so the player has to first find some keys before they can open certain doors in this area. At the end of the hideout, I am working on a chakram left-hand ability that will be able to return to the player after being thrown, acting sort of like a boomerang. During the middle of the development of this area, the framerate dropped like CRAZY and I had to take a whole bunch of time to fix the parameters of the game so that it could run better. To sum up all the changes I made, I added occlusion culling, baked lighting for static objects, and tweaked the rendering distance for terrain like trees and grass. Lastly, I tuned up the player’s jump because it was getting really random jump heights and I wanted to make it more consistent. All in all, this project is going great and I can’t wait to ship it to all of you!"}, {"post_id": 62548, "ts": "2026-09-06T00:11:13Z", "hours": 8.6, "text": "Hey guys, I just finished up the left-hand healing item that I’ve been hinting at in my recent devlogs. It is a magic bottle that will heal you up at the cost of magic. I used a special visual fx in order to make the heal seem more “magical.” I also heavily tweaked the enemy vision system so that the enemies can see the secondary player and choose to aim at them instead of just the primary player. Currently I am trying to fix a problem where the UI will go crazy if you resize the screen, so I will be working on that from now on. Other than that, I also fixed an error where only the secondary player’s health ui would update, leading to both the primary player’s health and game over screen being stuck on the wrong camera. Best of luck everyone!"}, {"post_id": 58491, "ts": "2026-08-30T22:13:10Z", "hours": 6.2667, "text": "Hey everyone, long time since I posted here. Last week I realized that inside of my areas, there are not a lot of rewards given to the player in terms of their stats. So, instead of developing that new left-hand item I talked about in my last devlog, I decided to make an upgrade system where the player can receive health, magic, or stamina upgrades scattered around chests throughout the world. I also added a little series of clues to get the key and the eventual healing item hidden in the lake of this region through visual cues (ex. a heart-shaped rock formation) and text written on the walls of certain shelters. See you guys next time!"}, {"post_id": 53431, "ts": "2026-08-23T23:40:01Z", "hours": 3.7667, "text": "Hi guys! Today I finished up the code and tuning for both the rpg and mech enemy that I have been designing the past couple of days. I added a cool explosion to the gun whenever the bullet collides with an object, which creates some really cool visual effects. However, the bullet will still explode underwater; since I’m thinking of having a feature of being underwater that your guns misfire anyways, I’ll just keep this effect for now. With the new gun item and enemies all finished up, I am excited to say that I am almost done with this lake area. I am proud to say that it is of a much better quality than the tutorial area and is heavily focused on platforming, which will hopefully generate some fun chaos with 2 people playing at the same time. The last thing I have to do with this area is give it a proper “final upgrade.” I’m thinking of it being a healing item you can use with your left hand that takes a lot of magic but slowly heals you up. See you all later!"}, {"post_id": 51974, "ts": "2026-08-21T23:36:52Z", "hours": 3.3, "text": "Hey guys, quick update here. Lately I’ve been working on a heat-seeking missile, and although I encountered a lot of different bugs today I finished the weapon up (kind of). I’m using a software called Linq to filter out enemies and get the closest one to the missile, but a problem I encountered is that the algorithm doesn’t account for colliders between the missile and the enemy. I’ve tried a bunch of stuff such as raycasting and Physics.linecast, but nothing seems to be working. I’m gonna take a break for today and come back tomorrow with a fresh mindset. Other than that, I also am finishing up a “mech” enemy that has different pieces of it you have to destroy in order to kill it. I’ll give a bigger explanation of this enemy when I finish it. Thanks for reading!"}, {"post_id": 51426, "ts": "2026-08-21T03:53:02Z", "hours": 8.7333, "text": "Greetings fellow developers, as of right now I have been furthering development on the lake area of the game right outside the tutorial. Development is progressing well, and I am just about finished with the overall design of the area. On the programming side, I have been working on “heat-seeking” missiles that will be the reward for the player in the form of a new right-handed weapon at the end of the area. I’m thinking of having a key to a chest being hidden at the top of the area and the player has to dive down to the deepest part of the lake to open the chest in order to make the area loop in on itself. If anybody has any ideas for left-handed items let me know!"}, {"post_id": 47900, "ts": "2026-08-16T05:25:50Z", "hours": 4.7, "text": "What’s up everyone, over the last couple of days I’ve been working towards finishing up the lake area. This area is mainly focusing on platforming and refining the platforming that is seen inside of the tutorial area, as I feel as if that area has some janky features. I will eventually add enemies and some mini-bosses to fight while you are jumping from rock to rock, but as said before this is mainly for the spectacle and the platforming. I am thinking about adding some sort of a movement ability at the end of this area to reward the player, but I do not want to overpower the player too much at the beginning of the game. If you have any ideas please comment them down below, they would be well appreciated!"}, {"post_id": 46897, "ts": "2026-08-14T13:19:17Z", "hours": 5.1, "text": "Hey everyone, quick update here. I’m currently in the process of making a beach area to highlight the water effect that I developed over the past couple of days. I added a bunch of different terrain textures and tree assets, so the area itself should look a little different than the typical forest/grassy area of the tutorial. I hope to add some post-processing for outside of the water eventually as well."}, {"post_id": 45235, "ts": "2026-08-11T16:04:46Z", "hours": 8.5333, "text": "Today I finished up a new ladder system and the water post-processing effects, alongside a much-needed tuning of base speeds, maximum velocities, and the different forces added to the player (for example the jumping force). I noticed that in the vertical platforming sections I did not add shortcuts to get back up in case the player fell all the way back down, so I decided to add a ladder system that will extend down when the player reaches a certain spot. Furthermore, with the water system being finished up, I can now focus on making more unique areas of the map and creating engaging gameplay instead of just tutorial and test areas. See you guys soon!"}, {"post_id": 42060, "ts": "2026-08-06T16:50:40Z", "hours": 4.0333, "text": "Hey everyone, it’s been a while. Currently I am trying to implement a water mechanic inside of the game where players can enter the water and swim freely without the effects of gravity. Mechanics are working well to my surprise, and the only thing left to really work on is the post-processing for when you dive in. Unfortunately, I realized that the jump mechanic has to be kind of reworked due to the fact that the player does not have control over their momentum after they jump, making platforming way harder. All in all, development is trucking along."}, {"post_id": 37917, "ts": "2026-07-30T22:28:39Z", "hours": 3.8667, "text": "At this point in time, I finished fixing up the UI system so that the 2 different players are both able to control their separate canvases, while there remains a large canvas that encompasses the entirety of the screen. This can be utilized through the time slower item, for example, as the entire screen is scene through a blue lens when the item is used. Furthermore, I added a house next to a dry lake (at the moment), and will figure out how to add a water mechanic to the game that will require certain items for the players to swim across. Lastly, in order to enter the first eventual “dungeon” of the game, players will need to get the attention of the big dragon in the sky that was added recently. It currently just roams around from point to point but when the players get to a specific point they will need to utilize its positioning."}, {"post_id": 36110, "ts": "2026-07-28T00:09:04Z", "hours": 2.5, "text": "Currently I am working on making a UI system that can fit both players. I have 3 separate canvases all controlled by a main UI Manager script. Basically, there is 1 canvas for each player and then there is 1 canvas that covers both players’ screens."}, {"post_id": 33509, "ts": "2026-07-23T14:54:08Z", "hours": 1.5667, "text": "I just finished integrating the second player’s movement and UI into the game. I made it so that the 2 players share a common magic meter, which is a circular ring in the center of the screen. I try to make the gameplay require cooperation as much as possible via having both players share certain game mechanics such as their magic. With that, I have also finished the enemy tutorial area!"}, {"post_id": 32678, "ts": "2026-07-22T00:03:43Z", "hours": 2.8, "text": "I am currently working on the 2-player functionality of the code for this game. Since some of Unity’s canvas assets are not built for 2-player unless you update them in a certain way, I have to manually go in and update my scripts to make the world objects function as expected. All in all, development is rocky but progressing."}, {"post_id": 31768, "ts": "2026-07-20T12:38:29Z", "hours": 4.4667, "text": "I just finished the chest system as well as the coin system. Taps are the standard currency and joules are a rare currency that can net you cool items that wouldn’t be available normally."}, {"post_id": 23766, "ts": "2026-07-06T21:56:29Z", "hours": 3.5333, "text": "Just finished the enemy code to track down the player and try to shoot the player, it has been a little rough with the balancing but development is going well on the programming side."}]...
|
Title: Project Muniris by @shbebeek | Stardance
D Title: Project Muniris by @shbebeek | Stardance
Devlogs:
Just finished the enemy code to track down the player and try to shoot the player, it has been a little rough with the balancing but development is going well on the programming side.
I just finished the chest system as well as the coin system. Taps are the standard currency and joules are a rare currency that can net you cool items that wouldn’t be available normally.
I am currently working on the 2-player functionality of the code for this game. Since some of Unity’s canvas assets are not built for 2-player unless you update them in a certain way, I have to manually go in and update my scripts to make the world objects function as expected. All in all, development is rocky but progressing.
I just finished integrating the second player’s movement and UI into the game. I made it so that the 2 players share a common magic meter, which is a circular ring in the center of the screen. I try to make the gameplay require cooperation as much as possible via having both players share certain game mechanics such as their magic. With that, I have also finished the enemy tutorial area!
Currently I am working on making a UI system that can fit both players. I have 3 separate canvases all controlled by a main UI Manager script. Basically, there is 1 canvas for each player and then there is 1 canvas that covers both players’ screens.
At this point in time, I finished fixing up the UI system so that the 2 different players are both able to control their separate canvases, while there remains a large canvas that encompasses the entirety of the screen. This can be utilized through the time slower item, for example, as the entire screen is scene through a blue lens when the item is used. Furthermore, I added a house next to a dry lake (at the moment), and will figure out how to add a water mechanic to the game that will require certain items for the players to swim across. Lastly, in order to enter the first eventual “dungeon” of the game, players will need to get the attention of the big dragon in the sky that was added recently. It currently just roams around from point to point but when the players get to a specific point they will need to utilize its positioning.
Hey everyone, it’s been a while. Currently I am trying to implement a water mechanic inside of the game where players can enter the water and swim freely without the effects of gravity. Mechanics are working well to my surprise, and the only thing left to really work on is the post-processing for when you dive in. Unfortunately, I realized that the jump mechanic has to be kind of reworked due to the fact that the player does not have control over their momentum after they jump, making platforming way harder. All in all, development is trucking along.
Today I finished up a new ladder system and the water post-processing effects, alongside a much-needed tuning of base speeds, maximum velocities, and the different forces added to the player (for example the jumping force). I noticed that in the vertical platforming sections I did not add shortcuts to get back up in case the player fell all the way back down, so I decided to add a ladder system that will extend down when the player reaches a certain spot. Furthermore, with the water system being finished up, I can now focus on making more unique areas of the map and creating engaging gameplay instead of just tutorial and test areas. See you guys soon!
Hey everyone, quick update here. I’m currently in the process of making a beach area to highlight the water effect that I developed over the past couple of days. I added a bunch of different terrain textures and tree assets, so the area itself should look a little different than the typical forest/grassy area of the tutorial. I hope to add some post-processing for outside of the water eventually as well.
What’s up everyone, over the last couple of days I’ve been working towards finishing up the lake area. This area is mainly focusing on platforming and refining the platforming that is seen inside of the tutorial area, as I feel as if that area has some janky features. I will eventually add enemies and some mini-bosses to fight while you are jumping from rock to rock, but as said before this is mainly for the spectacle and the platforming. I am thinking about adding some sort of a movement ability at the end of this area to reward the player, but I do not want to overpower the player too much at the beginning of the game. If you have any ideas please comment them down below, they would be well appreciated!
Greetings fellow developers, as of right now I have been furthering development on the lake area of the game right outside the tutorial. Development is progressing well, and I am just about finished with the overall design of the area. On the programming side, I have been working on “heat-seeking” missiles that will be the reward for the player in the form of a new right-handed weapon at the end of the area. I’m thinking of having a key to a chest being hidden at the top of the area and the player has to dive down to the deepest part of the lake to open the chest in order to make the area loop in on itself. If anybody has any ideas for left-handed items let me know!
Hey guys, quick update here. Lately I’ve been working on a heat-seeking missile, and although I encountered a lot of different bugs today I finished the weapon up (kind of). I’m using a software called Linq to filter out enemies and get the closest one to the missile, but a problem I encountered is that the algorithm doesn’t account for colliders between the missile and the enemy. I’ve tried a bunch of stuff such as raycasting and Physics.linecast, but nothing seems to be working. I’m gonna take a break for today and come back tomorrow with a fresh mindset. Other than that, I also am finishing up a “mech” enemy that has different pieces of it you have to destroy in order to kill it. I’ll give a bigger explanation of this enemy when I finish it. Thanks for reading!
Hi guys! Today I finished up the code and tuning for both the rpg and mech enemy that I have been designing the past couple of days. I added a cool explosion to the gun whenever the bullet collides with an object, which creates some really cool visual effects. However, the bullet will still explode underwater; since I’m thinking of having a feature of being underwater that your guns misfire anyways, I’ll just keep this effect for now. With the new gun item and enemies all finished up, I am excited to say that I am almost done with this lake area. I am proud to say that it is of a much better quality than the tutorial area and is heavily focused on platforming, which will hopefully generate some fun chaos with 2 people playing at the same time. The last thing I have to do with this area is give it a proper “final upgrade.” I’m thinking of it being a healing item you can use with your left hand that takes a lot of magic but slowly heals you up. See you all later!
Hey everyone, long time since I posted here. Last week I realized that inside of my areas, there are not a lot of rewards given to the player in terms of their stats. So, instead of developing that new left-hand item I talked about in my last devlog, I decided to make an upgrade system where the player can receive health, magic, or stamina upgrades scattered around chests throughout the world. I also added a little series of clues to get the key and the eventual healing item hidden in the lake of this region through visual cues (ex. a heart-shaped rock formation) and text written on the walls of certain shelters. See you guys next time!
Hey guys, I just finished up the left-hand healing item that I’ve been hinting at in my recent devlogs. It is a magic bottle that will heal you up at the cost of magic. I used a special visual fx in order to make the heal seem more “magical.” I also heavily tweaked the enemy vision system so that the enemies can see the secondary player and choose to aim at them instead of just the primary player. Currently I am trying to fix a problem where the UI will go crazy if you resize the screen, so I will be working on that from now on. Other than that, I also fixed an error where only the secondary player’s health ui would update, leading to both the primary player’s health and game over screen being stuck on the wrong camera. Best of luck everyone!
Hello fellow devs, writing this now I realize that this game has gotten to a pretty large scale and I might not have time to finish everything I wanted to do with this game before I ship it. HOWEVER, I will be working my hardest to make sure that this game still contains the core aspects of what I wanted it to be. Speaking of, I made a whole new “forest hideout” area where there are a lot of enemies and slight platforming challenges. I coded in moving platforms that essentially just move around using an animation, and when the player jumps on one their parent transform is linked to the platform so that the camera doesn’t fall off. Furthermore, I finally added locked doors to the game, so the player has to first find some keys before they can open certain doors in this area. At the end of the hideout, I am working on a chakram left-hand ability that will be able to return to the player after being thrown, acting sort of like a boomerang. During the middle of the development of this area, the framerate dropped like CRAZY and I had to take a whole bunch of time to fix the parameters of the game so that it could run better. To sum up all the changes I made, I added occlusion culling, baked lighting for static objects, and tweaked the rendering distance for terrain like trees and grass. Lastly, I tuned up the player’s jump because it was getting really random jump heights and I wanted to make it more consistent. All in all, this project is going great and I can’t wait to ship it to all of you!
Hello everyone, today I worked on fixing the player UI and coded the chakram left-hand item I’ve been working on. After seeing that at different screen sizes/resolutions the UI would change shape and position, I adjusted the anchors of each UI element and made sure that they looked nice together no matter the screen size. The chakram ability turned out very nice, as with the additional fire/spark fx it feels pretty cool to throw around. I made it so that the chakram will interact with any physics object, meaning that it can bounce around a bunch before returning to the player. Looking ahead to the next area, I am thinking of a maze-like mine segment where the player will get either a new gun or the dash ability. See you all next time!
Hi developers, I just finished the base layout for the mine system that I am developing as one of the final areas of the game. At this point in time, I am trying to finish the mine area, create a quick mountain area, and make a short castle segment that acts as the final challenge of the game. Since the game is open world, little hints and clues as to where items might be located are scattered around the world now. Additionally, I worked on some post-processing effects for the mine area, which is why it is so dark on the right side of the screen compared to the left side; I will eventually add post-processing for all areas once I finish all the other parts of the game. In terms of item adjustments, I made it so that the chakram has a point light attached to it that can act as a miniature burst of light in dark areas. My last thing for now is a little issue that I ran into while adjusting the lighting for the game. Essentially, I switched from baking lighting back to generating realtime lighting because I realized that my computer can’t really handle baking lighting for so many objects in the scene, so I wanted to just generate it all in realtime to make things easier. After I tweaked these settings and generated the new lighting, I pressed play and the game totally nuked itself. Every game object had broken out of its hierarchy and 75% of them were straight up missing/deleted (all they left behind were empty transforms). I tried for a while to recover the scene but nothing was working, and eventually I had to force quit Unity due to it having stopped responding to my inputs. After I reopened Unity, the scene was back to normal! All in all, lesson learned to not panic when all seems lost and to not upset grumpy old Unity about lighting anymore.
Hi again fellow devs, over the course of the week I have been working on a bunch of stuff that I am excited to share. First off, I finished up the mine mini dungeon, where the player has to hit switches in order to unlock gates and progress throughout the area. It isn’t the most complex of puzzles but it gets the job done in a 3d platformer/shooter. Secondly, I added in 2 new abilities: the double jump and the dash. Essentially, via giving each player an extra jump whenever they’re in the air, I can enable them to double jump, and when they dash I simply set the non-vertical movement speed very high for a quick moment. I initially had some problems with the dash where it could send you flying upward if you collided with terrain/obstacles, but I mitigated how far up it can send you when you collide with other objects. Past these abilities, I am currently in the middle of a snowfield area, where the players will have to use both of their new movement abilities to traverse the area and make it to their final destination, the castle. I’ve decided to make it so that any currency you collected along the way in the game will be displayed at the end, and you will be able to see both your completion percentage and your total run time. I don’t think the game should take too long to beat, so I’m trying to make it have some replay value along the way. One last thing I forgot to mention was that I spent a bunch of time fixing the jump, since the coyote time would make your jump seem to blast off in the air super high. I know I said I fixed this problem in my past devlogs, but it seemed to keep coming back for whatever reason. Now though, I am happy to say that I fixed the error via taking a deeper look at when the coyote time should reset back to 0.2 seconds (any time above 0 means you can still jump after you fall off a ledge). In total, this game is almost finished, I just have to add 1 more area and give it a thorough run-through!
Hey everyone, this is probably going to be one of my last devlogs for this project, as it is nearing completion. For starters, I finished the tundra area today, which combined my original idea of 2 separate mountain and “heavy weather” areas. It is a much more open area that the player is free to explore, but requires the double jump and dash to get into. At this point in time, all I really have left to do is create a quick ending area in the form of a castle, where the player will infiltrate the area and get to a giant hourglass at the end marking the finale of the game. I still have to create a new gun for the ending, and I’m leaning towards a sniper rifle. Since the player will have had tons of experience with the right-hand guns for a while, I’m thinking of making the sniper a bit harder to aim but having lots of damage as a tradeoff. Additionally, I added a bunch of snow particles falling from the sky to simulate a snowstorm, and it actually turned out pretty well! Due to occlusion culling, the framerate can actually survive all the snow being generated, and allowed me to create a lot it. Lastly, I added a tiny script that changed the skybox when you enter the area so that it seems cloudy instead of sunny, just so that the snow doesn’t seem like it’s appearing out of nowhere. As a personal anecdote, this project has been really fun to create the past couple of months, and has seriously boosted my design/programming skills (and time management). There will probably be one more devlog before I ship Project Muniris, but in any case I just wanted to share my thoughts on my journey through Stardance here.
Good evening fellow coders, this is my final devlog for Project Muniris! I added in all of the mechanics that I wanted to into this final portion of the game and it is finally ready to be shipped. To summarize what I did, I made a bite-size castle area where there is a HUGE enemy gauntlet, which contains a final climb to the top of the hourglass that has been tantalizing the player ever since they entered the game. Since the castle is so high up that you can see past the boundary walls, I added a dense fog at the bottom of the castle that respawns you if you fall just in case the player fails any of the challenges. I created one final enemy type, that being an RPG turret, which essentially can shoot tons of missiles that seek out the players. Additionally, the last gun, the sniper rifle, was a fun time to speed develop since I realized that the mouse sensitivity was WAY too high for the player to reliably shoot when the rifle was zoomed in all the way. Due to this observation, I tweaked the mouse sensitivity via scripting so that when the camera is not zoomed in, it has a greater mouse sensitivity than when it is. Furthermore, I finally added a bunch of musical/sound assets into the game! All of the bullets from enemy and player fire have sound effects added to them. Each area also has a unique track to it, making them stand out from one another. While each track may not be musical, I made sure to find a bunch of immersive sound effects to increase the player’s auditory connection with the game. All in all, it feels very bittersweet writing this devlog, as it is the capstone to one of my longest and most passionate projects ever. I’m really thankful to the Stardance team for creating this program, as the community it developed really helped motivate me along the way. Most of all, thank you to you guys as well! Reading your comments and seeing what other people are doing has been really fun the past couple of months. Best of luck everyone!
Hi guys, one last quick log. I’ve been working to ship Munirism over the last couple of days and ran into a bunch of computer issues due to itch.io not being able to take files more than 1 gb in size (and my computer kept crashing every time I tried to build the game). Thankfully, I got a working link to play on a browser and a link to the Mac download of the project for people who would like better frame rate optimizations. Since I can’t submit 2 test links, I’ll give the Mac download here: https://gamejolt.com/games/muniris/1100442 . Thanks everyone!
Another quick update, I made another build of the game that is includes compatibility with Windows, where the player starts off with a couple of items and a bit farther ahead in the game. I thought that the browser version would work for non-Mac users but I realize now that the servers really can’t run Muniris very well. Thanks for your patience everyone!
Ships:
This is my first ever fully finished Unity game, named Muniris! It is a 2-player action adventure game that combines RPG and shooter-based mechanics to make for dynamic and differentiating playstyles for everyone. Each player has a left and right hand that control different purposes: the left hand performs magic attacks/items, and the right hand shoots whatever gun you have equipped. Each player can choose their own loadout and upgrade their items along the way. To check out the project take a look at the README of my GitHub repo, as it contains info on which version you can play depending on your operating system. Enjoy!...
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1793350689.7654078
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1793437089.7654078
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|
14773
|
Time on Screen by @Matthew | Stardance
|
Matthew
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T01:22:37Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a basic digital clock for the Arduino GIGA R1 WiFi Display! It has the time from the Network Time Protocol, Light and dark mode, display of a home assistant sensor, and support for 24 hour time! I was originally going to use the National Weather Service API, however, I ran in to some security issues and instead decided to go with Home Assistant. To use it, you have to download the repository and open it in the Arduino IDE, then upload it from there.", "repo": "https://github.com/matthew0112/timeOnScreen", "demo": ""}]...
|
[{"post_id": 7206, "ts": "2026 [{"post_id": 7206, "ts": "2026-06-12T01:08:56Z", "hours": 1.1281, "text": "I added my final touches to my digital clock! Here is what I Improved: Centered Text on the Screen Military time support The ability to disable the home assistant sensor And documentation"}, {"post_id": 6666, "ts": "2026-06-11T05:30:17Z", "hours": 2.8503, "text": "I added the date and temperature. I sadly could not get the National Weather Service API working, so I switched to the Home Assistant API to get the value of a sensor. I also added light mode support, alongside dark mode."}, {"post_id": 6341, "ts": "2026-06-10T17:51:40Z", "hours": 1.1325, "text": "I got the local RTC time working and centered the text"}, {"post_id": 6070, "ts": "2026-06-10T06:14:04Z", "hours": 1.35, "text": "I added basic support for getting the time from the Network Time API, and then display it on the screen. I still want to add Support for: The local Real Time Clock (RTC) and adding a small weather “widget” below the time via the National weather service API"}]...
|
Title: Time on Screen by @Matthew | Stardance
Dev Title: Time on Screen by @Matthew | Stardance
Devlogs:
I added basic support for getting the time from the Network Time API, and then display it on the screen. I still want to add Support for: The local Real Time Clock (RTC) and adding a small weather “widget” below the time via the National weather service API
I got the local RTC time working and centered the text
I added the date and temperature. I sadly could not get the National Weather Service API working, so I switched to the Home Assistant API to get the value of a sensor. I also added light mode support, alongside dark mode.
I added my final touches to my digital clock! Here is what I Improved: Centered Text on the Screen Military time support The ability to disable the home assistant sensor And documentation
Ships:
I made a basic digital clock for the Arduino GIGA R1 WiFi Display! It has the time from the Network Time Protocol, Light and dark mode, display of a home assistant sensor, and support for 24 hour time! I was originally going to use the National Weather Service API, however, I ran in to some security issues and instead decided to go with Home Assistant. To use it, you have to download the repository and open it in the Arduino IDE, then upload it from there....
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1793274614.9471285
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1793361014.9471285
|
|
56000
|
Raylibstein by @syntaxbrew_dev | Stardance
|
syntaxbrew_dev
|
1
|
21.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T03:24:07Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Wolfenstein-inspired 3D raycaster built from scratch using C++ and Raylib! I personally found the math and geometry behind the 3D rendering logic the most complicated portion of the project, but it certainly felt rewarding when my code actually worked and didn’t crash! I’m proud of the fact that while creating this project, I was simultaneously improving my C++ knowledge, graphics programming concepts, and low level programming skills, all in one month. I’m also proud of how I still persevered even when things were confusing or didn’t make sense. To test my project, people can simply use the web-playable version. If they want to run it locally, they must clone the repo, install CMake, Ninja, use a valid C++ compiler, and build/run the project.", "repo": "https://github.com/SyntaxBrew/raylibstein", "demo": "https://syntaxbrew.github.io/raylibstein/"}]...
|
[{"post_id": 72064, "ts": "202 [{"post_id": 72064, "ts": "2026-09-22T03:13:15Z", "hours": 1.9558, "text": "Today’s the day I ship, I finally released a web-port version of my raycasting engine, and created a detailed README on the Github repo. To do this, I had to use a tool called emsdk which allowed me to convert all my C++/raylib code into Web Assembly + HTML code! I now have live web page up and running using GitHub pages & actions, and I debugged any issues that arose (such as the mouse not properly locking to the screen)"}, {"post_id": 71515, "ts": "2026-09-20T23:47:53Z", "hours": 6.0028, "text": "This took a while, but I successfully added texture rendering to walls, alongside solid roof and floor colors. To do this, I created my own MapTexture class which extracted pixel data from a loaded image.For each ray that fired, its final hit position was mapped to a specific pixel from that texture. (using some row and column calcuations) Some things I also did: Added support for multiple wall types Added noclip toggle, zooming in/out controls Optimized shading calculations for walls Fixed raycasting bug dealing with negative coordinates"}, {"post_id": 60019, "ts": "2026-09-02T03:44:58Z", "hours": 6.4308, "text": "Today I finished implementing the core rendering loop for my 3D C++ raycasting engine and also added player-wall collision detction! In summary, for every column of your screen, a ray is fired to draw a single vertical strip of a specific size based on how far that ray travels. Then all these strips are combined to form a 3D scene. I also added shading to specific sides of walls. I then learned how to fix edge distortions (fish-eye correction) and uneven ray distributions using math + geometry. I also spent ALOT OF MY TIME trying to fix a bug where the player could clip into a corner and get stuck inside, which got very annoying to debug. But I eventually solved it by checking for wall overlaps across the player’s every possible movement position."}, {"post_id": 58293, "ts": "2026-08-30T17:49:25Z", "hours": 6.3406, "text": "I have started working on my new pseudo-3D raycaster project. Using raylib and C++, so far I have created the basic boilerplate code for the main window rendering loop for a basic 2D map. But most importantly during this first session, I created a basic, but working raycasting system which used an algorithm called DDA. (grid-traversal algorithm)To implement it, I worked through the underlying math and logic behind the algorithm, and went through some examples before implementing the code myself. I faced many bugs while coding it and it took a lot of trial and error before I finally had it working.. . The CastRay() function I created allows rays to traverse efficiently across grid cells, skipping over unnecessary positions and without missing any collisions. For the next dev log, I hope to have completed the actual Player object + movement + collision detection, and implement the 3D rendering loop that constructs the 3D scene using my CastRay function."}]...
|
Title: Raylibstein by @syntaxbrew_dev | Stardance
Title: Raylibstein by @syntaxbrew_dev | Stardance
Devlogs:
I have started working on my new pseudo-3D raycaster project. Using raylib and C++, so far I have created the basic boilerplate code for the main window rendering loop for a basic 2D map. But most importantly during this first session, I created a basic, but working raycasting system which used an algorithm called DDA. (grid-traversal algorithm)To implement it, I worked through the underlying math and logic behind the algorithm, and went through some examples before implementing the code myself. I faced many bugs while coding it and it took a lot of trial and error before I finally had it working.. . The CastRay() function I created allows rays to traverse efficiently across grid cells, skipping over unnecessary positions and without missing any collisions. For the next dev log, I hope to have completed the actual Player object + movement + collision detection, and implement the 3D rendering loop that constructs the 3D scene using my CastRay function.
Today I finished implementing the core rendering loop for my 3D C++ raycasting engine and also added player-wall collision detction! In summary, for every column of your screen, a ray is fired to draw a single vertical strip of a specific size based on how far that ray travels. Then all these strips are combined to form a 3D scene. I also added shading to specific sides of walls. I then learned how to fix edge distortions (fish-eye correction) and uneven ray distributions using math + geometry. I also spent ALOT OF MY TIME trying to fix a bug where the player could clip into a corner and get stuck inside, which got very annoying to debug. But I eventually solved it by checking for wall overlaps across the player’s every possible movement position.
This took a while, but I successfully added texture rendering to walls, alongside solid roof and floor colors. To do this, I created my own MapTexture class which extracted pixel data from a loaded image.For each ray that fired, its final hit position was mapped to a specific pixel from that texture. (using some row and column calcuations) Some things I also did: Added support for multiple wall types Added noclip toggle, zooming in/out controls Optimized shading calculations for walls Fixed raycasting bug dealing with negative coordinates
Today’s the day I ship, I finally released a web-port version of my raycasting engine, and created a detailed README on the Github repo. To do this, I had to use a tool called emsdk which allowed me to convert all my C++/raylib code into Web Assembly + HTML code! I now have live web page up and running using GitHub pages & actions, and I debugged any issues that arose (such as the mouse not properly locking to the screen)
Ships:
I made a Wolfenstein-inspired 3D raycaster built from scratch using C++ and Raylib! I personally found the math and geometry behind the 3D rendering logic the most complicated portion of the project, but it certainly felt rewarding when my code actually worked and didn’t crash! I’m proud of the fact that while creating this project, I was simultaneously improving my C++ knowledge, graphics programming concepts, and low level programming skills, all in one month. I’m also proud of how I still persevered even when things were confusing or didn’t make sense. To test my project, people can simply use the web-playable version. If they want to run it locally, they must clone the repo, install CMake, Ninja, use a valid C++ compiler, and build/run the project....
|
1793346683.039878
|
1793433083.039878
|
|
62034
|
Stock Predictor by @royg51 | Stardance
|
royg51
|
0
|
6.92
|
0
|
[]
|
[{"post_id": 72069, "ts": "202 [{"post_id": 72069, "ts": "2026-09-22T03:22:39Z", "hours": 6.9203, "text": "Devlog #1 I started Stock Predictor as a project to explore how financial analysis tools actually work under the hood. Instead of trying to build another app that claims to predict stock prices, I wanted to focus on historical analysis, technical indicators, risk metrics, backtesting, and portfolio simulation. I built the application with a React/TypeScript frontend and FastAPI/Python backend, then gradually added features like historical pattern detection, ETF exploration, comparisons, and an educational Learn section. A major part of the project has also been making the methodology transparent and avoiding misleading conclusions. The public demo now runs on synthetic data so it can be shared publicly without redistributing market data without the necessary licensing rights. There is still more I want to improve, but getting the project from an idea into a fully tested, publicly accessible application has been the biggest milestone so far."}]...
|
Title: Stock Predictor by @royg51 | Stardance
Dev Title: Stock Predictor by @royg51 | Stardance
Devlogs:
Devlog #1 I started Stock Predictor as a project to explore how financial analysis tools actually work under the hood. Instead of trying to build another app that claims to predict stock prices, I wanted to focus on historical analysis, technical indicators, risk metrics, backtesting, and portfolio simulation. I built the application with a React/TypeScript frontend and FastAPI/Python backend, then gradually added features like historical pattern detection, ETF exploration, comparisons, and an educational Learn section. A major part of the project has also been making the methodology transparent and avoiding misleading conclusions. The public demo now runs on synthetic data so it can be shared publicly without redistributing market data without the necessary licensing rights. There is still more I want to improve, but getting the project from an idea into a fully tested, publicly accessible application has been the biggest milestone so far....
|
1793044150.751278
|
1793648950.751278
|
|
30800
|
RoyOS by @royg51 | Stardance
|
royg51
|
0
|
19.21
|
0
|
[]
|
[{"post_id": 72071, "ts": "202 [{"post_id": 72071, "ts": "2026-09-22T03:26:01Z", "hours": 9.4322, "text": "RoyOS Devlog #3 RoyOS is starting to feel less like a prototype and more like an actual operating system for autonomous work. This week I focused heavily on reliability and the boundary between Jarvis and the RoyOS runtime. Jarvis now handles conversational tasks directly through Claude, while RoyOS acts as the durable background worker for longer-running jobs. That separation has made the whole system much more predictable. I also tightened up the RoyOS bridge and safety system. Jobs are forced into a scratch environment during testing, live writes require explicit authorization, and destructive operations still require human approval. The runtime is now passing all tests, and the bridge has been heavily regression-tested as well. The biggest lesson from this stage has been that an autonomous system doesn’t just need intelligence. It needs state, provenance, permissions, retries, observability, and clear failure behavior. There’s still work to do, especially around getting more complex multi-step objectives to complete reliably, but the foundation is becoming much stronger. Next up: continuing to push RoyOS toward a system that can take a real objective, break it into durable work, execute it safely, and report the result without needing constant supervision."}, {"post_id": 48665, "ts": "2026-08-17T04:59:46Z", "hours": 3.8992, "text": "Devlog #2 Recently, I have been focused on turning RoyOS into a more capable autonomous agent runtime. I built out multi-agent delegation, allowing agents to create and delegate tasks to other specialized agents while keeping permissions and delegation depth strictly bounded. I also improved agent creation and validation, so dynamically generated agents have to pass validation before they can run. A major focus was reliability and safety. RoyOS now supports persistent runtime state, task recovery after crashes, structured execution events, replanning, and approval states. I also found and fixed a filesystem security issue involving dangling symlinks that could allow an agent to write outside the allowed directory. I added regression and mutation tests to make sure the fix actually holds. The test suite has now grown to passing many tests with TypeScript compiling cleanly. Next, I’m working on getting RoyOS to reliably discover and use the actual agent definitions before moving toward production use."}, {"post_id": 22485, "ts": "2026-07-04T23:30:05Z", "hours": 5.8811, "text": "Set up the core repository and development workflow for RoyOS, an agentic operating system combining a dashboard interface with an automation runtime. Structured the Next.js dashboard project, cleaned up the codebase, and prepared it for deployment. Connected the project to GitHub and configured version control for ongoing development. Deployed the dashboard to Vercel to establish a live production environment and enable instant previews for future updates. This session focused on foundational setup, deployment pipeline, and preparing the system architecture for continued development of agent-based workflows and runtime integration."}]...
|
Title: RoyOS by @royg51 | Stardance
Devlogs:
Set Title: RoyOS by @royg51 | Stardance
Devlogs:
Set up the core repository and development workflow for RoyOS, an agentic operating system combining a dashboard interface with an automation runtime. Structured the Next.js dashboard project, cleaned up the codebase, and prepared it for deployment. Connected the project to GitHub and configured version control for ongoing development. Deployed the dashboard to Vercel to establish a live production environment and enable instant previews for future updates. This session focused on foundational setup, deployment pipeline, and preparing the system architecture for continued development of agent-based workflows and runtime integration.
Devlog #2 Recently, I have been focused on turning RoyOS into a more capable autonomous agent runtime. I built out multi-agent delegation, allowing agents to create and delegate tasks to other specialized agents while keeping permissions and delegation depth strictly bounded. I also improved agent creation and validation, so dynamically generated agents have to pass validation before they can run. A major focus was reliability and safety. RoyOS now supports persistent runtime state, task recovery after crashes, structured execution events, replanning, and approval states. I also found and fixed a filesystem security issue involving dangling symlinks that could allow an agent to write outside the allowed directory. I added regression and mutation tests to make sure the fix actually holds. The test suite has now grown to passing many tests with TypeScript compiling cleanly. Next, I’m working on getting RoyOS to reliably discover and use the actual agent definitions before moving toward production use.
RoyOS Devlog #3 RoyOS is starting to feel less like a prototype and more like an actual operating system for autonomous work. This week I focused heavily on reliability and the boundary between Jarvis and the RoyOS runtime. Jarvis now handles conversational tasks directly through Claude, while RoyOS acts as the durable background worker for longer-running jobs. That separation has made the whole system much more predictable. I also tightened up the RoyOS bridge and safety system. Jobs are forced into a scratch environment during testing, live writes require explicit authorization, and destructive operations still require human approval. The runtime is now passing all tests, and the bridge has been heavily regression-tested as well. The biggest lesson from this stage has been that an autonomous system doesn’t just need intelligence. It needs state, provenance, permissions, retries, observability, and clear failure behavior. There’s still work to do, especially around getting more complex multi-step objectives to complete reliably, but the foundation is becoming much stronger. Next up: continuing to push RoyOS toward a system that can take a real objective, break it into durable work, execute it safely, and report the result without needing constant supervision....
|
1792774254.0588422
|
1793379054.0588422
|
|
30797
|
CourtQuest by @royg51 | Stardance
|
royg51
|
0
|
82.0
|
0
|
[]
|
[{"post_id": 72076, "ts": "202 [{"post_id": 72076, "ts": "2026-09-22T03:37:49Z", "hours": 5.8194, "text": "Devlog #8 — QA Sandbox & Production Hardening CourtQuest is getting closer to the point where I can stop worrying about whether the foundation works and focus on actually building the product. This week I worked on making testing safer and more realistic by adding an admin-only QA sandbox. Instead of creating random test tournaments in production, admins can now create clearly labeled [QA] tournaments that use the same tournament, bracket, registration, and Google Sheets code paths as real events. The QA tournaments are private by default, isolated from the normal public tournament listings, and designed to be completely disposable. The teardown process also has multiple safety checks so it refuses to delete anything that isn’t explicitly marked as a QA sandbox tournament. I also added automated tests covering: Admin-only access to the QA sandbox QA tournament creation and deletion Public/private visibility isolation Bracket generation Protection against deleting real tournaments Database cleanup after teardown Google Sheets API error handling The project now has a much stronger CI pipeline as well, with TypeScript checks, linting, unit tests, production builds, and Playwright E2E tests running automatically on pull requests. One important thing I learned during this process is that passing a local test doesn’t necessarily prove a third-party integration works in production. Google Sheets is a good example: the automated tests can verify the application logic, but the actual organizer-owned Google Sheet flow still needs to be tested against the production OAuth/API environment. At this point, CourtQuest isn’t “finished” in the sense that there are no more features to build. But the core platform is becoming something I can confidently build on instead of constantly worrying about breaking the foundation. Next up: finish validating the QA sandbox, run the real production Google Sheets flow, and then get back to shipping actual CourtQuest features."}, {"post_id": 63229, "ts": "2026-09-06T22:29:00Z", "hours": 8.3883, "text": "Devlog #7 Continued pushing CourtQuest from a polished tournament platform toward something that could actually be trusted to run real events. This session focused heavily on production-readiness, reliability, and security, with extensive testing of real tournament workflows across players, organizers, referees, spectators, and admins. Found and fixed several important concurrency and edge-case issues involving duplicate registrations, concurrent bracket generation, match completion, referee attribution, tournament lifecycle transitions, email behavior, and session/role changes. Also improved observability and performance by strengthening error reporting, adding missing-service alerts, optimizing hot tournament routes, improving live-state polling, and removing unused dependencies. Enabled RLS across the Supabase databse. Continued validating the redesigned platform through real rendered production builds instead of relying only on code inspection, fixing additional issues discovered in the process. The interactive tournament archive and history experience was also confirmed as CourtQuest’s main signature feature, using real tournament photography, real results, and an evolving timeline rather than artificial 3D content. CourtQuest is now much closer to a real production tournament operating system, with the remaining work focused primarily on deployment configuration, final production checks, and human-gated launch decisions rather than major feature or redesign work."}, {"post_id": 54219, "ts": "2026-08-25T03:18:33Z", "hours": 9.4033, "text": "Devlog #6 Continued rebuilding CourtQuest into a more complete tournament platform, focusing on improving the experience across the entire tournament lifecycle. Redesigned key organizer, referee, player, and spectator workflows, including live scoring, tournament operations, scheduling, check-in, brackets, and tournament health monitoring. Added new features like tournament duplication, waitlist management, schedule conflict detection, and a tournament attention system to help organizers quickly identify issues. Also introduced new broadcast-style experiences, an interactive tournament history timeline, cinematic tournament moments, and a redesigned homepage experience built around real CourtQuest events and media. Continued improving mobile responsiveness, accessibility, reliability, and overall consistency across the platform while testing everything against real workflows. CourtQuest is becoming a much more complete tournament operating system rather than just a tournament website."}, {"post_id": 48668, "ts": "2026-08-17T05:03:26Z", "hours": 7.5111, "text": "Devlog #5 Continued developing CourtQuest with a focus on strengthening the tournament management experience and making the platform more production-ready. Worked on improving tournament workflows across organizers, referees, and players, while refining how different tournament stages, matches, and results are managed. Continued improving the dashboard experience with clearer data presentation and more useful tournament statistics. Also worked through backend and database improvements to make the platform more reliable as the number of tournaments and participants grows. Spent time testing existing workflows, fixing edge cases, and cleaning up smaller issues across the application. CourtQuest is getting much closer to being something that can actually be used to run real tournaments end-to-end, rather than just a prototype."}, {"post_id": 38440, "ts": "2026-07-31T20:11:43Z", "hours": 5.9547, "text": "Devlog #4 Made another large polish pass across CourtQuest with a focus on making the UI feel more cohesive and production-ready. Expanded the new motion system across much more of the application instead of limiting it to the landing page. Added reusable reveal animations, staggered entrances, and smoother transitions for dashboards, authentication pages, registration flows, and organizer views. Continued refining the homepage and CTA section, iterating on the hero composition to improve readability while preserving the photography. Improved consistency across typography, spacing, and visual hierarchy so different sections feel like they’re built from the same design system. Refined organizer and referee interfaces by modernizing presentation without disrupting the underlying tournament management workflows. Reworked organizer tournament statistics into a cleaner dashboard with stronger visual grouping and improved information density. Cleaned up smaller UI details throughout the site, including reducing the prominence of secondary controls that were drawing unnecessary attention. Fixed Content Security Policy configuration so embedded donation forms can load correctly. Continued improving responsive behavior and reducing layout inconsistencies across pages. Overall this session was focused on moving CourtQuest closer to a polished, cohesive sports platform by improving motion, interaction quality, consistency, and overall UX while maintaining a clean production build."}, {"post_id": 33873, "ts": "2026-07-24T04:30:35Z", "hours": 3.6147, "text": "Devlog #3 Been working on CourtQuest and made a lot of progress. Improved the tournament organizer experience with new tools that make player check-in much faster and easier to manage, reducing the amount of manual work during tournament day. Continued polishing the UI/UX across the website with cleaner layouts, better spacing, smoother navigation, and lots of small quality-of-life improvements that make everything feel more intuitive. Added more motion throughout the site with subtle animations, transitions, and a few 3D effects to make the experience feel much more modern and responsive without getting in the way of usability. Also been testing the mobile experience. Still plenty left to build, but CourtQuest is starting to feel like a polished production platform instead of just another tournament website. Excited to keep pushing it forward!"}, {"post_id": 32207, "ts": "2026-07-21T07:01:44Z", "hours": 22.5992, "text": "Over the past few weeks, I’ve been continuing development on CourtQuest, a student-built nonprofit tournament management platform designed to make running sports tournaments easier for organizers and more engaging for players. This update has mainly focused on improving the foundation, expanding features, and pushing CourtQuest closer to a production-ready platform. I’ve been working on a major redesign and refinement pass across the platform, focusing on: Cleaner and more modern UI/UXImproved tournament discovery, Better organizer workflows. More polished dashboards, Smoother interactions and animations, Better mobile responsiveness. The goal is to make CourtQuest feel less like a traditional tournament tool and more like a modern sports platform. Some of the areas being improved: Tournament creation and management, Registration workflows, Participant management, Standings and rankings, Match tracking, Organizer tools, Tournament analytics. I’m also improving qualification visibility in multi-stage tournaments by adding clearer indicators showing exactly where the advancement cutoff is."}, {"post_id": 22471, "ts": "2026-07-04T22:59:57Z", "hours": 18.7128, "text": "Built the foundational full-stack structure for CourtQuest, a tournament management platform for community and nonprofit sports organizations. Set up core architecture using Next.js, TypeScript, Prisma, and PostgreSQL, and began designing the database models for tournaments, users, roles, and matches. Implemented early tournament logic including bracket structure planning, scheduling flow design, and groundwork for live scoring and match tracking. Started building role-based access for organizers, referees, and players, along with initial dashboard layouts for managing tournaments. Worked on authentication flow, backend API structure, and core data relationships to support registrations, payments, and tournament creation. Continued iterating on UI components and system design to support a scalable, end-to-end tournament platform."}]...
|
Title: CourtQuest by @royg51 | Stardance
Devlogs: Title: CourtQuest by @royg51 | Stardance
Devlogs:
Built the foundational full-stack structure for CourtQuest, a tournament management platform for community and nonprofit sports organizations. Set up core architecture using Next.js, TypeScript, Prisma, and PostgreSQL, and began designing the database models for tournaments, users, roles, and matches. Implemented early tournament logic including bracket structure planning, scheduling flow design, and groundwork for live scoring and match tracking. Started building role-based access for organizers, referees, and players, along with initial dashboard layouts for managing tournaments. Worked on authentication flow, backend API structure, and core data relationships to support registrations, payments, and tournament creation. Continued iterating on UI components and system design to support a scalable, end-to-end tournament platform.
Over the past few weeks, I’ve been continuing development on CourtQuest, a student-built nonprofit tournament management platform designed to make running sports tournaments easier for organizers and more engaging for players. This update has mainly focused on improving the foundation, expanding features, and pushing CourtQuest closer to a production-ready platform. I’ve been working on a major redesign and refinement pass across the platform, focusing on: Cleaner and more modern UI/UXImproved tournament discovery, Better organizer workflows. More polished dashboards, Smoother interactions and animations, Better mobile responsiveness. The goal is to make CourtQuest feel less like a traditional tournament tool and more like a modern sports platform. Some of the areas being improved: Tournament creation and management, Registration workflows, Participant management, Standings and rankings, Match tracking, Organizer tools, Tournament analytics. I’m also improving qualification visibility in multi-stage tournaments by adding clearer indicators showing exactly where the advancement cutoff is.
Devlog #3 Been working on CourtQuest and made a lot of progress. Improved the tournament organizer experience with new tools that make player check-in much faster and easier to manage, reducing the amount of manual work during tournament day. Continued polishing the UI/UX across the website with cleaner layouts, better spacing, smoother navigation, and lots of small quality-of-life improvements that make everything feel more intuitive. Added more motion throughout the site with subtle animations, transitions, and a few 3D effects to make the experience feel much more modern and responsive without getting in the way of usability. Also been testing the mobile experience. Still plenty left to build, but CourtQuest is starting to feel like a polished production platform instead of just another tournament website. Excited to keep pushing it forward!
Devlog #4 Made another large polish pass across CourtQuest with a focus on making the UI feel more cohesive and production-ready. Expanded the new motion system across much more of the application instead of limiting it to the landing page. Added reusable reveal animations, staggered entrances, and smoother transitions for dashboards, authentication pages, registration flows, and organizer views. Continued refining the homepage and CTA section, iterating on the hero composition to improve readability while preserving the photography. Improved consistency across typography, spacing, and visual hierarchy so different sections feel like they’re built from the same design system. Refined organizer and referee interfaces by modernizing presentation without disrupting the underlying tournament management workflows. Reworked organizer tournament statistics into a cleaner dashboard with stronger visual grouping and improved information density. Cleaned up smaller UI details throughout the site, including reducing the prominence of secondary controls that were drawing unnecessary attention. Fixed Content Security Policy configuration so embedded donation forms can load correctly. Continued improving responsive behavior and reducing layout inconsistencies across pages. Overall this session was focused on moving CourtQuest closer to a polished, cohesive sports platform by improving motion, interaction quality, consistency, and overall UX while maintaining a clean production build.
Devlog #5 Continued developing CourtQuest with a focus on strengthening the tournament management experience and making the platform more production-ready. Worked on improving tournament workflows across organizers, referees, and players, while refining how different tournament stages, matches, and results are managed. Continued improving the dashboard experience with clearer data presentation and more useful tournament statistics. Also worked through backend and database improvements to make the platform more reliable as the number of tournaments and participants grows. Spent time testing existing workflows, fixing edge cases, and cleaning up smaller issues across the application. CourtQuest is getting much closer to being something that can actually be used to run real tournaments end-to-end, rather than just a prototype.
Devlog #6 Continued rebuilding CourtQuest into a more complete tournament platform, focusing on improving the experience across the entire tournament lifecycle. Redesigned key organizer, referee, player, and spectator workflows, including live scoring, tournament operations, scheduling, check-in, brackets, and tournament health monitoring. Added new features like tournament duplication, waitlist management, schedule conflict detection, and a tournament attention system to help organizers quickly identify issues. Also introduced new broadcast-style experiences, an interactive tournament history timeline, cinematic tournament moments, and a redesigned homepage experience built around real CourtQuest events and media. Continued improving mobile responsiveness, accessibility, reliability, and overall consistency across the platform while testing everything against real workflows. CourtQuest is becoming a much more complete tournament operating system rather than just a tournament website.
Devlog #7 Continued pushing CourtQuest from a polished tournament platform toward something that could actually be trusted to run real events. This session focused heavily on production-readiness, reliability, and security, with extensive testing of real tournament workflows across players, organizers, referees, spectators, and admins. Found and fixed several important concurrency and edge-case issues involving duplicate registrations, concurrent bracket generation, match completion, referee attribution, tournament lifecycle transitions, email behavior, and session/role changes. Also improved observability and performance by strengthening error reporting, adding missing-service alerts, optimizing hot tournament routes, improving live-state polling, and removing unused dependencies. Enabled RLS across the Supabase databse. Continued validating the redesigned platform through real rendered production builds instead of relying only on code inspection, fixing additional issues discovered in the process. The interactive tournament archive and history experience was also confirmed as CourtQuest’s main signature feature, using real tournament photography, real results, and an evolving timeline rather than artificial 3D content. CourtQuest is now much closer to a real production tournament operating system, with the remaining work focused primarily on deployment configuration, final production checks, and human-gated launch decisions rather than major feature or redesign work.
Devlog #8 — QA Sandbox & Production Hardening CourtQuest is getting closer to the point where I can stop worrying about whether the foundation works and focus on actually building the product. This week I worked on making testing safer and more realistic by adding an admin-only QA sandbox. Instead of creating random test tournaments in production, admins can now create clearly labeled [QA] tournaments that use the same tournament, bracket, registration, and Google Sheets code paths as real events. The QA tournaments are private by default, isolated from the normal public tournament listings, and designed to be completely disposable. The teardown process also has multiple safety checks so it refuses to delete anything that isn’t explicitly marked as a QA sandbox tournament. I also added automated tests covering: Admin-only access to the QA sandbox QA tournament creation and deletion Public/private visibility isolation Bracket generation Protection against deleting real tournaments Database cleanup after teardown Google Sheets API error handling The project now has a much stronger CI pipeline as well, with TypeScript checks, linting, unit tests, production builds, and Playwright E2E tests running automatically on pull requests. One important thing I learned during this process is that passing a local test doesn’t necessarily prove a third-party integration works in production. Google Sheets is a good example: the automated tests can verify the application logic, but the actual organizer-owned Google Sheet flow still needs to be tested against the production OAuth/API environment. At this point, CourtQuest isn’t “finished” in the sense that there are no more features to build. But the core platform is becoming something I can confidently build on instead of constantly worrying about breaking the foundation. Next up: finish validating the QA sandbox, run the real production Google Sheets flow, and then get back to shipping actual CourtQuest features....
|
1793242108.2249684
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1793846908.2249684
|
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57418
|
skysynth @ svelte by @manystarsapart | Stardance
|
manystarsapart
|
0
|
21.08
|
0
|
[]
|
[{"post_id": 72082, "ts": "202 [{"post_id": 72082, "ts": "2026-09-22T04:06:56Z", "hours": 6.0558, "text": "hey! just made the settings menu & added the settings preset feature. you can now quickswap into preset preferences while playing! here’s a demo: あいつら全員同窓会 (Aitsura Zenin Dousoukai) / inside joke by ZUTOMAYO."}, {"post_id": 63380, "ts": "2026-09-07T05:23:13Z", "hours": 4.4556, "text": "progress: animations animations animations! added animation when a note is played. you can also play the notes via touchscreen now! more optimisations to come later. try it yourself: https://www.beta.skysynth.space/player"}, {"post_id": 63036, "ts": "2026-09-06T16:35:37Z", "hours": 2.5722, "text": "audio engine should be fully working! here’s a demo clip of me playing MILABO - zutomayo. fully on my laptop keyboard. try it out yourself! http://www.beta.skysynth.space/player (” \" to switch between key release modes)"}, {"post_id": 61340, "ts": "2026-09-04T06:37:20Z", "hours": 0.5128, "text": "successfully deployed! i was just missing curly brackets. check it out at: http://www.beta.skysynth.space/player warning: only devices with a keyboard can interact with the page. for now."}, {"post_id": 61329, "ts": "2026-09-04T05:48:34Z", "hours": 1.4903, "text": "finished the prototype for the core audio logic! you can only play one instrument for now, but all the features are present. i will deploy it soon. there is absolutely ZERO UI/UX though. it is just an empty html with full capabilities of playing an instrument. if it helps, try opening the console."}, {"post_id": 61127, "ts": "2026-09-03T21:33:21Z", "hours": 1.7975, "text": "LOL i rewrote my logic for the handler because it was starting to feel like my old projects again. meaning they would just be one big singleton thing dependent on one another. now i have a single builder function that can be reused elsewhere. lets hope this works."}, {"post_id": 60727, "ts": "2026-09-03T09:08:13Z", "hours": 3.2022, "text": "just finished the core logic for keypress & MIDI note derivation (+ a whole other bunch of misc helper / handler code)! we are one step closer to playing music. i added many additional functionalities too."}, {"post_id": 60106, "ts": "2026-09-02T08:07:41Z", "hours": 0.9903, "text": "set up a basic file structure. let’s keep this going"}]...
|
Title: skysynth @ svelte by @manystarsapart | Star Title: skysynth @ svelte by @manystarsapart | Stardance
Devlogs:
set up a basic file structure. let’s keep this going
just finished the core logic for keypress & MIDI note derivation (+ a whole other bunch of misc helper / handler code)! we are one step closer to playing music. i added many additional functionalities too.
LOL i rewrote my logic for the handler because it was starting to feel like my old projects again. meaning they would just be one big singleton thing dependent on one another. now i have a single builder function that can be reused elsewhere. lets hope this works.
finished the prototype for the core audio logic! you can only play one instrument for now, but all the features are present. i will deploy it soon. there is absolutely ZERO UI/UX though. it is just an empty html with full capabilities of playing an instrument. if it helps, try opening the console.
successfully deployed! i was just missing curly brackets. check it out at: http://www.beta.skysynth.space/player warning: only devices with a keyboard can interact with the page. for now.
audio engine should be fully working! here’s a demo clip of me playing MILABO - zutomayo. fully on my laptop keyboard. try it out yourself! http://www.beta.skysynth.space/player (” " to switch between key release modes)
progress: animations animations animations! added animation when a note is played. you can also play the notes via touchscreen now! more optimisations to come later. try it yourself: https://www.beta.skysynth.space/player
hey! just made the settings menu & added the settings preset feature. you can now quickswap into preset preferences while playing! here’s a demo: あいつら全員同窓会 (Aitsura Zenin Dousoukai) / inside joke by ZUTOMAYO....
|
1792705910.7488558
|
1793310710.7488558
|
|
27819
|
Robot Drive-Train by @jake18 | Stardance
|
jake18
|
0
|
8.22
|
0
|
[]
|
[{"post_id": 72087, "ts": "202 [{"post_id": 72087, "ts": "2026-09-22T04:30:06Z", "hours": 8.2183, "text": "Devlog #1 So I planned to build a robot tele-presenter but there isn’t really enough time to finish the whole thing so I will just be building a mecanum wheeled drivetrain with simple odometry to track its position. So far I have: Finished the CAD for the whole build, but I am only able to finish the drive train in time Create the board of materials This part took a while because I had to come up with a mechanism to raise and lower the camera. I was ale to make it work using two rack and pinion setups attached to one another. Next I will be ordering the parts and assembling them as well as starting to write some code for the controls. This robot will be ran on an ESP 32 for now but I will definitely be using a raspberry pi later for some harder calculations. Below is the intended CAD of my robot and the drive train that I will be building"}]...
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Title: Robot Drive-Train by @jake18 | Stardance
D Title: Robot Drive-Train by @jake18 | Stardance
Devlogs:
Devlog #1 So I planned to build a robot tele-presenter but there isn’t really enough time to finish the whole thing so I will just be building a mecanum wheeled drivetrain with simple odometry to track its position. So far I have: Finished the CAD for the whole build, but I am only able to finish the drive train in time Create the board of materials This part took a while because I had to come up with a mechanism to raise and lower the camera. I was ale to make it work using two rack and pinion setups attached to one another. Next I will be ordering the parts and assembling them as well as starting to write some code for the controls. This robot will be ran on an ESP 32 for now but I will definitely be using a raspberry pi later for some harder calculations. Below is the intended CAD of my robot and the drive train that I will be building...
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1792727327.5679505
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1793332127.5679505
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54181
|
LifeCalc by @nameer | Stardance
|
nameer
|
1
|
11.41
|
30
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T16:05:18Z", "hours": 11.0, "multiplier": 2.83, "payout": 30, "blessing": "neutral", "text": "Ok so I made a web based calculator that makes life easier and smoother its called LifeCalc. It has age calculator, date calculator, BMI calculator, tip calculator, percentage calculator, discount calculator, unit converter and interest calculator. The difficulties I faced was mainly the unfamiliarity with Github. Hopefully this will make life easier.", "repo": "https://github.com/nameerhassannhr-glitch/lifecalc", "demo": "https://nameerhassannhr-glitch.github.io/lifecalc/"}]...
|
[{"post_id": 72114, "ts": "202 [{"post_id": 72114, "ts": "2026-09-22T06:10:37Z", "hours": 0.415, "text": "I fixed the broken readme that was being flagged and fixed the picture error i have been getting"}, {"post_id": 71270, "ts": "2026-09-20T15:37:39Z", "hours": 0.7178, "text": "ok so as Iam was in the last step of the lifecalc i tested out all 8 of the calculators fixed a issue in the unit converter that was lead by an extra gap what an idiot iam so after it i finished the markdown file aded the screenshot made the website live and fixed a few other calculation bug"}, {"post_id": 70159, "ts": "2026-09-18T16:24:22Z", "hours": 10.0422, "text": "ok so ever since the last devlog things have changed i was in a science camp recently so after i came from the science camp i changed the calc style added the new calculators, fixed bugs, checked things and now its almost over"}]...
|
Title: LifeCalc by @nameer | Stardance
Devlogs:
o Title: LifeCalc by @nameer | Stardance
Devlogs:
ok so ever since the last devlog things have changed i was in a science camp recently so after i came from the science camp i changed the calc style added the new calculators, fixed bugs, checked things and now its almost over
ok so as Iam was in the last step of the lifecalc i tested out all 8 of the calculators fixed a issue in the unit converter that was lead by an extra gap what an idiot iam so after it i finished the markdown file aded the screenshot made the website live and fixed a few other calculation bug
I fixed the broken readme that was being flagged and fixed the picture error i have been getting
Ships:
Ok so I made a web based calculator that makes life easier and smoother its called LifeCalc. It has age calculator, date calculator, BMI calculator, tip calculator, percentage calculator, discount calculator, unit converter and interest calculator. The difficulties I faced was mainly the unfamiliarity with Github. Hopefully this will make life easier....
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1793350666.5467694
|
1793437066.5467694
|
|
64269
|
Pocket Screw by @Tennis-Legend | Stardance
|
Tennis-Legend
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T07:26:49Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Python Slack bot with three commands: /clock, /remindme, and /whatstheweather. The hardest part was getting each command to work properly and making sure the bot could respond to users through DMs. I also had to work out how to keep the bot running when my laptop isn’t on, which meant setting it up on a cloud host. I’m most proud of having three different useful commands working together in one bot. I also added error handling for things like missing commands, invalid reminder times and weather requests that don’t work. To test it, use /clock, /remindme 1 test reminder, or /whatstheweather Sydney in Slack. The bot will respond through DMs, which can be found under Activities.", "repo": "https://github.com/tennis-legend1/Slack-Bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 72124, "ts": "202 [{"post_id": 72124, "ts": "2026-09-22T07:24:15Z", "hours": 0.3458, "text": "Devlog 3 Went through the pain of trying to hsot it 24/7, but got there! Added README.md and other files that I needed."}, {"post_id": 71668, "ts": "2026-09-21T08:33:30Z", "hours": 0.8911, "text": "Devlog 2 Once /clock was working, I started adding the other two commands. I wanted each command to do something different so the bot would meet the requirement of having at least three functions rather than having three commands that were basically the same. The first one I added was /remindme. The command takes a number of minutes followed by some text, for example /remindme 5 Finish my homework. I used split(maxsplit=1) so that the first part can be treated as the time while everything after it stays as the reminder message. For the actual delay, I used Python’s threading.Timer. This lets the bot continue running normally while it waits for the reminder. When the timer finishes, the bot sends a DM to the person who created the reminder. I then added /weather. Instead of using an API that needs an account/API key, I used the free wttr.in service. The city is taken directly from what the user types after the command and the response is sent back to the person as a DM. After adding both commands, I tested different inputs, including leaving out the city for the weather command and entering something that wasn’t a number for the reminder. This helped me add some basic messages for incorrect input instead of letting the program crash."}, {"post_id": 71593, "ts": "2026-09-21T03:48:49Z", "hours": 0.8636, "text": "Devlog 1 I started by getting the basic Slack Bolt app running through Socket Mode. I chose Socket Mode because I wanted to be able to test the bot directly from my computer without having to set up a public server first. For my first actual command, I made /clock. I wanted this to be slightly more useful than just displaying the computer’s time, so I used Slack’s user information to find the timezone of whoever ran the command. This means the command doesn’t need a timezone written into the code and should work for different users. I had to use users_info to get the user’s profile and then use the tz value from it. After getting the timezone, Python’s zoneinfo module can convert the current time to the correct local time. I tested the command in Slack and checked that the time it returned matched my timezone. The ‘hard’ part was getting the bot to actually give the time, but it turns out it was giving it to me after all, I was just looking in the wrong spot 😆."}]...
|
Title: Pocket Screw by @Tennis-Legend | Stardance
Title: Pocket Screw by @Tennis-Legend | Stardance
Devlogs:
Devlog 1 I started by getting the basic Slack Bolt app running through Socket Mode. I chose Socket Mode because I wanted to be able to test the bot directly from my computer without having to set up a public server first. For my first actual command, I made /clock. I wanted this to be slightly more useful than just displaying the computer’s time, so I used Slack’s user information to find the timezone of whoever ran the command. This means the command doesn’t need a timezone written into the code and should work for different users. I had to use users_info to get the user’s profile and then use the tz value from it. After getting the timezone, Python’s zoneinfo module can convert the current time to the correct local time. I tested the command in Slack and checked that the time it returned matched my timezone. The ‘hard’ part was getting the bot to actually give the time, but it turns out it was giving it to me after all, I was just looking in the wrong spot 😆.
Devlog 2 Once /clock was working, I started adding the other two commands. I wanted each command to do something different so the bot would meet the requirement of having at least three functions rather than having three commands that were basically the same. The first one I added was /remindme. The command takes a number of minutes followed by some text, for example /remindme 5 Finish my homework. I used split(maxsplit=1) so that the first part can be treated as the time while everything after it stays as the reminder message. For the actual delay, I used Python’s threading.Timer. This lets the bot continue running normally while it waits for the reminder. When the timer finishes, the bot sends a DM to the person who created the reminder. I then added /weather. Instead of using an API that needs an account/API key, I used the free wttr.in service. The city is taken directly from what the user types after the command and the response is sent back to the person as a DM. After adding both commands, I tested different inputs, including leaving out the city for the weather command and entering something that wasn’t a number for the reminder. This helped me add some basic messages for incorrect input instead of letting the program crash.
Devlog 3 Went through the pain of trying to hsot it 24/7, but got there! Added README.md and other files that I needed.
Ships:
I made a Python Slack bot with three commands: /clock, /remindme, and /whatstheweather. The hardest part was getting each command to work properly and making sure the bot could respond to users through DMs. I also had to work out how to keep the bot running when my laptop isn’t on, which meant setting it up on a cloud host. I’m most proud of having three different useful commands working together in one bot. I also added error handling for things like missing commands, invalid reminder times and weather requests that don’t work. To test it, use /clock, /remindme 1 test reminder, or /whatstheweather Sydney in Slack. The bot will respond through DMs, which can be found under Activities....
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1793213535.8089645
|
1793299935.8089645
|
|
64435
|
Attendance tracker by @aryanbhatnagar | Stardance
|
aryanbhatnagar
|
1
|
2.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T09:37:13Z", "hours": 2.0, "multiplier": 1.95, "payout": 3, "blessing": "neutral", "text": "An attendance calculator in which you just enter number of lectures you have attended and total number of lectures held. The website will calculate your attendance and will also give you the number of lectures you can bunk to maintain a specific percentage of attendance. How to run Enter number of lectures attended. Enter number of total lectures held. Enter percentage of attendance you want to maintain. Click “Calculate Attendance”. The website gives you - Attendance in percentage. If your attendance is below required attendance , it gives you the amount of lectures you need to attend to achieve the desired attendance. If your attendance is above required attendance, it gives you the number of lectures you can bunk to maintain that much attendance.", "repo": "https://github.com/aryanbhatnagar0102/Attendance_Calculator", "demo": "https://attendance-calculator-five.vercel.app/"}]...
|
[{"post_id": 72140, "ts": "202 [{"post_id": 72140, "ts": "2026-09-22T09:27:30Z", "hours": 1.7317, "text": "It is an attendance tracker which calculates your attendance and tells you the number of bunks you have. I have completed it and deployed it."}]...
|
Title: Attendance tracker by @aryanbhatnagar | Sta Title: Attendance tracker by @aryanbhatnagar | Stardance
Devlogs:
It is an attendance tracker which calculates your attendance and tells you the number of bunks you have. I have completed it and deployed it.
Ships:
An attendance calculator in which you just enter number of lectures you have attended and total number of lectures held. The website will calculate your attendance and will also give you the number of lectures you can bunk to maintain a specific percentage of attendance. How to run Enter number of lectures attended. Enter number of total lectures held. Enter percentage of attendance you want to maintain. Click “Calculate Attendance”. The website gives you - Attendance in percentage. If your attendance is below required attendance , it gives you the amount of lectures you need to attend to achieve the desired attendance. If your attendance is above required attendance, it gives you the number of lectures you can bunk to maintain that much attendance....
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1793213590.7512138
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1793299990.7512138
|
|
55693
|
JARVIS by @caesium | Stardance
|
caesium
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T03:20:20Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I built JARVIS V4, a futuristic personal AI assistant with a JARVIS-style interface, voice interaction, AI capabilities, and system controls. What was challenging? Making the assistant fast and lightweight while creating a polished interface that could run smoothly on low-end hardware. What are you proud of? I’m proud that JARVIS V4 is a real working project built around my own setup, not just a visual concept. What should people know to test it?? Open the demo URL, click ACTIVATE, SLEEP, or DIAGNOSTICS, and explore the interface. The full source is available on GitHub…… **ALSO GUYSSS , U should have your Gemini and Groq API keys ready for this project . It requires those API keys . THANK YOU", "repo": "https://github.com/prototype-caesium/jarvis-v4", "demo": "https://prototype-caesium.github.io/JARVIS-V4/"}]...
|
[{"post_id": 72141, "ts": "202 [{"post_id": 72141, "ts": "2026-09-22T09:34:19Z", "hours": 1.0239, "text": "Holaaa guysss i am building an ir module through which my Jarvis can connect to my ac and tv and operate them with voice commands"}]...
|
Title: JARVIS by @caesium | Stardance
Devlogs:
Ho Title: JARVIS by @caesium | Stardance
Devlogs:
Holaaa guysss i am building an ir module through which my Jarvis can connect to my ac and tv and operate them with voice commands
Ships:
What did you make? I built JARVIS V4, a futuristic personal AI assistant with a JARVIS-style interface, voice interaction, AI capabilities, and system controls. What was challenging? Making the assistant fast and lightweight while creating a polished interface that could run smoothly on low-end hardware. What are you proud of? I’m proud that JARVIS V4 is a real working project built around my own setup, not just a visual concept. What should people know to test it?? Open the demo URL, click ACTIVATE, SLEEP, or DIAGNOSTICS, and explore the interface. The full source is available on GitHub…… **ALSO GUYSSS , U should have your Gemini and Groq API keys ready for this project . It requires those API keys . THANK YOU...
|
1793346589.026562
|
1793432989.026562
|
|
60118
|
FluidSim by @AbdurRehman | Stardance
|
AbdurRehman
|
1
|
55.0
|
1027
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T10:31:19Z", "hours": 55.0, "multiplier": 18.75, "payout": 1027, "blessing": "neutral", "text": "Well I made a fluid simulation that runs completely on the GPU using WebGPU. Since everything happens on the gpu, like from the physics to the rendering, it can handle tens of thousands of particles in real time in the browser without having performance issues. What was challenging for me was moving everything over to WebGPU since before I was just using plain Three.js and stuff. It’s completely different from WebGL and I had to refactor a lot of code, especially how the sim was structured, and then setting up the rendering system. The other big challenge was just making the water actually look convincing. That took quite a while and a lot of tweaking to make it look at least somewhat realistic. Honestly pretty much how the entire thing turned out. The audio reacts to the physics, the water looks good (or acceptable at the very least), objects float and sink, you can sculpt the terrain, then there are wind gusts and you can interact with the water. Every little thing comes together in a way I’m really happy with. Like this project was just a simple particle test I was making just for fun but in the end I actually enjoyed making and playing around with it. Just open the web page. You’ll need a browser with WebGPU support to run it and the controls are pretty much on the screen. You can adjust sliders and stuff and pretty much play around with everything, including adding your own .glb models. Audio might not play immediately since it takes some time to load in the background.", "repo": "https://github.com/RealAbdurRehman/fluid-simulation", "demo": "https://fluid-simulation-sigma.vercel.app"}]...
|
[{"post_id": 72151, "ts": "202 [{"post_id": 72151, "ts": "2026-09-22T10:16:14Z", "hours": 1.7319, "text": "This is the final dev log. Like I said in the last devlog, the sim was basically feature complete so this dev log is mostly the cleanup and little UI improvements. I cleaned up a bunch of code by like removing dead code that had jut been sitting and I improved how the controls panel looks. Other than that I wrote the README and finalized the repo by adding stuff like the license and I also added a cool looking favicon. And with that, the project is now complete."}, {"post_id": 71772, "ts": "2026-09-21T14:41:21Z", "hours": 9.8517, "text": "I have made a ton of progress since the last devlog. First I added a simple but good looking sky shader which has clouds and a sun, and then hooked up textures on the loaded models so they aren’t just basic colors anymore. And I also added support for loading your own .glb models and they’ll work in the sim. Relatively small changes but they made the scene look a whole lot better and more interactive. Audio was the biggest change and took the most time, but it was also the most fun. There are multiple layers to it, like the general ambience is pretty much layered water sounds like water flowing sounds, foam sound, lapping sound, bubbles, etc that crossfade based on how the fluid is moving. External objects also create sounds like you can hear them splash in and out of the water or when heavy stuff sinks there is kind of a low rumble. There’s also sounds for water splashing on itself, objects colliding around with other objects, etc. There is also a cool underwater effect where if the camera is inside the water stuff get’s muffled and stuff which is really cool. What’s good is that everything is driven by the physics so everything is dynamic and nothing is being faked. Like each sound is created for a reason. After that I added wind to the sim. Like wind is created using gusts which are scheduled procedurally, so you get calm stretches and then a burst of air. I also added another interaction too. You can now create vortexes using V + left click which is kind of fun and adds more interactivity. I also added sculpting to the terrain. Now you can change the terrain to your liking by using different brush modes like: raise, lower, smoothen, flatten. I also optimized particles check with the terrain especially after stuff had become more dynamic though that was pretty easy to do. Some other small polishes I did was to clean up the settings panel thing among other small stuff. The sim is basically feature complete at this point, so next up is cleaning up the UI and then creating a good README."}, {"post_id": 70222, "ts": "2026-09-18T18:56:06Z", "hours": 8.7947, "text": "Since my last dev log I’ve mostly been working on the water’s visuals. First thing I did was to rewrite the screen space fluid rendering implementation and tuned it a bit to make it look way better than before and less like a bunch of stacked balls and I also added realistic looking refractions too. Then I added proper shadows to the scene, which made stuff look more alive. This bumped the visuals up a lot. Then I worked on caustics. This was one of those features that instantly made the water look ten times better. This took a bit of time to get right but eventually I got it to work and it looks good. After that, I added foam to make the water look less flat and blobby. The water, in general, waswas too perfect and so I added noise to the water to fix that. With these changes, there was a noticeable loss of performance so I had to work on that. Along the way I also cleaned up some of the code especially the GUI control panel thingy since it was getting too extensive so I cut down a lot of things. Then I finally added model support. Before you could only use basic shapes like squares, spheres etc. Now I can load in model files, and use them in the simulation which is really cool. There was also this weird bug where objects would disappear when you switched them around but after a bunch of changes in my code I finally fixed the bug. I also fixed other bugs like water kind of acting weird with the boat spawned which too took quite a bit of time to fix. Next I want to do some scene polish like better background, etc and then finally audio. I might also work some more on the object collision physics since I intentionally kept them really simple but I might not. Depends on how lazy I am I guess."}, {"post_id": 69606, "ts": "2026-09-17T12:18:15Z", "hours": 9.1133, "text": "Since my last dev log I’ve been working on terrain. I started with simple noise on a grid so the particles had something cool to fall and interact with rather than a boring flat plane. Then I had the idea of making the terrain a planet like fluid flowing on it and stuff like that. Actually got it working. It just wasn’t as good as I thought it would be. It made the project overly complex and kind of shift the focus towards the terrain instead of the fluid and made it harder to play with it. And also the fluid would obviously spread around over the planet so you couldn’t even see most of the cool stuff. And I spent a lot of time on that but well I eventually reverted and added a seabed in a box. That made the fluid the focus instead of the scenery and stuff and how it turned out in the end kind of looks dope. Well with the new terrain I spent time making it look sandy and good. I also switched from rendering some stuff as wireframes to actual meshes Shoudl’ve done this before but back then I guess I got lazy even though most of the stuff for that was already set up Water is really what’s been improved. Particles were just tiny colored spheres before, which I guess is okay for debugging but doesn’t look like water. I’ve been building something called screen space fluid rendering instead which just renders every particle as a billboard that always looks at/faces the camera and does some other cool stuff behind. Mine works I guess but I still have to improve it a lot. Like I guess the fluid looks more like water but still it looks like a bunch of balls so yeah that’s what I want to focus on next. After that, I’ll add proper collisions between objects, then scene polish, then audio. Audio is something I am excited for!"}, {"post_id": 68014, "ts": "2026-09-14T11:35:02Z", "hours": 6.3853, "text": "Since my last dev log, I made a pretty big change by making the fluid interact with actual 3D objects instead of just the bounds. First, I cleaned some stuff up like spawning the particles in a neat cube among other little stuff. Then I decided to refactor how stuff was being rendered. Before, I had two separate canvases, one WebGL canvas for the scene and one WebGPU canvas for the particles, because I was lazy implementing them and so I merged them into one since. That didn’t make too big of a difference visually but it makes it easier to add other stuff later. The main feature was getting the fluid to actually flow around objects. The particles can now collide with not only boxes and spheres but any complex shape I place in the scene. The torus knot is the only complex shape set up so far, but the same system will work for pretty much anything I add later. The other half was making the objects feel realistic. Like at first, they were just static test objects and the fluid could only move around them but not push them so they could move. I added proper physics to the objects so they float and move around realistically in the water and pretty much react to it. Getting this to work took quite a while like objects would spin violently when in contact with the water or bobbing up and down non stop but I eventually got it to work. Next up is pretty much the biggest change yet (at least visually). I want to remove the container and add real terrain over which the fluid can realistically flow over and stuff. Most of the foundation for this change is pretty much setup and the biggest change is to actually generate the terrain. After that I want to improve the physics of the objects. Right now the physics are like deliberately really simple like objects collide with the container only and can’t interact with other objects and the rotations aren’t even handled well. Once there is a terrain, then I’ll work on them pretty much."}, {"post_id": 67166, "ts": "2026-09-13T07:29:00Z", "hours": 9.1594, "text": "Since my last dev log, I’ve made quite a few changes to the fluid simulation which make it look completely different from the last dev log. First, I added interaction with the particles, which makes things a bit fun but its real purpose was to make testing the simulation easier. After that, I spent some time tuning and improving the physics. I added stuff like viscosity and a repulsion force between particles, which made the particles behave more like an actual fluid and add more customisation. While working on the physics, I also optimized the SPH simulation. I combined some of the neighbor searches and reduced unnecessary allocations happening every frame. This was pretty simple and made quite a difference. Once the basic simulation was good enough, I decided to move on to WebGP to really make stuff run smoothly. Both the fluid simulation and particle rendering now run through WebGPU, which gives me a much better foundation for scaling the simulation to larger numbers of particles. Like before the simulation could not run smoothly at around 4000 particles while now I can go up to tens of thousands of particles and still have really good performance (unless the particles are too squished up). After that, I finally started converting the simulation from 2D to 3D. This was relatively simple as I just had to go around the code changing Vector2s into Vector3s and accounting for the z axis but this made some other underlying issues more prominent. Like one of the biggest issues was particles stacking up against the boundaries walls that would repel other particles. I fixed that issue and made several other changes to get the 3D simulation behaving more naturally. At this point, the project has gone quite a bit beyond the small Three.js experiment I originally started with. What I want to do next is to make the particles react to other objects and shapes in the environment. I want to try and make it eventually work with more complex shapes as well, so the fluid can flow around and interact with actual 3D objects rather than being restricted to simple boundaries. After which I’ll make the fluid look like water instead of a bunch of balls flowing around and then work on the environment."}, {"post_id": 65881, "ts": "2026-09-11T10:01:05Z", "hours": 9.7228, "text": "I started working on a small fluid simulation in Three.js just for learning. Originally, this was really just meant to be a test project and something fun to mess around with, but after working on it a bunch I decided I want to keep developing it and eventually turn it into something interesting. So far I’ve built basic SPH simulation and got particles interacting with each other. I also implemented spatial hashing to make everything more efficient which just avoids checking every particle against every other particle. This improved the performance a lot especially with a lot of particles. I also added configurable simulation parameters such as gravity, pressure, particle count, etc to make testing easier. I also worked on the particles like befoe they were just blue circles but right now they change their color based on speed which I implemented by adding a shader. Right now, it still needs a bunch of work. There are bugs I need to fix and generally make the physics better. Next, I want to make the particles interactive something like click to move them type thing for testing. After, I’ll work on improving the physics, fixing bugs, and finally make stuff 3D."}]...
|
Title: FluidSim by @AbdurRehman | Stardance
Devlo Title: FluidSim by @AbdurRehman | Stardance
Devlogs:
I started working on a small fluid simulation in Three.js just for learning. Originally, this was really just meant to be a test project and something fun to mess around with, but after working on it a bunch I decided I want to keep developing it and eventually turn it into something interesting. So far I’ve built basic SPH simulation and got particles interacting with each other. I also implemented spatial hashing to make everything more efficient which just avoids checking every particle against every other particle. This improved the performance a lot especially with a lot of particles. I also added configurable simulation parameters such as gravity, pressure, particle count, etc to make testing easier. I also worked on the particles like befoe they were just blue circles but right now they change their color based on speed which I implemented by adding a shader. Right now, it still needs a bunch of work. There are bugs I need to fix and generally make the physics better. Next, I want to make the particles interactive something like click to move them type thing for testing. After, I’ll work on improving the physics, fixing bugs, and finally make stuff 3D.
Since my last dev log, I’ve made quite a few changes to the fluid simulation which make it look completely different from the last dev log. First, I added interaction with the particles, which makes things a bit fun but its real purpose was to make testing the simulation easier. After that, I spent some time tuning and improving the physics. I added stuff like viscosity and a repulsion force between particles, which made the particles behave more like an actual fluid and add more customisation. While working on the physics, I also optimized the SPH simulation. I combined some of the neighbor searches and reduced unnecessary allocations happening every frame. This was pretty simple and made quite a difference. Once the basic simulation was good enough, I decided to move on to WebGP to really make stuff run smoothly. Both the fluid simulation and particle rendering now run through WebGPU, which gives me a much better foundation for scaling the simulation to larger numbers of particles. Like before the simulation could not run smoothly at around 4000 particles while now I can go up to tens of thousands of particles and still have really good performance (unless the particles are too squished up). After that, I finally started converting the simulation from 2D to 3D. This was relatively simple as I just had to go around the code changing Vector2s into Vector3s and accounting for the z axis but this made some other underlying issues more prominent. Like one of the biggest issues was particles stacking up against the boundaries walls that would repel other particles. I fixed that issue and made several other changes to get the 3D simulation behaving more naturally. At this point, the project has gone quite a bit beyond the small Three.js experiment I originally started with. What I want to do next is to make the particles react to other objects and shapes in the environment. I want to try and make it eventually work with more complex shapes as well, so the fluid can flow around and interact with actual 3D objects rather than being restricted to simple boundaries. After which I’ll make the fluid look like water instead of a bunch of balls flowing around and then work on the environment.
Since my last dev log, I made a pretty big change by making the fluid interact with actual 3D objects instead of just the bounds. First, I cleaned some stuff up like spawning the particles in a neat cube among other little stuff. Then I decided to refactor how stuff was being rendered. Before, I had two separate canvases, one WebGL canvas for the scene and one WebGPU canvas for the particles, because I was lazy implementing them and so I merged them into one since. That didn’t make too big of a difference visually but it makes it easier to add other stuff later. The main feature was getting the fluid to actually flow around objects. The particles can now collide with not only boxes and spheres but any complex shape I place in the scene. The torus knot is the only complex shape set up so far, but the same system will work for pretty much anything I add later. The other half was making the objects feel realistic. Like at first, they were just static test objects and the fluid could only move around them but not push them so they could move. I added proper physics to the objects so they float and move around realistically in the water and pretty much react to it. Getting this to work took quite a while like objects would spin violently when in contact with the water or bobbing up and down non stop but I eventually got it to work. Next up is pretty much the biggest change yet (at least visually). I want to remove the container and add real terrain over which the fluid can realistically flow over and stuff. Most of the foundation for this change is pretty much setup and the biggest change is to actually generate the terrain. After that I want to improve the physics of the objects. Right now the physics are like deliberately really simple like objects collide with the container only and can’t interact with other objects and the rotations aren’t even handled well. Once there is a terrain, then I’ll work on them pretty much.
Since my last dev log I’ve been working on terrain. I started with simple noise on a grid so the particles had something cool to fall and interact with rather than a boring flat plane. Then I had the idea of making the terrain a planet like fluid flowing on it and stuff like that. Actually got it working. It just wasn’t as good as I thought it would be. It made the project overly complex and kind of shift the focus towards the terrain instead of the fluid and made it harder to play with it. And also the fluid would obviously spread around over the planet so you couldn’t even see most of the cool stuff. And I spent a lot of time on that but well I eventually reverted and added a seabed in a box. That made the fluid the focus instead of the scenery and stuff and how it turned out in the end kind of looks dope. Well with the new terrain I spent time making it look sandy and good. I also switched from rendering some stuff as wireframes to actual meshes Shoudl’ve done this before but back then I guess I got lazy even though most of the stuff for that was already set up Water is really what’s been improved. Particles were just tiny colored spheres before, which I guess is okay for debugging but doesn’t look like water. I’ve been building something called screen space fluid rendering instead which just renders every particle as a billboard that always looks at/faces the camera and does some other cool stuff behind. Mine works I guess but I still have to improve it a lot. Like I guess the fluid looks more like water but still it looks like a bunch of balls so yeah that’s what I want to focus on next. After that, I’ll add proper collisions between objects, then scene polish, then audio. Audio is something I am excited for!
Since my last dev log I’ve mostly been working on the water’s visuals. First thing I did was to rewrite the screen space fluid rendering implementation and tuned it a bit to make it look way better than before and less like a bunch of stacked balls and I also added realistic looking refractions too. Then I added proper shadows to the scene, which made stuff look more alive. This bumped the visuals up a lot. Then I worked on caustics. This was one of those features that instantly made the water look ten times better. This took a bit of time to get right but eventually I got it to work and it looks good. After that, I added foam to make the water look less flat and blobby. The water, in general, waswas too perfect and so I added noise to the water to fix that. With these changes, there was a noticeable loss of performance so I had to work on that. Along the way I also cleaned up some of the code especially the GUI control panel thingy since it was getting too extensive so I cut down a lot of things. Then I finally added model support. Before you could only use basic shapes like squares, spheres etc. Now I can load in model files, and use them in the simulation which is really cool. There was also this weird bug where objects would disappear when you switched them around but after a bunch of changes in my code I finally fixed the bug. I also fixed other bugs like water kind of acting weird with the boat spawned which too took quite a bit of time to fix. Next I want to do some scene polish like better background, etc and then finally audio. I might also work some more on the object collision physics since I intentionally kept them really simple but I might not. Depends on how lazy I am I guess.
I have made a ton of progress since the last devlog. First I added a simple but good looking sky shader which has clouds and a sun, and then hooked up textures on the loaded models so they aren’t just basic colors anymore. And I also added support for loading your own .glb models and they’ll work in the sim. Relatively small changes but they made the scene look a whole lot better and more interactive. Audio was the biggest change and took the most time, but it was also the most fun. There are multiple layers to it, like the general ambience is pretty much layered water sounds like water flowing sounds, foam sound, lapping sound, bubbles, etc that crossfade based on how the fluid is moving. External objects also create sounds like you can hear them splash in and out of the water or when heavy stuff sinks there is kind of a low rumble. There’s also sounds for water splashing on itself, objects colliding around with other objects, etc. There is also a cool underwater effect where if the camera is inside the water stuff get’s muffled and stuff which is really cool. What’s good is that everything is driven by the physics so everything is dynamic and nothing is being faked. Like each sound is created for a reason. After that I added wind to the sim. Like wind is created using gusts which are scheduled procedurally, so you get calm stretches and then a burst of air. I also added another interaction too. You can now create vortexes using V + left click which is kind of fun and adds more interactivity. I also added sculpting to the terrain. Now you can change the terrain to your liking by using different brush modes like: raise, lower, smoothen, flatten. I also optimized particles check with the terrain especially after stuff had become more dynamic though that was pretty easy to do. Some other small polishes I did was to clean up the settings panel thing among other small stuff. The sim is basically feature complete at this point, so next up is cleaning up the UI and then creating a good README.
This is the final dev log. Like I said in the last devlog, the sim was basically feature complete so this dev log is mostly the cleanup and little UI improvements. I cleaned up a bunch of code by like removing dead code that had jut been sitting and I improved how the controls panel looks. Other than that I wrote the README and finalized the repo by adding stuff like the license and I also added a cool looking favicon. And with that, the project is now complete.
Ships:
Well I made a fluid simulation that runs completely on the GPU using WebGPU. Since everything happens on the gpu, like from the physics to the rendering, it can handle tens of thousands of particles in real time in the browser without having performance issues. What was challenging for me was moving everything over to WebGPU since before I was just using plain Three.js and stuff. It’s completely different from WebGL and I had to refactor a lot of code, especially how the sim was structured, and then setting up the rendering system. The other big challenge was just making the water actually look convincing. That took quite a while and a lot of tweaking to make it look at least somewhat realistic. Honestly pretty much how the entire thing turned out. The audio reacts to the physics, the water looks good (or acceptable at the very least), objects float and sink, you can sculpt the terrain, then there are wind gusts and you can interact with the water. Every little thing comes together in a way I’m really happy with. Like this project was just a simple particle test I was making just for fun but in the end I actually enjoyed making and playing around with it. Just open the web page. You’ll need a browser with WebGPU support to run it and the controls are pretty much on the screen. You can adjust sliders and stuff and pretty much play around with everything, including adding your own .glb models. Audio might not play immediately since it takes some time to load in the background....
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1793206349.1424944
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1793292749.1424944
|
|
55410
|
UHBadge by @__grdev | Stardance
|
__grdev
|
0
|
31.06
|
0
|
[]
|
[{"post_id": 72158, "ts": "202 [{"post_id": 72158, "ts": "2026-09-22T10:31:34Z", "hours": 1.3675, "text": "Wrote the BOM."}, {"post_id": 72132, "ts": "2026-09-22T08:38:53Z", "hours": 1.6786, "text": "Fixed the routes."}, {"post_id": 71648, "ts": "2026-09-21T07:32:42Z", "hours": 3.3397, "text": "Added confirm button. Moved the NFC tag. Fixed the design. Wrote the settings page of the ui."}, {"post_id": 69998, "ts": "2026-09-18T07:25:33Z", "hours": 2.7803, "text": "Wrote the drivers for the SD, the wifi (will be used mainly for the GitHub APIs), the bluetooth (to recognize other UHBadges). Added the sd file template and an image-converter script for the main badge screen. Wrote the dynamic main badge screen with badge data loading from the sd."}, {"post_id": 67913, "ts": "2026-09-14T06:52:06Z", "hours": 1.6153, "text": "Wrote the most low-level part of the firmware (drivers for the e-ink display, buttons input handling, nfc functions). Updated the README."}, {"post_id": 66580, "ts": "2026-09-12T12:44:14Z", "hours": 1.5725, "text": "Finished the design. Started writing the firmware."}, {"post_id": 65920, "ts": "2026-09-11T11:51:09Z", "hours": 0.6428, "text": "Finished the design."}, {"post_id": 65296, "ts": "2026-09-10T10:34:39Z", "hours": 2.2742, "text": "Finished the connections and made some graphics. Started writing the first lines of the firmware."}, {"post_id": 64694, "ts": "2026-09-09T09:35:04Z", "hours": 0.7842, "text": "Fixed some little graphical details. Started writing the first rows of the firmware."}, {"post_id": 64104, "ts": "2026-09-08T09:30:27Z", "hours": 1.5333, "text": "Added the microSD card slot. Moved the SW pins. Removed two expansion pins. Added some graphical designs."}, {"post_id": 63465, "ts": "2026-09-07T10:27:01Z", "hours": 1.5667, "text": "Added the Pi Radio Module 2."}, {"post_id": 62865, "ts": "2026-09-06T12:15:21Z", "hours": 1.7308, "text": "Remade the whole design"}, {"post_id": 62193, "ts": "2026-09-05T13:43:59Z", "hours": 1.7333, "text": "Started working on the design."}, {"post_id": 61484, "ts": "2026-09-04T12:51:31Z", "hours": 1.5408, "text": "UHBadge - Finished the connections between the components."}, {"post_id": 60767, "ts": "2026-09-03T11:07:38Z", "hours": 1.2833, "text": "Connected the components together."}, {"post_id": 60222, "ts": "2026-09-02T13:43:20Z", "hours": 1.75, "text": "UHBadge Battery Port Placement, finished the recharge system, placed the mounting holes, started filling the areas and connecting the components."}, {"post_id": 59609, "ts": "2026-09-01T15:01:17Z", "hours": 1.5978, "text": "RP2350 Support components placement, USB-C connection and NFC component placement."}, {"post_id": 58827, "ts": "2026-08-31T12:31:10Z", "hours": 1.3167, "text": "UHBadge RP2350 Placement and e-ink display design."}, {"post_id": 56606, "ts": "2026-08-28T12:58:41Z", "hours": 0.9542, "text": "Added the 2.9” e-ink display to the badge. Placed the buttons (up/down/left/right) and designed the arrows for the buttons."}]...
|
Title: UHBadge by @__grdev | Stardance
Devlogs:
A Title: UHBadge by @__grdev | Stardance
Devlogs:
Added the 2.9” e-ink display to the badge. Placed the buttons (up/down/left/right) and designed the arrows for the buttons.
UHBadge RP2350 Placement and e-ink display design.
RP2350 Support components placement, USB-C connection and NFC component placement.
UHBadge Battery Port Placement, finished the recharge system, placed the mounting holes, started filling the areas and connecting the components.
Connected the components together.
UHBadge - Finished the connections between the components.
Started working on the design.
Remade the whole design
Added the Pi Radio Module 2.
Added the microSD card slot. Moved the SW pins. Removed two expansion pins. Added some graphical designs.
Fixed some little graphical details. Started writing the first rows of the firmware.
Finished the connections and made some graphics. Started writing the first lines of the firmware.
Finished the design.
Finished the design. Started writing the firmware.
Wrote the most low-level part of the firmware (drivers for the e-ink display, buttons input handling, nfc functions). Updated the README.
Wrote the drivers for the SD, the wifi (will be used mainly for the GitHub APIs), the bluetooth (to recognize other UHBadges). Added the sd file template and an image-converter script for the main badge screen. Wrote the dynamic main badge screen with badge data loading from the sd.
Added confirm button. Moved the NFC tag. Fixed the design. Wrote the settings page of the ui.
Fixed the routes.
Wrote the BOM....
|
1793162931.6178334
|
1793767731.6178334
|
|
11436
|
Reptra - Workout App by @xpski | Stardance
|
xpski
|
1
|
5.0
|
33
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T16:10:48Z", "hours": 5.0, "multiplier": 6.53, "payout": 33, "blessing": "neutral", "text": "This app is meant to track all of your workouts. From creating routines, to starting those same routines, or starting an empty workout, it has it all. You can easily choose a workout, add how many sets + reps you did, and track your workouts. You can even get milestones for working out.", "repo": "https://github.com/secretx09/reptra", "demo": "https://github.com/secretx09/reptra/releases/tag/v1.0.0"}]...
|
[{"post_id": 7216, "ts": "2026 [{"post_id": 7216, "ts": "2026-06-12T01:26:38Z", "hours": 3.4333, "text": "Workout app - Creating routines I worked on making it so that way you can create a routine, and start a preset routine whenever you want to workout. This makes it a lot easier so that way you don’t have to readd every single exercise before all of your workouts."}, {"post_id": 7118, "ts": "2026-06-11T21:49:53Z", "hours": 1.1667, "text": "I worked on making it so that way a user can track their reps and add different exercises to their workout log"}, {"post_id": 7029, "ts": "2026-06-11T19:48:09Z", "hours": 0.4606, "text": "Removed nutrition section"}]...
|
Title: Reptra - Workout App by @xpski | Stardance
Title: Reptra - Workout App by @xpski | Stardance
Devlogs:
Removed nutrition section
I worked on making it so that way a user can track their reps and add different exercises to their workout log
Workout app - Creating routines I worked on making it so that way you can create a routine, and start a preset routine whenever you want to workout. This makes it a lot easier so that way you don’t have to readd every single exercise before all of your workouts.
Ships:
This app is meant to track all of your workouts. From creating routines, to starting those same routines, or starting an empty workout, it has it all. You can easily choose a workout, add how many sets + reps you did, and track your workouts. You can even get milestones for working out....
|
1793288876.6688755
|
1793375276.6688755
|
|
34552
|
PocketXI by @abeermaheshwari09 | Stardance
|
abeermaheshwari09
|
1
|
21.35
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T05:31:44Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was initially a school project that had the basic functionality of a football game (local multiplayer / 2 player mode) with little to no other features. I transformed it into a way better game than it was before by adding an online database for account and career saving, online multiplayer, and a massive menu theme refresh, with a few accessibility features as well. In my 2nd last devlog, the web version had a mouse positioning mismatch, which took me ages to fix as it was due to pyautogui messing with the resolutions, however this led to another bug where fade in-out transitions were freezing the game on browser. I had to use AI to fix this as I spent over two hours essentially messing up my code. I am proud of the cloud hosted services that my game provides as they are very fast and seamless (even though it’s hosted on a free oracle compute instance!), while also being stored, and communicated securely (via hashing, cryptography and cloudflare tunneling). To test the project, you can simply go to the demo website linked, or clone the repository. If cloning the repo, make sure python (duh), pygame, and cryptography libraries are installed.", "repo": "https://github.com/Abeer-Maheshwari/PocketXI-Dev", "demo": "https://abeer-maheshwari.github.io/PocketXI-Dev/"}]...
|
[{"post_id": 72162, "ts": "202 [{"post_id": 72162, "ts": "2026-09-22T10:52:58Z", "hours": 0.3483, "text": "Adblock blocks outgoing connection (required for communicating to cloud db as I’m using a free domain from duckdns). Added notification to inform user to disable it. (works afterwards)"}, {"post_id": 72096, "ts": "2026-09-22T05:08:07Z", "hours": 5.0622, "text": "BUG FIXES + CLOUD DB UPDATE Bug Fixes: Fixed mouse positioning issue in browsers Fixed multiplayer rooms not being hosted on browser Removed Transitions on browser as they were extremely buggy. Move locally hosted data to a cloud-hosted DB Updated Readme Fixed Transitions freezing on browser. Used AI to fix as it was driving me nuts. Fixed resolution mismatch between browser and desktop game versions Added player markers onscreen for multiplayer (and local) so that it is easier to identify your sprite. Hopefully Ready to Ship!"}, {"post_id": 69131, "ts": "2026-09-16T13:16:54Z", "hours": 5.4778, "text": "MASSIVE QOL + BUG FIXES UPDATE New features: Settings now saves locally, and doesn’t reset everytime the program is launcher - Autosaves on click New colour palette Scaled match timer to 90 minutes (still 5 minutes irl), and increments instead of counting down. Fade-in/out transitions between screens and proper loading icon for starting a match, Controls/Keybinds in pause menu and settings menu Can now toggle AI on/off for each player New font (claude font cause it looks sick) Dynamic window sizing (hopefully) Updated Scoreboard / HUD - more readable/better colour palette Updated pause menu - includes game controls Added Bugs to fix later Bug fixes: Web WASM fixed - cloudflare tunnelling on vps Fixed notification bugs Fixed missing icon for return buttons (rendered arrow now) pygbag now uses hidpi on browsers and pygame uses hidpi on windows (sadly not macos because pygame) Now uses vsync Utilises Doublebuf for opengl or hwsurface hopefully 1080p instead of 720p. Upcoming Features Massive graphics overhaul (and animations) Massive audio overhaul More settings such as graphics and keybind remapping More multiplayer QOL updates. Move locally hosted data to a cloud DB."}, {"post_id": 48451, "ts": "2026-08-16T20:01:29Z", "hours": 6.5867, "text": "ONLINE MULTIPLAYER UPDATE!!! Added room based multiplayer system. Added Features: relay server is hosted on an free oracle vps room based -> multiple sessions can be running at the same time supports both web and desktop version of the game can join other people’s rooms via a 4 letter code game data is saved on both user profiles. Next update: move all user data from being stored locally to a cloud hosted db. fix pause menu not syncing between players (multiplayer) fix exit match not working on multiplayer few more, qol bug fixes"}, {"post_id": 46800, "ts": "2026-08-14T09:40:14Z", "hours": 0.6881, "text": "Fixed stuttering audio by forcing sample rate to 24khz. Fixed audio slider not working and some other minor bugs."}, {"post_id": 46473, "ts": "2026-08-13T18:26:59Z", "hours": 0.9603, "text": "Added support for pygbag so that the game can be hosted on github. Sound disabled as it was stuttering in the web build. Demo link will be published soon."}, {"post_id": 46183, "ts": "2026-08-13T07:10:18Z", "hours": 1.9819, "text": "Updated Login, Main Menu, and Pause Menu Screens so that they look more readable and usable."}, {"post_id": 45268, "ts": "2026-08-11T16:52:07Z", "hours": 0.3728, "text": "Button hover effect added, working volume/AI difficulty sliders. Also added working pause menu (placeholder)."}]...
|
Title: PocketXI by @abeermaheshwari09 | Stardance
Title: PocketXI by @abeermaheshwari09 | Stardance
Devlogs:
Button hover effect added, working volume/AI difficulty sliders. Also added working pause menu (placeholder).
Updated Login, Main Menu, and Pause Menu Screens so that they look more readable and usable.
Added support for pygbag so that the game can be hosted on github. Sound disabled as it was stuttering in the web build. Demo link will be published soon.
Fixed stuttering audio by forcing sample rate to 24khz. Fixed audio slider not working and some other minor bugs.
ONLINE MULTIPLAYER UPDATE!!! Added room based multiplayer system. Added Features: relay server is hosted on an free oracle vps room based -> multiple sessions can be running at the same time supports both web and desktop version of the game can join other people’s rooms via a 4 letter code game data is saved on both user profiles. Next update: move all user data from being stored locally to a cloud hosted db. fix pause menu not syncing between players (multiplayer) fix exit match not working on multiplayer few more, qol bug fixes
MASSIVE QOL + BUG FIXES UPDATE New features: Settings now saves locally, and doesn’t reset everytime the program is launcher - Autosaves on click New colour palette Scaled match timer to 90 minutes (still 5 minutes irl), and increments instead of counting down. Fade-in/out transitions between screens and proper loading icon for starting a match, Controls/Keybinds in pause menu and settings menu Can now toggle AI on/off for each player New font (claude font cause it looks sick) Dynamic window sizing (hopefully) Updated Scoreboard / HUD - more readable/better colour palette Updated pause menu - includes game controls Added Bugs to fix later Bug fixes: Web WASM fixed - cloudflare tunnelling on vps Fixed notification bugs Fixed missing icon for return buttons (rendered arrow now) pygbag now uses hidpi on browsers and pygame uses hidpi on windows (sadly not macos because pygame) Now uses vsync Utilises Doublebuf for opengl or hwsurface hopefully 1080p instead of 720p. Upcoming Features Massive graphics overhaul (and animations) Massive audio overhaul More settings such as graphics and keybind remapping More multiplayer QOL updates. Move locally hosted data to a cloud DB.
BUG FIXES + CLOUD DB UPDATE Bug Fixes: Fixed mouse positioning issue in browsers Fixed multiplayer rooms not being hosted on browser Removed Transitions on browser as they were extremely buggy. Move locally hosted data to a cloud-hosted DB Updated Readme Fixed Transitions freezing on browser. Used AI to fix as it was driving me nuts. Fixed resolution mismatch between browser and desktop game versions Added player markers onscreen for multiplayer (and local) so that it is easier to identify your sprite. Hopefully Ready to Ship!
Adblock blocks outgoing connection (required for communicating to cloud db as I’m using a free domain from duckdns). Added notification to inform user to disable it. (works afterwards)
Ships:
This was initially a school project that had the basic functionality of a football game (local multiplayer / 2 player mode) with little to no other features. I transformed it into a way better game than it was before by adding an online database for account and career saving, online multiplayer, and a massive menu theme refresh, with a few accessibility features as well. In my 2nd last devlog, the web version had a mouse positioning mismatch, which took me ages to fix as it was due to pyautogui messing with the resolutions, however this led to another bug where fade in-out transitions were freezing the game on browser. I had to use AI to fix this as I spent over two hours essentially messing up my code. I am proud of the cloud hosted services that my game provides as they are very fast and seamless (even though it’s hosted on a free oracle compute instance!), while also being stored, and communicated securely (via hashing, cryptography and cloudflare tunneling). To test the project, you can simply go to the demo website linked, or clone the repository. If cloning the repo, make sure python (duh), pygame, and cryptography libraries are installed....
|
1793336195.7944345
|
1793422595.7944345
|
|
62937
|
SEGRETO by @MattiaAle | Stardance
|
MattiaAle
|
0
|
3.66
|
0
|
[]
|
[{"post_id": 72163, "ts": "202 [{"post_id": 72163, "ts": "2026-09-22T10:57:02Z", "hours": 2.8831, "text": "Devlog #2: It’s been a long time since my last devlog (during which I learned RUST (thanks to Freecodecamp and BekBrace). In the end I was finally able to put my Rust crypto library to the test against PyNaCl to see if writing raw bindings was actually worth the effort. I wrote a benchmark script to measure execution times for encryption, signatures, key exchange, and hashing across both backends, but only after running a cross check to guarantee that both libraries produce bit for bit identical results. The results were amazing: Rust won ten out of the thirteen test cases with a mean of 2x gain respect PyNaCl and a 2x lost in 3 test cases. In the end I opted for RUST for it’s velocity and possibility to control the raw code."}, {"post_id": 69731, "ts": "2026-09-17T17:43:46Z", "hours": 0.7747, "text": "I’ve started this project this afternoon and I’m already surprised by the complexity I’ve found in it by exploring different peer to peer (P2P) libraries. My first idea was to build S.E.G.R.E.T.O. as a web app using HTML, CSS, and JavaScript. I investigated PeerJS because it makes web connections easier, but I misunderstood the role of its server and thought it stored messages. So as I didn’t want to depend on a server or on several pcs I researched a local P2P architecture where every device acts as both client and server. So after an excruciating research I’ve finally opted for a web app using HTML for graphic + python to host server and I’ve found out that I can create my own python wheels with rust (so wish me luck and I’ll dive right into this mess of learning practically everything). The screenshot is teh beginning of the REPO"}]...
|
Title: SEGRETO by @MattiaAle | Stardance
Devlogs: Title: SEGRETO by @MattiaAle | Stardance
Devlogs:
I’ve started this project this afternoon and I’m already surprised by the complexity I’ve found in it by exploring different peer to peer (P2P) libraries. My first idea was to build S.E.G.R.E.T.O. as a web app using HTML, CSS, and JavaScript. I investigated PeerJS because it makes web connections easier, but I misunderstood the role of its server and thought it stored messages. So as I didn’t want to depend on a server or on several pcs I researched a local P2P architecture where every device acts as both client and server. So after an excruciating research I’ve finally opted for a web app using HTML for graphic + python to host server and I’ve found out that I can create my own python wheels with rust (so wish me luck and I’ll dive right into this mess of learning practically everything). The screenshot is teh beginning of the REPO
Devlog #2: It’s been a long time since my last devlog (during which I learned RUST (thanks to Freecodecamp and BekBrace). In the end I was finally able to put my Rust crypto library to the test against PyNaCl to see if writing raw bindings was actually worth the effort. I wrote a benchmark script to measure execution times for encryption, signatures, key exchange, and hashing across both backends, but only after running a cross check to guarantee that both libraries produce bit for bit identical results. The results were amazing: Rust won ten out of the thirteen test cases with a mean of 2x gain respect PyNaCl and a 2x lost in 3 test cases. In the end I opted for RUST for it’s velocity and possibility to control the raw code....
|
1793047896.4925768
|
1793652696.4925768
|
|
62775
|
My own site! by @MAyaanBaig2013 | Stardance
|
MAyaanBaig2013
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T11:09:49Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a mission of my own site.I wasn’t challanging but the placing of the tags was difficult.you can check my demo link", "repo": "https://github.com/DevAyaan123/myownsite2", "demo": "https://devayaan123.github.io/myownsite2/"}]...
|
[{"post_id": 72168, "ts": "202 [{"post_id": 72168, "ts": "2026-09-22T11:08:33Z", "hours": 3.7756, "text": "My Progress I am In the code sometimes stuck!"}]...
|
Title: My own site! by @MAyaanBaig2013 | Stardance Title: My own site! by @MAyaanBaig2013 | Stardance
Devlogs:
My Progress I am In the code sometimes stuck!
Ships:
I made a mission of my own site.I wasn’t challanging but the placing of the tags was difficult.you can check my demo link...
|
1793210109.4382405
|
1793296509.4382405
|
|
16997
|
Basketball Game by @aatharv | Stardance
|
aatharv
|
0
|
0.95
|
0
|
[]
|
[{"post_id": 7217, "ts": "2026 [{"post_id": 7217, "ts": "2026-06-12T01:32:45Z", "hours": 0.9522, "text": "Started my basketball game. Right now I just got the art done with vibecode so I can start on the game logic myself. I will definitely switch to human art later but that’ll take too long for now, first I want a tangible game. For those wondering, the end product will be a multiplayer 2D basketball game that you can play with your friends :)"}]...
|
Title: Basketball Game by @aatharv | Stardance
De Title: Basketball Game by @aatharv | Stardance
Devlogs:
Started my basketball game. Right now I just got the art done with vibecode so I can start on the game logic myself. I will definitely switch to human art later but that’ll take too long for now, first I want a tangible game. For those wondering, the end product will be a multiplayer 2D basketball game that you can play with your friends :)...
|
1793217185.7985365
|
1793821985.7985365
|
|
64760
|
MY AWESOME SPACE DODGER by @shiyank33 | Stardance
|
shiyank33
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T12:00:22Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a space game where you play as the space craft and try your best to avoid the flying planets! During the coding of this game i faced many challenges such as lack of creativity as it took me a while to be creative and think about what to make. To play this game all you have to do is Press A or D to move left and right to dodge planets!", "repo": "https://github.com/shiyank33/My-Awesome-Space-Dodger/blob/main/Project%20Space%20Dodger.sb3", "demo": "https://scratch.mit.edu/projects/1383715264/"}]...
|
[{"post_id": 72173, "ts": "202 [{"post_id": 72173, "ts": "2026-09-22T11:27:57Z", "hours": 1.1336, "text": "This entire project took me a while to finish, its a game on scratch where you play as the space craft, your goal it to dodge as many planets as you can!"}]...
|
Title: MY AWESOME SPACE DODGER by @shiyank33 | Sta Title: MY AWESOME SPACE DODGER by @shiyank33 | Stardance
Devlogs:
This entire project took me a while to finish, its a game on scratch where you play as the space craft, your goal it to dodge as many planets as you can!
Ships:
I made a space game where you play as the space craft and try your best to avoid the flying planets! During the coding of this game i faced many challenges such as lack of creativity as it took me a while to be creative and think about what to make. To play this game all you have to do is Press A or D to move left and right to dodge planets!...
|
1793213641.7611115
|
1793300041.7611115
|
|
26914
|
TradeSims by @Maanvik | Stardance
|
Maanvik
|
1
|
78.58
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T18:11:26Z", "hours": 71.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I Have created a Paper Trading Simulator Using Django Framework. Probably the hardest part was deployment, and after that creation of the stock page with real data, cause they both dealt with the yfinance API which is very finicky, but thank god it works", "repo": "https://github.com/MK150710/trading_sim", "demo": "https://tradesims.tradingsim-111.hackclub.app"}]...
|
[{"post_id": 72177, "ts": "202 [{"post_id": 72177, "ts": "2026-09-22T11:57:00Z", "hours": 1.3361, "text": "It got declined again But no matter, he said to build something to be proud of, so i went digging though my old papers and found the first draft of what i wanted the landing to look like, before i asked ai to make it. Ive made exactly that. detail for detail. With my favourite coloe scheme, back-green/blue-whiteThey told me to make something im proud of, and the way its turned out, i couldnt be prouder. Note to the judges First of all, maybe the way i write my css, with root vars and all, may make you think its ai, but i actually do write that way, casue i learnt to write css through ai. Secondly, time time tracked for this change is less, i put in about an hour and a half extra, but that time i was in a different state and forgot to isntall hacktime on dads laptop, i dont mind the lost time, i just dont want you to judke the time it took me to make this and think its ai cause its too less Thirdly, you asked me to make some of the features myself, and yes ive said it before, but the ENTIRE backend structure is my own. every line, every model every view. Soo yeahh. I made it myself, and im proud of it Lastly, thanks for taking the time to judge the project and read these journals 😁😁 (Ik the last few journals are not as detailed as 1-11, but thats cause exam season doesnt leave me time to write detailed logs)"}, {"post_id": 69675, "ts": "2026-09-17T15:44:46Z", "hours": 5.0294, "text": "Yeah, the last wasent the final Anyways, so in compliance witht he changes requested ive rewrote three pages: Hero Login Register Caveat I know it looks really bad, i only really was able to work on it for a limited time, with exam season and all. the Login and register pages’ html were resued(if thats okay) from a previosu project and just suited to this project. Anyways, thast all for this one. Thanks ! Edit I got reply saaaying ive used too much ai, but ive lliteraally sspent the alsat week rewriting three entire pages where ive basically used most of the ai im so confused"}, {"post_id": 63684, "ts": "2026-09-07T16:50:16Z", "hours": 1.2194, "text": "Fixing all the problems So this devlog is gonna be relatively short, cause it just comprises of correcting all changes requested, most importantly hosting on nest For the project reviewer Theres still a few issues with the website, but these are largely due to the hosting being on nest, cause the render website is mostly fine. Firstly, the whole website is very laggy and all round unresponsive for a few seconds after any press taht requires a query to supabase or redis Secondly, the dashboard does not render properly the first time, so id suggest to click the try again button or reload the page entirely. Even after reloading the portfolio performance part just doesn not work until you click on the one month or 3 month bnutton ( I have no clue why but this is on nest only) then it works The nest caddy does go down, like it did jstu at the time of writing this, so if it does happen to go down during the review, please check through tradesims.onrender.com, where the website is still upp Thats all. Once again, Thanks !!"}, {"post_id": 45935, "ts": "2026-08-12T18:38:36Z", "hours": 0.6011, "text": "Just fixing deployed website Fixed faqs, removed oauth, wrote the readme and instructions for installation"}, {"post_id": 45818, "ts": "2026-08-12T15:24:55Z", "hours": 11.5072, "text": "ONE. LAST. DANCE Hours: 12? 15? 20? (idek 😭😭) What i did Made the entire stock page have real data, you can actually buy and sell stocks now. This also updates transactions and holdings. Brand new holdings page that shows every stock you own. Finally, MY WEBSITE IS DEPLOYED. Try it out now: Visit TradeSims All changes I made Buy and sell card This actually works now. YOu can buy and sell stocks It has both backend and frontend checks for buying and selling capacity Unlike last time it shouws different metrics in the buying and selling panel. Buying power if u wanna buy and stocks owned if you want to sell The buy and sell button also update transactions Holdings page Its a simple page where all stocks are mentioned with their values quantity and P/L incurred. Theres a button to access it from the hero on the dasboard Wishlist I thought it was complete alst time, but when i checked the dashoard i remembered the buttons id added to trending stocks for adding to wishlist This one was slightly hard to do as it took changes in both JS and Python. I faced another error with color of the start but that worked out This led me to my next problem Stocks not in database Whenever i called yfinance on dashboard for market movers and trending stocks it might not be in the database This led to issues whenever I tried to wishlist those stocks or visited them it failed Now Ive made a function to check if a stock is in the database, if its not, it updates top stocks and now it can be accessed The same goes for the search bar, if theres no stock present then you can search for it, and if yfin has it, it adds to stocks and is forever accessible and updates just like all other stocks Deploying This IS THE HARDEST PART OF ALL Im not even sure how its working. but it is Ive used redis and Supabase for the cache and database respiectively Redis is mostlyto recude dependence on yfinance so taht i can reduce requiests, prevent rate limiting And uptime robot is for monitoring and keeping the webstie up. Thats about it. Thanks for the read Tradesims is officialy LIVE"}, {"post_id": 42571, "ts": "2026-08-07T11:57:53Z", "hours": 10.2128, "text": "Making The stock page Have real data Hours: 10 What I did I made everythine from the head to the news get real data from yfinance. Oh and also, one of my friends told me about Trading View so i scrapped my own chanrt and used their library to make an actual candlestick stock chart All changes Chart Scrapped the whole old chart Used trading view js library Actual candlestick chart YFin stock data sends it over an api to the stock page Stock head Gets data from yfin Has a fucntional button where ytou can wishlist and un wishlist stocks Price updates every 5 minutes All other parts The following: - About page - Key statistics - Financials - News - Order history - Holding Position Have been grabbed from backend ( YFin and DB models ) to display data in real time Buy/Sell This is the only part of the page that is not using actual data, its still simulated and yotu cant really buy stuff rn. but soon itll work Role of AI This time, AI was only used as a helper to debug code and check for syntax errors All code was written by me :) Problems faced Once again, the biggest problem here was spelling mismatch between the wesite API and component names and classes and id’s ( We all know how amazing i am at typing) Whats left Making buy and sell possile Transactions update after buying and selling Making a dedicated portfolio and (maybe) transaction page Adding a FAVICON ( omgg i keep forgetting) And thats about it. Thanks for the read !"}, {"post_id": 38269, "ts": "2026-07-31T16:06:29Z", "hours": 7.7064, "text": "FINALLY THE STOCK PAGE IS READYYYY Hours: 17 Note This is has been a grinddd. So many errors and aaaaaaa 😭😭😭 But the entire stock page with all of its components is currently complete. The entire page uses fake data inside the MockData.js File :) Next i gotta just create the real api endpoints and feed it to the frontend Changes in details The link The url for the stock is in the format: <main-url>/stock/<stock_name> Eg. ( Localhost ) http://127.0.0.1:8000/stock/AAPL/ The top bar Here is the place where the name and stock exchange is listed. Watchlist button is also present here Price, Gain and loss and time is also mentioned Price chart A detailed chart with historical data of the stock witht timelines ranging from 1D to Max About Simply, an about page with details of Stock Stats Displays: Opening and closing price Highs and lows (Last day and past year) Market cap Volume Avg volume Price to earning ratio Earning per share Divident yield Beta IDK how but this will probabaly be hardest to link to real data as ill have to change models too :( Financisls Displays revenue and net income for As bar charts per quarter News Its the news duh Might remove this if i cant link to real data Order history Only of said stock. Straight from dataabse Buying/Selling panel Literally, just a place to buy and sell your stocks that you own. It has its own frontend way of checking if you can afford a stock or not Position card Page to display what the user owns of the stock Has other details like Investment and value Related stocks Shows some more stocks to explore ( currently jst like the ones available in the fake data ) AI AI played a good role here. Helped me debug sooooo many errors and helped in writing certain jss animations and css blocks. All HTML and most CSS and Js was written by me ( Evident by the 17h worktime 🤣) Next Use real data. Test runs Connect stock page to main page Debug (Hopefully thats all) Thanks for the read !!"}, {"post_id": 35081, "ts": "2026-07-26T08:57:01Z", "hours": 9.4303, "text": "Im almost done with the stock page Ive been making this stuff for 9 hours now, and I dont have anything to show, but gimme a few hours ill get it done. just the CSS left now"}, {"post_id": 31715, "ts": "2026-07-20T10:32:00Z", "hours": 9.7186, "text": "Bug Fixes and live data Hours: 9 What all I completed All Bugs mentioned in the previous devlog have been fixed. All data related to stocks (except for login page) has been connected to stock database so that all data is live Created multiple components for stock details and page ( in development ) Changes in details Live data Finnhub API was scrapped to use only YFinance as the main Data provider. A task was scheduled to run every 5 minutes to update all data to stock database Instead of all pages calling the API for live data, all pages ping the database, which is updated as mentioned above Bug Fixes Live data Pages that now have live data: - Landing page ( Markets page and moving section ) - Watchlist part - Trending stocks ( With sparklines ) - Floating stock cards Problems faced I sometimes got timed out cause I called the API too many times I had to switch to the database metnod so i could reduce api queries. User button This was a small fix, but took a surprising amount of time 😭😭 The logout button is now hidden under the user initial button on top right File cleanup Extra blocks of code, specifically fake js data was removed Fairly strightforward Stock listing page This is still in development I have created multiple components Navbar Details Right panel Buy and sell stocks Related stocks User Ownership Left panel Stock progression chart Conpany overview Finance Company News Statistics Order History All compoenents come together inside a stock page that will be displayed This page is stil under development. I am planning to only use fake data for now, the i will slowly progress to real data from API and database There is very little js that i have written for this part till now, but there are more files planed Everything I learnt Its best to store all data from apis specially if multiple pages need to visit it, cause well then it doesnt reach limit. Revised JS and how to put together animations Again, I already listed everything I learnt and did in the bug fixes :) Role of AP AI only helped he understand the error specifics All code is written by me Current bugs The stock page is not complete(it is far from done) I dont have any rn but theyll pop up Next steps Complete the stock page Connect it to the database Allow for buying and selling FIX ALL BUGS ( They always come ) Thats about it !! Thanks for the read"}, {"post_id": 27094, "ts": "2026-07-12T11:00:40Z", "hours": 0.5575, "text": "Note This is an extension of the previous devlog, at in all it was too long to fit inside one 😭😭😂😅 Watchlist This was again, fairly straightforward. I simply got the values from the Datapased and parsed it instead of the placeholder array Current Bugs While the stock listed is itself part of the users wishlist, the pricing, change percent and sparkline are currently totally fake To fix this ill have to get the stock data update it in the database and create a function to do this every 10 miins or so Recent Transactions Here too, the data is simple parsed from backend and sybstituted instead of the placeholder array. These values however in the database, are obviously made up. The purpose right now i to simply get the data, cause then if i upload it i am guaranteed to get it Problems faced The Buy tag inside the transactions section was very uncooperative I later realised that it was due to the capitalisation of the tag in the database wheras the JS reciever expected it in lowercase, and rejected it, hence printing it as sell Everything I learnt API selection. Oh man! Theres so many parameters to check for and so many pros and cons and ups and downs. I should have probably evaluated all of that before actually starting to build the endpoint; It would probably have saved me an hour or two Capitalisation, i mean i knew it was important, but still. Spellings and capitalisation gave me a headache 😭😭😭 ~ [ I really gotta improve my typing accuracy] Data sttructuring designs matter a lot more than i thought. When creating the dashboard, all i thought was, what all do i want. BUt then i realised alter, that its more about what all will the backend send and i should have structured it accoring to that; It would also have saved me some time Even tho i did plan everything well this time, i did slip out at a few places; like the 0 Change error in my main section is caused due to the way i made my backend There is a lot more, but most of it has been covered in the problems sections, which obviously meant learning about everything that meant wrong, so im not going to repeat it all here Role of AI During this time, AI did not write any code. ALl implementation is my own work; Ai merely acted as a debugger for some of my issues Moreover, it helped me progress though my plan in stages that actually made sense It also stored all of my past mistakes and issues and designs so i could easily refer them and write the code Next Steps First, obiviously, just fix all the bugs in the Updated version once thats done, i plan to create a way for users to actually quote and buy stocks. I also want to create detailed amalysis pages for stocks dynamically, if possible ( I really hope i dont have to change APIs again 😭) Thanks for the read !!"}, {"post_id": 26728, "ts": "2026-07-11T18:07:33Z", "hours": 9.9983, "text": "MASSIVE CHANGES Hours: 10 The list includes: - User data pulled form database instead of fake values - Live market overview - Daily gainers and losers with live data - Sparklines and growth charts for all stocks - Watchlist dynamically rendered from user’s database - Transactions rendered from database - Portfolio progression chart created from users previous net worths Disclaimer These changes were meant to be distributed among two journals. But due to my absolutely amazing memory i forgot and created all these functions Hence this devlong is gonna be a long one Changes in depth User data Earlier, on logging in, the user visited a dashboard with palceholder name, portfolio, networth etc. This has been updated via the dashboard_api function in views.py to dynamically fetch user data Problems faced Mismatch with the expected json data of the Backend meant that initially the data was not rendering properly, and just returning placeholder data Current Bugs The way the data is saved daily means that there is virtually zero change in the net worth of the indivisual, atleast as far as this section is concerned This causes the change and change percent to always remain at 0 Market overview Yahoo’s YFinance API endpoint has been used to get live market data of the S&P500 , NASDAQ and Dow Jones ETFs. This data is rendered through markets.py file inside services Problems faced Initially, I thought of using finnhub as the provider due to its generous free tier and live data. This however did not work as the candles required to generate the sparkline of each graph were not included in the free tier of finnhub Next, i consider Alpha Vantage as my data provider. This idea was quickly scrapped due to its sparing free tier of 25 requests/day which would be exhausted in mere minutes I briefly considered a mix of Finnhub and Alpha Vantage to get the best of both worlds, but the lag between responses and the limit for alpha vantage were still limiting So finally, i went with a mix of Finnhub and YFinance, and i thought it was the best combination. However, again, it lagged, it would not render properly. And besider, apart from the 15 mins delay, which, lets face it, is not game changing for a simulator, YFinance offered everything i needed, and also it had good documentation i could refer to My final data feed comes from YFinance and yahooquery, which I am quite proud of Current Bugs Sometimes, there is still delay in the response, and im confused cause its very rare, and othertimes its not… Im still working on it Trending Trending API is still in progress, i havent been able to get it to work with the current data, but ill get it done by the next journal Progression Chart This is simply a chart that is dynamically created based on past portfolio worths of the user. Not many problems were faced here, thank god. It was fairly strightforward Market movers The greatest gainers and losers, by day and percentage, are shown here. (Theyre the market movers after all 😅) This part was a considerable pain to get to work properly, particularly when i was using Finnhub, becuase it was very hard to find the gainers and losers, atleast for me. Problems I faced Spellings mismatch with exact wording of the data the stock returned Issues with perfectly parsing it in the exact format required by JavaScript [What can i say, my typing is just that good] It was so bad that i did not even push my changes to github for this part YFinance for me somehow made this quite simpler and i was able to get it running. Thankfully, no errors presently"}, {"post_id": 22292, "ts": "2026-07-04T18:01:11Z", "hours": 4.3025, "text": "Creating Django Models, Admin Page & Connecting Frontend Pages to Database Hours: 4.5 Objective Create Django Models for backend foundation of TradeSims and connect the Login and Register pages to the backend database. What I Worked On Wrote a markdown file first listing out all the models, fields, and relationships before touching code Translated that into models.py — ended up with 5 models: Portfolio, Stock, Holding, Transaction, Wishlist Portfolio: one-to-one with User, starts everyone off with a $100k balance Stock: symbol, price, exchange, etc. Holding: links Portfolio + Stock, added a save() override so avg_buy_price calculates itself and the holding deletes itself if quantity hits 0 Transaction: logs every buy/sell with balance before/after so there’s a proper trade history Wishlist: User + Stock, made sure someone can’t wishlist the same stock twice Used PROTECT on the Stock foreign keys so a stock can’t get deleted while it’s still tied to trades/holdings, but CASCADE on the Portfolio ones since those don’t make sense without the parent Ran migrations, tested everything through the shell and admin Set up admin.py for all models + created a superuser Defined GET and POST conditions for login and register views Added a component to cleanly display any client-side errors(such as password mismatch) Checked for multiple edge cases such as: Duplicating usernames Password mismatch Incorrect username or password Duplicating email id Created a simple logout form What I Learnt on_delete matters more than I thought — CASCADE vs PROTECT changes a lot depending on whether the child record even makes sense without the parent Doing calculations (like avg_buy_price) inside save() keeps that logic in one place instead of copy-pasting it into views later Constraints like UniqueConstraint/CheckConstraint let the database stop bad data itself instead of relying only on form validation GET and POST methods Login required decorators Fetching data from HTML forms Django USER authentication using authenticate Problems & Rabbit Holes Migration broke when I swapped a CharField (was just storing the stock symbol as text) for a proper ForeignKey to Stock. Django had no way to map the existing text values to actual Stock rows, so it errored out Fixed by wiping the db and remigrating since there was no real data yet — if this happens again later with actual data I’ll need a proper data migration instead of just nuking it Multiple spelling mismatches across files meant that i had to carefully check and re iterate multiple files over and over again Forgot my superuser username 🤪 which lead me to use shell to retireve it Functional Elements Fully working relational database — 5 models, all linked up properly with constraints Django Admin page working for all models Superuser set up Functional Login and Register Pages tied to database Pop up Errors on client side Both frontend and backend authentication Simple logout functionality Role of AI AI was used as a reviewer and technical mentor to validate database design decisions, strengthen Django concepts, and help debug migration issues. AI was used as a syntax-reviewer (and in this case, a spelling checker), allowing me to focus on implementing logic in the functions. All implementation and code integration were completed by me. Next Steps Research for the most suitable API key given my current website scope Implement its API through a HTML form to fetch JSON data Parse the data and wire it up to backend Create a dashboard with all the user’s data Implement OAuth Buttons Error Pop-ups"}, {"post_id": 20097, "ts": "2026-07-01T16:46:42Z", "hours": 3.6028, "text": "Day 3 & 4 - Creating login and register pages Hours: 3 Objective Create and render the frontend part of login and register pages for website What I Worked On Writing HTML code and creating a form to input the First Name, last name, user ID, email ID, and password. After initial creation of HTML pages, it was broken into functional components to make code more readable andstructured Styling The HTML forms and components were created by me, with specific styling desicions inspired by Claude. The Specific CSS and JavaScript used to stylise the webpage, and to check for password strength, and email validity was implimented by claude. All AI generated code was cross checked and modified by me to fit the project’s coding style Functional Elements Working login page Working register page Password strength check at client side (Frontend only) Google and GitHub OAuth buttons Panels for both login and register pages to make the page visually appealing Next Steps Implement Django database models and SQL queries to be able to save user information Make OAuth Buttons functional Create Dashboard for user to view their paper currency value, stock holding, portfolio value, etc Add API to be able to pull live data of stocks"}, {"post_id": 17897, "ts": "2026-06-28T20:42:21Z", "hours": 2.4692, "text": "Created multiple components for homepage(such as hero, markets etc.) , used CSS and JS to beautifully style landing page. Compiled all components into final home.html file to successfully run my django app for the first time"}, {"post_id": 16917, "ts": "2026-06-27T14:07:40Z", "hours": 0.5228, "text": "Completed initial layout with a navbar, and template indexing, ready to use as a base for all webfiles. Also added a new django software"}, {"post_id": 16853, "ts": "2026-06-27T11:05:09Z", "hours": 0.4094, "text": "Initial layout and template html file"}]...
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Title: TradeSims by @Maanvik | Stardance
Devlogs: Title: TradeSims by @Maanvik | Stardance
Devlogs:
Initial layout and template html file
Completed initial layout with a navbar, and template indexing, ready to use as a base for all webfiles. Also added a new django software
Created multiple components for homepage(such as hero, markets etc.) , used CSS and JS to beautifully style landing page. Compiled all components into final home.html file to successfully run my django app for the first time
Day 3 & 4 - Creating login and register pages Hours: 3 Objective Create and render the frontend part of login and register pages for website What I Worked On Writing HTML code and creating a form to input the First Name, last name, user ID, email ID, and password. After initial creation of HTML pages, it was broken into functional components to make code more readable andstructured Styling The HTML forms and components were created by me, with specific styling desicions inspired by Claude. The Specific CSS and JavaScript used to stylise the webpage, and to check for password strength, and email validity was implimented by claude. All AI generated code was cross checked and modified by me to fit the project’s coding style Functional Elements Working login page Working register page Password strength check at client side (Frontend only) Google and GitHub OAuth buttons Panels for both login and register pages to make the page visually appealing Next Steps Implement Django database models and SQL queries to be able to save user information Make OAuth Buttons functional Create Dashboard for user to view their paper currency value, stock holding, portfolio value, etc Add API to be able to pull live data of stocks
Creating Django Models, Admin Page & Connecting Frontend Pages to Database Hours: 4.5 Objective Create Django Models for backend foundation of TradeSims and connect the Login and Register pages to the backend database. What I Worked On Wrote a markdown file first listing out all the models, fields, and relationships before touching code Translated that into models.py — ended up with 5 models: Portfolio, Stock, Holding, Transaction, Wishlist Portfolio: one-to-one with User, starts everyone off with a $100k balance Stock: symbol, price, exchange, etc. Holding: links Portfolio + Stock, added a save() override so avg_buy_price calculates itself and the holding deletes itself if quantity hits 0 Transaction: logs every buy/sell with balance before/after so there’s a proper trade history Wishlist: User + Stock, made sure someone can’t wishlist the same stock twice Used PROTECT on the Stock foreign keys so a stock can’t get deleted while it’s still tied to trades/holdings, but CASCADE on the Portfolio ones since those don’t make sense without the parent Ran migrations, tested everything through the shell and admin Set up admin.py for all models + created a superuser Defined GET and POST conditions for login and register views Added a component to cleanly display any client-side errors(such as password mismatch) Checked for multiple edge cases such as: Duplicating usernames Password mismatch Incorrect username or password Duplicating email id Created a simple logout form What I Learnt on_delete matters more than I thought — CASCADE vs PROTECT changes a lot depending on whether the child record even makes sense without the parent Doing calculations (like avg_buy_price) inside save() keeps that logic in one place instead of copy-pasting it into views later Constraints like UniqueConstraint/CheckConstraint let the database stop bad data itself instead of relying only on form validation GET and POST methods Login required decorators Fetching data from HTML forms Django USER authentication using authenticate Problems & Rabbit Holes Migration broke when I swapped a CharField (was just storing the stock symbol as text) for a proper ForeignKey to Stock. Django had no way to map the existing text values to actual Stock rows, so it errored out Fixed by wiping the db and remigrating since there was no real data yet — if this happens again later with actual data I’ll need a proper data migration instead of just nuking it Multiple spelling mismatches across files meant that i had to carefully check and re iterate multiple files over and over again Forgot my superuser username 🤪 which lead me to use shell to retireve it Functional Elements Fully working relational database — 5 models, all linked up properly with constraints Django Admin page working for all models Superuser set up Functional Login and Register Pages tied to database Pop up Errors on client side Both frontend and backend authentication Simple logout functionality Role of AI AI was used as a reviewer and technical mentor to validate database design decisions, strengthen Django concepts, and help debug migration issues. AI was used as a syntax-reviewer (and in this case, a spelling checker), allowing me to focus on implementing logic in the functions. All implementation and code integration were completed by me. Next Steps Research for the most suitable API key given my current website scope Implement its API through a HTML form to fetch JSON data Parse the data and wire it up to backend Create a dashboard with all the user’s data Implement OAuth Buttons Error Pop-ups
MASSIVE CHANGES Hours: 10 The list includes: - User data pulled form database instead of fake values - Live market overview - Daily gainers and losers with live data - Sparklines and growth charts for all stocks - Watchlist dynamically rendered from user’s database - Transactions rendered from database - Portfolio progression chart created from users previous net worths Disclaimer These changes were meant to be distributed among two journals. But due to my absolutely amazing memory i forgot and created all these functions Hence this devlong is gonna be a long one Changes in depth User data Earlier, on logging in, the user visited a dashboard with palceholder name, portfolio, networth etc. This has been updated via the dashboard_api function in views.py to dynamically fetch user data Problems faced Mismatch with the expected json data of the Backend meant that initially the data was not rendering properly, and just returning placeholder data Current Bugs The way the data is saved daily means that there is virtually zero change in the net worth of the indivisual, atleast as far as this section is concerned This causes the change and change percent to always remain at 0 Market overview Yahoo’s YFinance API endpoint has been used to get live market data of the S&P500 , NASDAQ and Dow Jones ETFs. This data is rendered through markets.py file inside services Problems faced Initially, I thought of using finnhub as the provider due to its generous free tier and live data. This however did not work as the candles required to generate the sparkline of each graph were not included in the free tier of finnhub Next, i consider Alpha Vantage as my data provider. This idea was quickly scrapped due to its sparing free tier of 25 requests/day which would be exhausted in mere minutes I briefly considered a mix of Finnhub and Alpha Vantage to get the best of both worlds, but the lag between responses and the limit for alpha vantage were still limiting So finally, i went with a mix of Finnhub and YFinance, and i thought it was the best combination. However, again, it lagged, it would not render properly. And besider, apart from the 15 mins delay, which, lets face it, is not game changing for a simulator, YFinance offered everything i needed, and also it had good documentation i could refer to My final data feed comes from YFinance and yahooquery, which I am quite proud of Current Bugs Sometimes, there is still delay in the response, and im confused cause its very rare, and othertimes its not… Im still working on it Trending Trending API is still in progress, i havent been able to get it to work with the current data, but ill get it done by the next journal Progression Chart This is simply a chart that is dynamically created based on past portfolio worths of the user. Not many problems were faced here, thank god. It was fairly strightforward Market movers The greatest gainers and losers, by day and percentage, are shown here. (Theyre the market movers after all 😅) This part was a considerable pain to get to work properly, particularly when i was using Finnhub, becuase it was very hard to find the gainers and losers, atleast for me. Problems I faced Spellings mismatch with exact wording of the data the stock returned Issues with perfectly parsing it in the exact format required by JavaScript [What can i say, my typing is just that good] It was so bad that i did not even push my changes to github for this part YFinance for me somehow made this quite simpler and i was able to get it running. Thankfully, no errors presently
Note This is an extension of the previous devlog, at in all it was too long to fit inside one 😭😭😂😅 Watchlist This was again, fairly straightforward. I simply got the values from the Datapased and parsed it instead of the placeholder array Current Bugs While the stock listed is itself part of the users wishlist, the pricing, change percent and sparkline are currently totally fake To fix this ill have to get the stock data update it in the database and create a function to do this every 10 miins or so Recent Transactions Here too, the data is simple parsed from backend and sybstituted instead of the placeholder array. These values however in the database, are obviously made up. The purpose right now i to simply get the data, cause then if i upload it i am guaranteed to get it Problems faced The Buy tag inside the transactions section was very uncooperative I later realised that it was due to the capitalisation of the tag in the database wheras the JS reciever expected it in lowercase, and rejected it, hence printing it as sell Everything I learnt API selection. Oh man! Theres so many parameters to check for and so many pros and cons and ups and downs. I should have probably evaluated all of that before actually starting to build the endpoint; It would probably have saved me an hour or two Capitalisation, i mean i knew it was important, but still. Spellings and capitalisation gave me a headache 😭😭😭 ~ [ I really gotta improve my typing accuracy] Data sttructuring designs matter a lot more than i thought. When creating the dashboard, all i thought was, what all do i want. BUt then i realised alter, that its more about what all will the backend send and i should have structured it accoring to that; It would also have saved me some time Even tho i did plan everything well this time, i did slip out at a few places; like the 0 Change error in my main section is caused due to the way i made my backend There is a lot more, but most of it has been covered in the problems sections, which obviously meant learning about everything that meant wrong, so im not going to repeat it all here Role of AI During this time, AI did not write any code. ALl implementation is my own work; Ai merely acted as a debugger for some of my issues Moreover, it helped me progress though my plan in stages that actually made sense It also stored all of my past mistakes and issues and designs so i could easily refer them and write the code Next Steps First, obiviously, just fix all the bugs in the Updated version once thats done, i plan to create a way for users to actually quote and buy stocks. I also want to create detailed amalysis pages for stocks dynamically, if possible ( I really hope i dont have to change APIs again 😭) Thanks for the read !!
Bug Fixes and live data Hours: 9 What all I completed All Bugs mentioned in the previous devlog have been fixed. All data related to stocks (except for login page) has been connected to stock database so that all data is live Created multiple components for stock details and page ( in development ) Changes in details Live data Finnhub API was scrapped to use only YFinance as the main Data provider. A task was scheduled to run every 5 minutes to update all data to stock database Instead of all pages calling the API for live data, all pages ping the database, which is updated as mentioned above Bug Fixes Live data Pages that now have live data: - Landing page ( Markets page and moving section ) - Watchlist part - Trending stocks ( With sparklines ) - Floating stock cards Problems faced I sometimes got timed out cause I called the API too many times I had to switch to the database metnod so i could reduce api queries. User button This was a small fix, but took a surprising amount of time 😭😭 The logout button is now hidden under the user initial button on top right File cleanup Extra blocks of code, specifically fake js data was removed Fairly strightforward Stock listing page This is still in development I have created multiple components Navbar Details Right panel Buy and sell stocks Related stocks User Ownership Left panel Stock progression chart Conpany overview Finance Company News Statistics Order History All compoenents come together inside a stock page that will be displayed This page is stil under development. I am planning to only use fake data for now, the i will slowly progress to real data from API and database There is very little js that i have written for this part till now, but there are more files planed Everything I learnt Its best to store all data from apis specially if multiple pages need to visit it, cause well then it doesnt reach limit. Revised JS and how to put together animations Again, I already listed everything I learnt and did in the bug fixes :) Role of AP AI only helped he understand the error specifics All code is written by me Current bugs The stock page is not complete(it is far from done) I dont have any rn but theyll pop up Next steps Complete the stock page Connect it to the database Allow for buying and selling FIX ALL BUGS ( They always come ) Thats about it !! Thanks for the read
Im almost done with the stock page Ive been making this stuff for 9 hours now, and I dont have anything to show, but gimme a few hours ill get it done. just the CSS left now
FINALLY THE STOCK PAGE IS READYYYY Hours: 17 Note This is has been a grinddd. So many errors and aaaaaaa 😭😭😭 But the entire stock page with all of its components is currently complete. The entire page uses fake data inside the MockData.js File :) Next i gotta just create the real api endpoints and feed it to the frontend Changes in details The link The url for the stock is in the format: <main-url>/stock/<stock_name> Eg. ( Localhost ) http://127.0.0.1:8000/stock/AAPL/ The top bar Here is the place where the name and stock exchange is listed. Watchlist button is also present here Price, Gain and loss and time is also mentioned Price chart A detailed chart with historical data of the stock witht timelines ranging from 1D to Max About Simply, an about page with details of Stock Stats Displays: Opening and closing price Highs and lows (Last day and past year) Market cap Volume Avg volume Price to earning ratio Earning per share Divident yield Beta IDK how but this will probabaly be hardest to link to real data as ill have to change models too :( Financisls Displays revenue and net income for As bar charts per quarter News Its the news duh Might remove this if i cant link to real data Order history Only of said stock. Straight from dataabse Buying/Selling panel Literally, just a place to buy and sell your stocks that you own. It has its own frontend way of checking if you can afford a stock or not Position card Page to display what the user owns of the stock Has other details like Investment and value Related stocks Shows some more stocks to explore ( currently jst like the ones available in the fake data ) AI AI played a good role here. Helped me debug sooooo many errors and helped in writing certain jss animations and css blocks. All HTML and most CSS and Js was written by me ( Evident by the 17h worktime 🤣) Next Use real data. Test runs Connect stock page to main page Debug (Hopefully thats all) Thanks for the read !!
Making The stock page Have real data Hours: 10 What I did I made everythine from the head to the news get real data from yfinance. Oh and also, one of my friends told me about Trading View so i scrapped my own chanrt and used their library to make an actual candlestick stock chart All changes Chart Scrapped the whole old chart Used trading view js library Actual candlestick chart YFin stock data sends it over an api to the stock page Stock head Gets data from yfin Has a fucntional button where ytou can wishlist and un wishlist stocks Price updates every 5 minutes All other parts The following: - About page - Key statistics - Financials - News - Order history - Holding Position Have been grabbed from backend ( YFin and DB models ) to display data in real time Buy/Sell This is the only part of the page that is not using actual data, its still simulated and yotu cant really buy stuff rn. but soon itll work Role of AI This time, AI was only used as a helper to debug code and check for syntax errors All code was written by me :) Problems faced Once again, the biggest problem here was spelling mismatch between the wesite API and component names and classes and id’s ( We all know how amazing i am at typing) Whats left Making buy and sell possile Transactions update after buying and selling Making a dedicated portfolio and (maybe) transaction page Adding a FAVICON ( omgg i keep forgetting) And thats about it. Thanks for the read !
ONE. LAST. DANCE Hours: 12? 15? 20? (idek 😭😭) What i did Made the entire stock page have real data, you can actually buy and sell stocks now. This also updates transactions and holdings. Brand new holdings page that shows every stock you own. Finally, MY WEBSITE IS DEPLOYED. Try it out now: Visit TradeSims All changes I made Buy and sell card This actually works now. YOu can buy and sell stocks It has both backend and frontend checks for buying and selling capacity Unlike last time it shouws different metrics in the buying and selling panel. Buying power if u wanna buy and stocks owned if you want to sell The buy and sell button also update transactions Holdings page Its a simple page where all stocks are mentioned with their values quantity and P/L incurred. Theres a button to access it from the hero on the dasboard Wishlist I thought it was complete alst time, but when i checked the dashoard i remembered the buttons id added to trending stocks for adding to wishlist This one was slightly hard to do as it took changes in both JS and Python. I faced another error with color of the start but that worked out This led me to my next problem Stocks not in database Whenever i called yfinance on dashboard for market movers and trending stocks it might not be in the database This led to issues whenever I tried to wishlist those stocks or visited them it failed Now Ive made a function to check if a stock is in the database, if its not, it updates top stocks and now it can be accessed The same goes for the search bar, if theres no stock present then you can search for it, and if yfin has it, it adds to stocks and is forever accessible and updates just like all other stocks Deploying This IS THE HARDEST PART OF ALL Im not even sure how its working. but it is Ive used redis and Supabase for the cache and database respiectively Redis is mostlyto recude dependence on yfinance so taht i can reduce requiests, prevent rate limiting And uptime robot is for monitoring and keeping the webstie up. Thats about it. Thanks for the read Tradesims is officialy LIVE
Just fixing deployed website Fixed faqs, removed oauth, wrote the readme and instructions for installation
Fixing all the problems So this devlog is gonna be relatively short, cause it just comprises of correcting all changes requested, most importantly hosting on nest For the project reviewer Theres still a few issues with the website, but these are largely due to the hosting being on nest, cause the render website is mostly fine. Firstly, the whole website is very laggy and all round unresponsive for a few seconds after any press taht requires a query to supabase or redis Secondly, the dashboard does not render properly the first time, so id suggest to click the try again button or reload the page entirely. Even after reloading the portfolio performance part just doesn not work until you click on the one month or 3 month bnutton ( I have no clue why but this is on nest only) then it works The nest caddy does go down, like it did jstu at the time of writing this, so if it does happen to go down during the review, please check through tradesims.onrender.com, where the website is still upp Thats all. Once again, Thanks !!
Yeah, the last wasent the final Anyways, so in compliance witht he changes requested ive rewrote three pages: Hero Login Register Caveat I know it looks really bad, i only really was able to work on it for a limited time, with exam season and all. the Login and register pages’ html were resued(if thats okay) from a previosu project and just suited to this project. Anyways, thast all for this one. Thanks ! Edit I got reply saaaying ive used too much ai, but ive lliteraally sspent the alsat week rewriting three entire pages where ive basically used most of the ai im so confused
It got declined again But no matter, he said to build something to be proud of, so i went digging though my old papers and found the first draft of what i wanted the landing to look like, before i asked ai to make it. Ive made exactly that. detail for detail. With my favourite coloe scheme, back-green/blue-whiteThey told me to make something im proud of, and the way its turned out, i couldnt be prouder. Note to the judges First of all, maybe the way i write my css, with root vars and all, may make you think its ai, but i actually do write that way, casue i learnt to write css through ai. Secondly, time time tracked for this change is less, i put in about an hour and a half extra, but that time i was in a different state and forgot to isntall hacktime on dads laptop, i dont mind the lost time, i just dont want you to judke the time it took me to make this and think its ai cause its too less Thirdly, you asked me to make some of the features myself, and yes ive said it before, but the ENTIRE backend structure is my own. every line, every model every view. Soo yeahh. I made it myself, and im proud of it Lastly, thanks for taking the time to judge the project and read these journals 😁😁 (Ik the last few journals are not as detailed as 1-11, but thats cause exam season doesnt leave me time to write detailed logs)
Ships:
I Have created a Paper Trading Simulator Using Django Framework. Probably the hardest part was deployment, and after that creation of the stock page with real data, cause they both dealt with the yfinance API which is very finicky, but thank god it works...
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1793292688.967349
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1793379088.967349
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30329
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Cue by @L0stsky | Stardance
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L0stsky
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1
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23.06
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T14:44:55Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So I Made Cue - A Multi OS Compatible Tool which Allows the user To Make Guides which is as Simple as Runing a Script in the background, Doing Whatever You want to Record, Use CTRL+CLICK or CTRL+ENTER to record the steps and Done!! So Basically Heres how it Works -> The User runs a Startup Script The Script Takes a Screenshot Everytime the User Presses CTRL+CLICK or CTRL+ENTER and Saves it. After going through all the Steps, the User Presses CTRL+ESC to End the Recording. After this, a New Script Is launched which loads in these Screenshots and then Uses a VL (Vision Languag) Model to Extract the User Intent. After going through all the imgs, the Data Extracted is passed through a more “Intelligent” Model which Compiles it Into a Guide. The QOF Improvement is that the It Removes the Boring task of telling someone “press x and then Click Y” till they finally Get it The Major QOF improvements are : Zero manual Screenshoting or Cropping No Manual Writing Steps Easy to Follow Guides and Allow Screenshots to be Directly Attached. No Manual Making of python Environment etc. So the Challenging Part was to get the Fricking Wayland Screenshot Working Cuz wayland wont allow Some script to Take Screenshots. Also another thing was Getting the Models to Cooperate and Stop “Hallucinating” Random Output The thing I’m Proud of the Most is that I was Able to Get the Wayland Screenshot Working and Also How I implemented the Paralled AI model Contacting Architecture for speed. So To try Cue out, You Just Click Try Project it will download a ZIP file, Extract that and Open the Folder. In the Folder Run “Cue_Windows.bat” for Windows and “Cue_Linux-Mac.sh” for Linux or Mac. Ensure that python is Installed and For Mac The Program has Permissions (In more detail on github Readme)", "repo": "https://github.com/L0stxRising/Cue", "demo": "https://github.com/L0stxRising/Cue/releases/tag/Cue_V1"}]...
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[{"post_id": 72187, "ts": "202 [{"post_id": 72187, "ts": "2026-09-22T12:46:18Z", "hours": 0.9417, "text": "So my ship was rejected as I had used AI to generate the UI, so i just worked on the new Ui and some Bugs."}, {"post_id": 59330, "ts": "2026-09-01T01:54:03Z", "hours": 0.2806, "text": "So I noticed that I had put the AI usage to None in the beginning but later i used it to find some bugs etc and make the startup scripts so heres my AI usage if you wanna know"}, {"post_id": 55553, "ts": "2026-08-27T14:08:53Z", "hours": 0.3036, "text": "So I Broke it Again , the Models were Broken So i Just Updated the Models and Increased The Number of API Tries to 15"}, {"post_id": 55146, "ts": "2026-08-26T16:51:28Z", "hours": 0.3292, "text": "So I Found out that One of the Model I was Using Was Not Capable of the Task 🥀🥀, So I Updated the code to Use New Capable Models and also Retry If the Model Could not Extract the Data. And Now I gotta Wait Till Tommorrow Till I can ReMake the Windows Exe File (I use Linux soooo) 😭😭😭"}, {"post_id": 55020, "ts": "2026-08-26T13:25:51Z", "hours": 1.2083, "text": "So I was Finally Able to get Pyrunner Working and Make the Godamm executables for Linux and Windows. Well Finally after 22 Hours of Working and a dead Pen Drive (Idk why tf its Firmware Got erased) I finally Completed Cue"}, {"post_id": 51043, "ts": "2026-08-20T15:05:44Z", "hours": 2.7286, "text": "DevLog_6 So My dum Brain found out that Python Envs cannot just be “Packaged “ and Used on another Computer Sooooo I Updated the Startup Scripts to Make One On startup. Also IDK why but my dummahh tried to Retrain a local 2B pretrained Model but after getting 1 Epoch in 2 HOURS I just Lost Hope and Dumped the Idea."}, {"post_id": 49534, "ts": "2026-08-18T12:34:21Z", "hours": 2.8708, "text": "Devlog 5 : SO If you don’t Remember, Im Working on CUE -> A Easy af To use Tool to Make Easy to Follow Guides which Is simple as clicking to Run a Script and Then Doing Whatever Task You want. The Script AutoMatically saves Your actions and After You are done, these are Compiled into a Text Based or Both text and Image Based Guide of Your Chosing!!! Here’s What Im Working On: Made a Single Click Startup Script. Added a API key Verification. So I Fixed Some Major Cross Platform Code Errors. Packaged a Python Env With the Things for Ease of Use. Tried and Tested On Linux and Windows Thought I couldnt On Mac Since I dont Use that. Now I plan to Use the Tool to Make Guides Regarding How to use it!!!!"}, {"post_id": 47348, "ts": "2026-08-15T07:18:28Z", "hours": 2.6381, "text": "DevLog_4 : Finally Got the Fricking Images in the Guide to Work and The Sudo Permission to Work Correctly. First I tried to Embed them Directly But that didnt Work so i Just Put the Images Along with the Guide and Used Paths to render them. Then I made Improvements to my Screenshot and the Backend Code Like Gracefully exiting Rathar then the Forced Exit I was Doing Earlier. Added a “NOTE to the AI” Feature and Introduced a Smarter Model for Compiling the Data into a Guide. Now I plan to Use Pyinstaller to Make it a Executable and Make the Model Format the Guide a Little More Beautifully."}, {"post_id": 46424, "ts": "2026-08-13T16:49:28Z", "hours": 1.2117, "text": "DevLog_3 I have Attached a Demo Video of the Current Project. In the Video You Can see that the Output File is Not Properly Formatted because I opened it in Notepad But in The Actual Docs Viewer it Looks Fine. Also the |Image| Tags is a Beta Feature and Is not Fully Implemented. Also If you are Wondering, it Took the Script like 2 Minutes to Process the Screenshots (I have Cropped the Video). So I Finally Completed The Scripts for Running the Project. I made 2 scripts -> For the GUI version and the CLI version. I was able to make a minimal GUI Setup for the Project though its still a little buggy which I’ll Fix Later. Now I am Working on Fixing Some Issues with the API, Fully Implementing the images in the Guide Feature and Trying to turn it into a Application Rather than running it via Scripts."}, {"post_id": 45766, "ts": "2026-08-12T13:53:22Z", "hours": 7.8219, "text": "DevLog_2 So I Finally Was Able to Complete the AI Backend Part of the Project and let me tell you - IT WAS A NIGHTMARE . For the First 4 Hours I Tried to get a Local VLM to Work but Due to my Low end Pc it wouldnt Work so I just Gave up and Switched to Free Openrouter Models. So Here is What I’ve Made : I Made the Python File Which would Load in all the Screenshots from the Main Script. These Screenshots are then sent to an API which Describes What the User is Doing by Using the Cursor Locations. All these Observations are then Compiled by a Smarter Model To make a Comprehensive Guide. Now I plan to Try to Make a Simplistic IN-Python UI and a Script to Do all the Tasks and Package it."}, {"post_id": 43335, "ts": "2026-08-08T15:13:17Z", "hours": 2.7972, "text": "I’m building CUE —an AI-powered guide generator to solve the headache of manually making step-by-step instructions. The goal is to have a seamless tool that just works across all OSs. What’s done so far Finished the main code and the specific OS capture handlers. Every time you click anywhere on the screen, it automatically grabs a screenshot and dumps it into a local folder. The Wayland Pain: Wayland’s OS security made capturing clicks a nightmare compared to every other platform. I basically had to put Gemini’s black cap on to help me hack around Wayland security and get those screen captures working."}]...
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Title: Cue by @L0stsky | Stardance
Devlogs:
I’m b Title: Cue by @L0stsky | Stardance
Devlogs:
I’m building CUE —an AI-powered guide generator to solve the headache of manually making step-by-step instructions. The goal is to have a seamless tool that just works across all OSs. What’s done so far Finished the main code and the specific OS capture handlers. Every time you click anywhere on the screen, it automatically grabs a screenshot and dumps it into a local folder. The Wayland Pain: Wayland’s OS security made capturing clicks a nightmare compared to every other platform. I basically had to put Gemini’s black cap on to help me hack around Wayland security and get those screen captures working.
DevLog_2 So I Finally Was Able to Complete the AI Backend Part of the Project and let me tell you - IT WAS A NIGHTMARE . For the First 4 Hours I Tried to get a Local VLM to Work but Due to my Low end Pc it wouldnt Work so I just Gave up and Switched to Free Openrouter Models. So Here is What I’ve Made : I Made the Python File Which would Load in all the Screenshots from the Main Script. These Screenshots are then sent to an API which Describes What the User is Doing by Using the Cursor Locations. All these Observations are then Compiled by a Smarter Model To make a Comprehensive Guide. Now I plan to Try to Make a Simplistic IN-Python UI and a Script to Do all the Tasks and Package it.
DevLog_3 I have Attached a Demo Video of the Current Project. In the Video You Can see that the Output File is Not Properly Formatted because I opened it in Notepad But in The Actual Docs Viewer it Looks Fine. Also the |Image| Tags is a Beta Feature and Is not Fully Implemented. Also If you are Wondering, it Took the Script like 2 Minutes to Process the Screenshots (I have Cropped the Video). So I Finally Completed The Scripts for Running the Project. I made 2 scripts -> For the GUI version and the CLI version. I was able to make a minimal GUI Setup for the Project though its still a little buggy which I’ll Fix Later. Now I am Working on Fixing Some Issues with the API, Fully Implementing the images in the Guide Feature and Trying to turn it into a Application Rather than running it via Scripts.
DevLog_4 : Finally Got the Fricking Images in the Guide to Work and The Sudo Permission to Work Correctly. First I tried to Embed them Directly But that didnt Work so i Just Put the Images Along with the Guide and Used Paths to render them. Then I made Improvements to my Screenshot and the Backend Code Like Gracefully exiting Rathar then the Forced Exit I was Doing Earlier. Added a “NOTE to the AI” Feature and Introduced a Smarter Model for Compiling the Data into a Guide. Now I plan to Use Pyinstaller to Make it a Executable and Make the Model Format the Guide a Little More Beautifully.
Devlog 5 : SO If you don’t Remember, Im Working on CUE -> A Easy af To use Tool to Make Easy to Follow Guides which Is simple as clicking to Run a Script and Then Doing Whatever Task You want. The Script AutoMatically saves Your actions and After You are done, these are Compiled into a Text Based or Both text and Image Based Guide of Your Chosing!!! Here’s What Im Working On: Made a Single Click Startup Script. Added a API key Verification. So I Fixed Some Major Cross Platform Code Errors. Packaged a Python Env With the Things for Ease of Use. Tried and Tested On Linux and Windows Thought I couldnt On Mac Since I dont Use that. Now I plan to Use the Tool to Make Guides Regarding How to use it!!!!
DevLog_6 So My dum Brain found out that Python Envs cannot just be “Packaged “ and Used on another Computer Sooooo I Updated the Startup Scripts to Make One On startup. Also IDK why but my dummahh tried to Retrain a local 2B pretrained Model but after getting 1 Epoch in 2 HOURS I just Lost Hope and Dumped the Idea.
So I was Finally Able to get Pyrunner Working and Make the Godamm executables for Linux and Windows. Well Finally after 22 Hours of Working and a dead Pen Drive (Idk why tf its Firmware Got erased) I finally Completed Cue
So I Found out that One of the Model I was Using Was Not Capable of the Task 🥀🥀, So I Updated the code to Use New Capable Models and also Retry If the Model Could not Extract the Data. And Now I gotta Wait Till Tommorrow Till I can ReMake the Windows Exe File (I use Linux soooo) 😭😭😭
So I Broke it Again , the Models were Broken So i Just Updated the Models and Increased The Number of API Tries to 15
So I noticed that I had put the AI usage to None in the beginning but later i used it to find some bugs etc and make the startup scripts so heres my AI usage if you wanna know
So my ship was rejected as I had used AI to generate the UI, so i just worked on the new Ui and some Bugs.
Ships:
So I Made Cue - A Multi OS Compatible Tool which Allows the user To Make Guides which is as Simple as Runing a Script in the background, Doing Whatever You want to Record, Use CTRL+CLICK or CTRL+ENTER to record the steps and Done!! So Basically Heres how it Works -> The User runs a Startup Script The Script Takes a Screenshot Everytime the User Presses CTRL+CLICK or CTRL+ENTER and Saves it. After going through all the Steps, the User Presses CTRL+ESC to End the Recording. After this, a New Script Is launched which loads in these Screenshots and then Uses a VL (Vision Languag) Model to Extract the User Intent. After going through all the imgs, the Data Extracted is passed through a more “Intelligent” Model which Compiles it Into a Guide. The QOF Improvement is that the It Removes the Boring task of telling someone “press x and then Click Y” till they finally Get it The Major QOF improvements are : Zero manual Screenshoting or Cropping No Manual Writing Steps Easy to Follow Guides and Allow Screenshots to be Directly Attached. No Manual Making of python Environment etc. So the Challenging Part was to get the Fricking Wayland Screenshot Working Cuz wayland wont allow Some script to Take Screenshots. Also another thing was Getting the Models to Cooperate and Stop “Hallucinating” Random Output The thing I’m Proud of the Most is that I was Able to Get the Wayland Screenshot Working and Also How I implemented the Paralled AI model Contacting Architecture for speed. So To try Cue out, You Just Click Try Project it will download a ZIP file, Extract that and Open the Folder. In the Folder Run “Cue_Windows.bat” for Windows and “Cue_Linux-Mac.sh” for Linux or Mac. Ensure that python is Installed and For Mac The Program has Permissions (In more detail on github Readme)...
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1793328700.502479
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1793415100.502479
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63040
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NikhilOS by @Nikhil_jais | Stardance
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Nikhil_jais
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1
|
8.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T09:32:35Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I made Nikhil-OS, a browser-based desktop environment inspired by modern computer operating systems. It has a boot experience, animated desktop, dock, app windows, settings, music, themes, and several interactive mini-apps and games. I wanted it to feel like an actual little computer you can explore rather than just a webpage with buttons. What was challenging? The hardest part was making everything work together smoothly. I had to deal with window opening and closing animations, draggable apps, desktop interactions, audio, different themes, responsive layouts, and making the whole interface feel consistent. Getting the project from something that looked like a simple mockup into something that actually behaved like a desktop environment took a lot of testing and fixing. What are you proud of? I’m most proud that Nikhil-OS became an interactive experience instead of just a visual design. You can actually open apps, move around the desktop, interact with different features, change settings and themes, play games, and explore the environment. I", "repo": "https://github.com/Nikhil-jais/Nikhil-OS-", "demo": "https://nikhil-jais.github.io/Nikhil-OS/"}]...
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[{"post_id": 72192, "ts": "202 [{"post_id": 72192, "ts": "2026-09-22T13:03:12Z", "hours": 1.2939, "text": "i am on my way for the completion of Nikhil-OS . I hope you all are going to love this ❤️."}, {"post_id": 70619, "ts": "2026-09-19T13:55:50Z", "hours": 2.0258, "text": "“This is the animated boot screen for Nikhil-OS, a web-based desktop environment. It appears when Nikhil-OS starts, introduces the system with its visual identity, and uses animations and a loading progress effect before entering the desktop. i hope you all will like this"}, {"post_id": 70084, "ts": "2026-09-18T13:01:03Z", "hours": 1.2225, "text": "In my NIKHIL-OS i have added 4 different themes whatever you likes you can choose"}, {"post_id": 69637, "ts": "2026-09-17T13:38:59Z", "hours": 0.8392, "text": "This Is Nikhil-OS in which you can play games , perview notes and as well as you can changes themes into 4 designs as in yellow , dark , light and purple theme . i hope you all are going to love my project and also sugggest me what other i can replace and add into it ❤️❤️"}, {"post_id": 69591, "ts": "2026-09-17T11:29:50Z", "hours": 2.1303, "text": "Hello everyone currently i am working on NIKHIL-OS . and i am totally contributing my efforts to make it more enjoyable for you people i have my work will impress . follow me to get interacted with the result soon i will be shipping it and also don’t forget to tell me even its good or worse but i want one thing , be honest with my project if its bad suggest me what should i can do to make it more useful ❤️❤️"}]...
|
Title: NikhilOS by @Nikhil_jais | Stardance
Devlo Title: NikhilOS by @Nikhil_jais | Stardance
Devlogs:
Hello everyone currently i am working on NIKHIL-OS . and i am totally contributing my efforts to make it more enjoyable for you people i have my work will impress . follow me to get interacted with the result soon i will be shipping it and also don’t forget to tell me even its good or worse but i want one thing , be honest with my project if its bad suggest me what should i can do to make it more useful ❤️❤️
This Is Nikhil-OS in which you can play games , perview notes and as well as you can changes themes into 4 designs as in yellow , dark , light and purple theme . i hope you all are going to love my project and also sugggest me what other i can replace and add into it ❤️❤️
In my NIKHIL-OS i have added 4 different themes whatever you likes you can choose
“This is the animated boot screen for Nikhil-OS, a web-based desktop environment. It appears when Nikhil-OS starts, introduces the system with its visual identity, and uses animations and a loading progress effect before entering the desktop. i hope you all will like this
i am on my way for the completion of Nikhil-OS . I hope you all are going to love this ❤️.
Ships:
What did you make? I made Nikhil-OS, a browser-based desktop environment inspired by modern computer operating systems. It has a boot experience, animated desktop, dock, app windows, settings, music, themes, and several interactive mini-apps and games. I wanted it to feel like an actual little computer you can explore rather than just a webpage with buttons. What was challenging? The hardest part was making everything work together smoothly. I had to deal with window opening and closing animations, draggable apps, desktop interactions, audio, different themes, responsive layouts, and making the whole interface feel consistent. Getting the project from something that looked like a simple mockup into something that actually behaved like a desktop environment took a lot of testing and fixing. What are you proud of? I’m most proud that Nikhil-OS became an interactive experience instead of just a visual design. You can actually open apps, move around the desktop, interact with different features, change settings and themes, play games, and explore the environment. I...
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1793210190.7435718
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1793296590.7435718
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63635
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PaperSite by @paper14 | Stardance
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paper14
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1
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2.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T13:12:31Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website and deployed it through GitHub pages. The website has 4 sections with links near the top so the user can quickly navigate to it. The website will be updated alongside any other projects I may do.", "repo": "https://github.com/paper14g/papersite", "demo": "https://paper14g.github.io/papersite/"}]...
|
[{"post_id": 72193, "ts": "202 [{"post_id": 72193, "ts": "2026-09-22T13:05:17Z", "hours": 0.2672, "text": "Done with my site! Although it might be kind of empty, I will often update it with my personal projects, so dont worry!"}, {"post_id": 71611, "ts": "2026-09-21T05:03:32Z", "hours": 0.8344, "text": "still working on making the website look cool! I dont know if i am capable of making any functions out of it yet, but hopefully this site can display some of the cool things I do!"}, {"post_id": 70800, "ts": "2026-09-19T19:43:12Z", "hours": 0.6508, "text": "nearly complete! now, i will work on making the website nice looking and functioning"}, {"post_id": 70411, "ts": "2026-09-19T04:16:16Z", "hours": 0.3839, "text": "i am working on getting the site together! i used to learn a little bit of html from books in primary school so this should be a little bit easier!"}]...
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Title: PaperSite by @paper14 | Stardance
Devlogs: Title: PaperSite by @paper14 | Stardance
Devlogs:
i am working on getting the site together! i used to learn a little bit of html from books in primary school so this should be a little bit easier!
nearly complete! now, i will work on making the website nice looking and functioning
still working on making the website look cool! I dont know if i am capable of making any functions out of it yet, but hopefully this site can display some of the cool things I do!
Done with my site! Although it might be kind of empty, I will often update it with my personal projects, so dont worry!
Ships:
I made a website and deployed it through GitHub pages. The website has 4 sections with links near the top so the user can quickly navigate to it. The website will be updated alongside any other projects I may do....
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1793213335.0821939
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1793299735.0821939
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46463
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DAEMON by @katopirat | Stardance
|
katopirat
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1
|
61.0
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1164
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T13:26:15Z", "hours": 61.0, "multiplier": 19.19, "payout": 1164, "blessing": "neutral", "text": "I shipped my game: DAEMON It’s 2am. Your friend is online. He wants you to print something. ⚠ Browser version can lag — grab the Windows build if you can. The game: first-person psychological horror about a 3D printer, a friend who won’t stop messaging you, and an OS that’s a little too honest about what it sees. Built: a real in-game OS — file explorer reading actual disk files, Discord-style chat, mail, terminal, all Windows 95 style over a gritty PSX world. A working 3D printer with its own physics, shader-based print reveal, and sound. Story written entirely in JSON, no code touched for content. Hardest part: never made horror before. Built the whole tech first, had a friend playtest — verdict: not scary. Rebuilt most of the second half because of it. Proud of: the printer, the OS, and the ending — which flips the camera around so you end up watching yourself through the eyes of the thing you built. Stuck? Check “Files” often, especially after a conversation ends.", "repo": "https://github.com/katopirat/DAEMON/", "demo": "https://katopiratgames.itch.io/daemon"}]...
|
[{"post_id": 72194, "ts": "202 [{"post_id": 72194, "ts": "2026-09-22T13:11:43Z", "hours": 6.9956, "text": "THIS IS THE LAST DEVLOG —————————————— finished the ending. you end up seeing everything through a screen from the other side, watching “him” sit down at the desk you’ve been sitting at the whole game. there’s a voice line now too (ElevenLabs), and two different ways it can end depending on what you do in the terminal went through and fixed a genuinely embarrassing bug where photos silently failed to save on a fresh install because the folder never existed. found it the hard way, glad I caught it before shipping it’s live: playable in browser on itch.io, Windows build on GitHub releases this is my last devlog for this one. never made a horror game before this, first version wasn’t scary at all according to a friend, and honestly that stung a bit. rebuilt a good chunk of it because of that. really happy with where it ended up thanks for reading these"}, {"post_id": 70636, "ts": "2026-09-19T14:23:51Z", "hours": 9.4572, "text": "NIGHT 4 IS NOW THE ENDING cut nights 5-6 and made night 4 the finale instead. it’s tighter and actually scarier than the original 6-night plan would’ve been the thing built from the printed pieces finally shows up in the room. it turns its head to look at you if you get close, then the lights flicker and it’s gone. added a proper scare sequence too - see it once through a window, then somewhere else it’s right behind you. screen goes black next: finishing the ending"}, {"post_id": 65332, "ts": "2026-09-10T12:36:07Z", "hours": 9.8781, "text": "NIGHT 3 FINISHED + MAIN MENU + TERMINAL built the main menu and its honestly my fav part. not a boring menu screen but literally ur monitor in the apartment. night 3 u wake up and the 3d printer is ALREADY running even tho u didnt queue anything and a terminal appeared terminal app has 4 commands - help ps clear and kill oh and the printer is making a hand. scaryyyy 👻 and in night 4 the hadn move into a room next to the livingroom next: night 4 - more body parts I’m sorry for the low quality video but it was too large :("}, {"post_id": 61901, "ts": "2026-09-05T02:23:10Z", "hours": 9.3094, "text": "SENDING REAL PHOTOS IN CHAT + SLEEP SYSTEM u can now physically take a pic of the 3d print and it saves to disk. in chat u just open the file explorer and send the actual photo. built a working sleep cycle too. walk to bed camera does a nice eyes-closing fade into a NIGHT 2 screen. so the story actually progresses now instead of just looping the same day forever funniest bug: realized my in game file explorer let u type “/” and browse my actual irl computer files. patched it but for like an hour my horror game had a literal zero day vulnerability lol added proper sound design everywhere. next: writing the story for night 3 + 2since all the tools are finally ready 📝"}, {"post_id": 58703, "ts": "2026-08-31T07:22:56Z", "hours": 7.6203, "text": "DISCORD CLONE + THE HORROR ACTUALLY STARTED built a full discord-style chat app from scratch. typing indicators message bubbles and it looks so sick in the win95 theme also made a win95 mail client . file explorer now reads straight off the real disk so adding content is literally just dropping a file in and the horror system went live. finished a chat, checked my files later, and a text file had silently renamed itself. added a notification sound next: writing the actual story since the skeleton is basically done"}, {"post_id": 52522, "ts": "2026-08-22T17:50:42Z", "hours": 8.6172, "text": "8.5 HOURS LATER: 3D PRINTER WORKS + OS FIXED spent 8.5 solid hours on this and honestly my brain is fried. finally got printhead and hotbed animated with a shader so models build layer by layer. syncing the movement was absolute pain but watching it print is insanely satisfying 🔥 added a bouncy physical print button and a grab system. once it finishes u can actually pick up the printed model as a real physics object finally fixed the annoying stuff: windows got classic win95 headers taskbar has icons and grabbed objects dont clip through walls anymore built a real file explorer reading disk files. It took a long time, but now the file browser reads files directly from the folder on your disk, so when you add a file to the folder, you can open it in the game. opening .stl opens a printer app biggest pain: godots UI anchors for sizing window content. offsets act totally diff depending on edge and nobody warned me >:( next: making the OS cursed. Finally… Maybe… 🥲"}, {"post_id": 48850, "ts": "2026-08-17T12:19:45Z", "hours": 6.9931, "text": "JUST CODED MY FIRST FAKE OS IN GAME 7 hours in and absolutely zero regrets i created my first ingame OS from scratch. I got desktop icons, windows you can drag around, and a working taskbar. never tried anything like this so it was basically a live speedrun of learning biggest win: slapped a free Windows 95 icon pack on it and now it genuinely looks like a legit retro OS instead of just ugly gray boxes also just added a grab mechanic so you can physically pick up objects and spin them around biggest bug: wasted 20 minutes thinking the click logic was broken :( turns out only the icon TEXT was clickable not the actual image lol next up: making the whole OS feel cursed. icons glitching out, files changing their own names. 😈"}, {"post_id": 45669, "ts": "2026-08-12T09:37:29Z", "hours": 1.8022, "text": "So i started a new Project! :) - it will be a first person psychological horror game set in a single apartment. I got a basic first person player movement working first, then i make the appartment from free assets (i thing it’s looking verry good!) and then i added psx style filter , whitch took some fighting to get looking and working right. then i added collisions for all the walls and furniture so the player can’t walk trought anything or escape the apartment, and set ip lighting that’s finaly starting to sell the mood I’m going for."}]...
|
Title: DAEMON by @katopirat | Stardance
Devlogs:
Title: DAEMON by @katopirat | Stardance
Devlogs:
So i started a new Project! :) - it will be a first person psychological horror game set in a single apartment. I got a basic first person player movement working first, then i make the appartment from free assets (i thing it’s looking verry good!) and then i added psx style filter , whitch took some fighting to get looking and working right. then i added collisions for all the walls and furniture so the player can’t walk trought anything or escape the apartment, and set ip lighting that’s finaly starting to sell the mood I’m going for.
JUST CODED MY FIRST FAKE OS IN GAME 7 hours in and absolutely zero regrets i created my first ingame OS from scratch. I got desktop icons, windows you can drag around, and a working taskbar. never tried anything like this so it was basically a live speedrun of learning biggest win: slapped a free Windows 95 icon pack on it and now it genuinely looks like a legit retro OS instead of just ugly gray boxes also just added a grab mechanic so you can physically pick up objects and spin them around biggest bug: wasted 20 minutes thinking the click logic was broken :( turns out only the icon TEXT was clickable not the actual image lol next up: making the whole OS feel cursed. icons glitching out, files changing their own names. 😈
8.5 HOURS LATER: 3D PRINTER WORKS + OS FIXED spent 8.5 solid hours on this and honestly my brain is fried. finally got printhead and hotbed animated with a shader so models build layer by layer. syncing the movement was absolute pain but watching it print is insanely satisfying 🔥 added a bouncy physical print button and a grab system. once it finishes u can actually pick up the printed model as a real physics object finally fixed the annoying stuff: windows got classic win95 headers taskbar has icons and grabbed objects dont clip through walls anymore built a real file explorer reading disk files. It took a long time, but now the file browser reads files directly from the folder on your disk, so when you add a file to the folder, you can open it in the game. opening .stl opens a printer app biggest pain: godots UI anchors for sizing window content. offsets act totally diff depending on edge and nobody warned me >:( next: making the OS cursed. Finally… Maybe… 🥲
DISCORD CLONE + THE HORROR ACTUALLY STARTED built a full discord-style chat app from scratch. typing indicators message bubbles and it looks so sick in the win95 theme also made a win95 mail client . file explorer now reads straight off the real disk so adding content is literally just dropping a file in and the horror system went live. finished a chat, checked my files later, and a text file had silently renamed itself. added a notification sound next: writing the actual story since the skeleton is basically done
SENDING REAL PHOTOS IN CHAT + SLEEP SYSTEM u can now physically take a pic of the 3d print and it saves to disk. in chat u just open the file explorer and send the actual photo. built a working sleep cycle too. walk to bed camera does a nice eyes-closing fade into a NIGHT 2 screen. so the story actually progresses now instead of just looping the same day forever funniest bug: realized my in game file explorer let u type “/” and browse my actual irl computer files. patched it but for like an hour my horror game had a literal zero day vulnerability lol added proper sound design everywhere. next: writing the story for night 3 + 2since all the tools are finally ready 📝
NIGHT 3 FINISHED + MAIN MENU + TERMINAL built the main menu and its honestly my fav part. not a boring menu screen but literally ur monitor in the apartment. night 3 u wake up and the 3d printer is ALREADY running even tho u didnt queue anything and a terminal appeared terminal app has 4 commands - help ps clear and kill oh and the printer is making a hand. scaryyyy 👻 and in night 4 the hadn move into a room next to the livingroom next: night 4 - more body parts I’m sorry for the low quality video but it was too large :(
NIGHT 4 IS NOW THE ENDING cut nights 5-6 and made night 4 the finale instead. it’s tighter and actually scarier than the original 6-night plan would’ve been the thing built from the printed pieces finally shows up in the room. it turns its head to look at you if you get close, then the lights flicker and it’s gone. added a proper scare sequence too - see it once through a window, then somewhere else it’s right behind you. screen goes black next: finishing the ending
THIS IS THE LAST DEVLOG —————————————— finished the ending. you end up seeing everything through a screen from the other side, watching “him” sit down at the desk you’ve been sitting at the whole game. there’s a voice line now too (ElevenLabs), and two different ways it can end depending on what you do in the terminal went through and fixed a genuinely embarrassing bug where photos silently failed to save on a fresh install because the folder never existed. found it the hard way, glad I caught it before shipping it’s live: playable in browser on itch.io, Windows build on GitHub releases this is my last devlog for this one. never made a horror game before this, first version wasn’t scary at all according to a friend, and honestly that stung a bit. rebuilt a good chunk of it because of that. really happy with where it ended up thanks for reading these
Ships:
I shipped my game: DAEMON It’s 2am. Your friend is online. He wants you to print something. ⚠ Browser version can lag — grab the Windows build if you can. The game: first-person psychological horror about a 3D printer, a friend who won’t stop messaging you, and an OS that’s a little too honest about what it sees. Built: a real in-game OS — file explorer reading actual disk files, Discord-style chat, mail, terminal, all Windows 95 style over a gritty PSX world. A working 3D printer with its own physics, shader-based print reveal, and sound. Story written entirely in JSON, no code touched for content. Hardest part: never made horror before. Built the whole tech first, had a friend playtest — verdict: not scary. Rebuilt most of the second half because of it. Proud of: the printer, the OS, and the ending — which flips the camera around so you end up watching yourself through the eyes of the thing you built. Stuck? Check “Files” often, especially after a conversation ends....
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1793346840.1030943
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1793433240.1030943
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56146
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a simple shell in c by @premharsha | Stardance
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premharsha
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1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T13:30:23Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "#INTRODUCTION: *I made a simple Shell for Linux written in C. *This Shell works just like any basic Shell but it doesn’t store any history. #MY EXPERIENCE: *the hardest part of making this shell is parsing the input and also executing it. *Because the execvp() function used to execute Commands is a bit tricky and parsing Commands into tokens too, as this is my 1st time working with pointer arrays. *it felt exciting at first and a bit exhausting too but i’m proud atleast after completing the project. #TECHNICAL DETAILS: *the shell is written purely in C language and does need to be compiled before executing it . *the shell makes use of string functions like strtok(),strcmp(),etc to work with input strings *and it makes use of execvp() to execute os functions. *Runs only on linux. #REQUIREMENTS: *Linux OS (to run the program). *any c compliler(for compilation).", "repo": "https://github.com/premharsha970-png/simple-c-shell/blob/main/README.md", "demo": "https://github.com/premharsha970-png/simple-c-shell"}]...
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[{"post_id": 72197, "ts": "202 [{"post_id": 72197, "ts": "2026-09-22T13:14:00Z", "hours": 0.3, "text": "Finally, i completed writing the shell guys !!!!! this felt very hard but , i am proud to complete my 1st project and becoming one of you guys… :)"}, {"post_id": 71779, "ts": "2026-09-21T15:09:41Z", "hours": 1.3, "text": "hey guys, writing a linux shell in c for linux ,and yeah this is my 1st project and the process is going great but it kind feels exhausting because this is my first time making projects. if you have any ideas or improvements then you are free to contact mee!! here is my email ID: [email protected]"}]...
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Title: a simple shell in c by @premharsha | Starda Title: a simple shell in c by @premharsha | Stardance
Devlogs:
hey guys, writing a linux shell in c for linux ,and yeah this is my 1st project and the process is going great but it kind feels exhausting because this is my first time making projects. if you have any ideas or improvements then you are free to contact mee!! here is my email ID: [email protected]
Finally, i completed writing the shell guys !!!!! this felt very hard but , i am proud to complete my 1st project and becoming one of you guys… :)
Ships:
#INTRODUCTION: *I made a simple Shell for Linux written in C. *This Shell works just like any basic Shell but it doesn’t store any history. #MY EXPERIENCE: *the hardest part of making this shell is parsing the input and also executing it. *Because the execvp() function used to execute Commands is a bit tricky and parsing Commands into tokens too, as this is my 1st time working with pointer arrays. *it felt exciting at first and a bit exhausting too but i’m proud atleast after completing the project. #TECHNICAL DETAILS: *the shell is written purely in C language and does need to be compiled before executing it . *the shell makes use of string functions like strtok(),strcmp(),etc to work with input strings *and it makes use of execvp() to execute os functions. *Runs only on linux. #REQUIREMENTS: *Linux OS (to run the program). *any c compliler(for compilation)....
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1793346696.418478
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1793433096.418478
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1644
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My first slack bot! by @AmanYadav | Stardance
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AmanYadav
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0
|
2.45
|
0
|
[]
|
[{"post_id": 722, "ts": "2026- [{"post_id": 722, "ts": "2026-06-02T09:48:29Z", "hours": 1.5003, "text": "Added over 20+ commands in my bot"}, {"post_id": 331, "ts": "2026-06-01T17:04:29Z", "hours": 0.9469, "text": "making it more better😀"}]...
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Title: My first slack bot! by @AmanYadav | Stardan Title: My first slack bot! by @AmanYadav | Stardance
Devlogs:
making it more better😀
Added over 20+ commands in my bot...
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1792731305.7653985
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1793336105.7653985
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40643
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Phone Lockbox (Tamagotchi-Style) by @fanouriakisha Phone Lockbox (Tamagotchi-Style) by @fanouriakisharry | Stardance...
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fanouriakisharry
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0
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18.97
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0
|
[]
|
[{"post_id": 72208, "ts": "202 [{"post_id": 72208, "ts": "2026-09-22T13:34:36Z", "hours": 0.8506, "text": "Devlog #10: Soldering and assembling the PCB - Part 2 Hey there! Today I continued with part 2 of soldering the components onto the PCB. First, I cut the TFT wires and resoldered them to make them shorter, since the previous ones were way too long and there was no way they would fit inside. I also soldered some female header pins onto the PCB and put the ESP32 in. Other than that, I made the lockbox a bit taller so the electronics can fit more comfortably. I didn’t timelapse that, though, since it took very little time. That’s basically all I did today. See you on the next devlog!"}, {"post_id": 69617, "ts": "2026-09-17T12:57:29Z", "hours": 0.6819, "text": "Devlog #9: Soldering and assembling the PCB Hey there! The pcb arrived yesterday, so today I decided to solder the components I already had lying around. I did it in two sessions, but in the first one I had no internet connection and videoed the whole thing, but then found that Lapse doesn’t take prerecorded videos, so unfortunately that time won’t count (maybe I manage to work sth out with the Fraud Squad, we’ll see). Lesson to be learned I guess. I think I did a pretty good job, especially considering I’m a beginner at soldering. That it for now, see you on the next devlog!"}, {"post_id": 65317, "ts": "2026-09-10T12:08:33Z", "hours": 0.4333, "text": "Devlog #8: Updating the repo Heyy! Not much to say today, I’m just writing this devlog so stuff doesn’t pile up. I uploaded all the new cad files to the github repo, as well as the code, becuase of some changes I had made. That’s all, see you next time!"}, {"post_id": 65042, "ts": "2026-09-09T21:16:55Z", "hours": 2.0, "text": "Devlog #7: Designing the PCB Hey guys! I know I previously said I wasn’t gonna be using a pcb for this project, mainly because the shape is pretty complex and I thought it was gonna be way out of budget, but in the end I decided to give in. First I offseted the inside of the electronics compartment by -0.5 mm and exported it as a .dxf file. Then I imported it into KiCad in the edge cuts layer, so the pcb could be that size and shape. Then I routed the pcb and ran through the DRC a couple times to solve some errors there were with the edge. That’s it for now, see you on the next devlog!"}, {"post_id": 64088, "ts": "2026-09-08T08:21:14Z", "hours": 0.2833, "text": "Devlog #6: Testing buttons and buzzer Heyyyyy!! Today was mostly testing. I pulled out a small breadboard and wired the buttons, tft and buzzer. Then I navigated through the UI to make sure the the buttons and buzzer functioned properly when switching screens and clicking buttons. That all, see you on the next devlog!"}, {"post_id": 63867, "ts": "2026-09-07T21:09:22Z", "hours": 0.5231, "text": "Devlog #5: Getting the TFT working Hey there!!! I finally got the tft display working!!! At first I couldn’t get it to work because the tft_eSPI library I was using didn’t support my ESP32-C6-DevKitC-1, so I switched to LovyanGFX which uses all the same functions as tft_eSPI and just needs some basic configuration, which I did with the help of Claude. I’m super excited to put it all together, see you next time!"}, {"post_id": 62770, "ts": "2026-09-06T09:06:22Z", "hours": 0.45, "text": "Devlog #4: Designing supports for the solenoid Heyy! All I did today was add some blocks to hold the solenoid lock in place and make the hole actually proportional to the plunger’s dimentions. That’s all for now, see you next time!"}, {"post_id": 60309, "ts": "2026-09-02T16:20:38Z", "hours": 1.1194, "text": "Devlog #3: Making the schematic in KiCad Heyyy! Not much to say today. I hopped into KiCad and designed a schematic for my project. I won’t be using a pcb, since the shape in abnormal and will probably be more expensive to produce and wires just make more sense for my project. That’s it for today. Next up: assembly. See you on the net devlog."}, {"post_id": 47359, "ts": "2026-08-15T08:02:53Z", "hours": 10.4931, "text": "Devlog #2: Designing the enclosure + code [ Note for Hardware Reviewers: I accidentally left my Lookout Desktop timelapse running while I took a break to watch a movie. The total recorded time says 5h 48m, but my actual work time was around 3h 17m (the last 2.5 hours is just a gray screen). I already talked to the @Fraud Squad on Slack about this and they said it’s all good, and that they’ll deduct the extra time after the project gets approved. You can reach out to them if you need to double-check! ] Hey everyone! Since my last devlog, I’ve made a lot of progress on my lockbox. I started working on the design of the enclosure in Fusion, trying to figure out how to make everything fit inside without making it look bulky and ugly. I watched some tutorials on youtube (not included in the time) on how to design the hinges, and modified the design so it accommodates the specific needs of the project. I also started working more seriously on the code and UI. I designed the different screens on lopaka.app and started putting them together using different functions. I also designed the home screen, which is going to be the main screen you see when using the lockbox. I’m trying to keep the UI simple, because it has to be navigatable solely using physical pushbuttons. I also spent some time optimizing the slicing settings in Bambu Studio for the 3D print so the enclosure can be printed more efficiently and hopefully come out cleaner. That’s it for now, see you on the next devlog!"}, {"post_id": 38265, "ts": "2026-07-31T15:55:49Z", "hours": 2.1306, "text": "Devlog #1: Designing the tamagotchi Hey there! This is my first devlog. So, I’ve had this project idea for a long time, to build a lockbox where I can put my phone inside and lock it for a specific amount of time. There’s gonna be a TFT LCD display with a tamagotchi-inspired character who reacts to how you use the box. He’s happy when you put your phone in and lock it, celebrates when you finish a session without unlocking the box early, and is sad when you do. To start, I used chatgpt to get a first idea of how the character is gonna look, and then I drew him by hand on Piskel (a free online pixel drawing app). I’ve made 7 versions so far: idle, blink, happy, excited, celebrating, sad and sleeping. That’s it for today, see you on the next devlog!"}]...
|
Title: Phone Lockbox (Tamagotchi-Style) by @fanour Title: Phone Lockbox (Tamagotchi-Style) by @fanouriakisharry | Stardance
Devlogs:
Devlog #1: Designing the tamagotchi Hey there! This is my first devlog. So, I’ve had this project idea for a long time, to build a lockbox where I can put my phone inside and lock it for a specific amount of time. There’s gonna be a TFT LCD display with a tamagotchi-inspired character who reacts to how you use the box. He’s happy when you put your phone in and lock it, celebrates when you finish a session without unlocking the box early, and is sad when you do. To start, I used chatgpt to get a first idea of how the character is gonna look, and then I drew him by hand on Piskel (a free online pixel drawing app). I’ve made 7 versions so far: idle, blink, happy, excited, celebrating, sad and sleeping. That’s it for today, see you on the next devlog!
Devlog #2: Designing the enclosure + code [ Note for Hardware Reviewers: I accidentally left my Lookout Desktop timelapse running while I took a break to watch a movie. The total recorded time says 5h 48m, but my actual work time was around 3h 17m (the last 2.5 hours is just a gray screen). I already talked to the @Fraud Squad on Slack about this and they said it’s all good, and that they’ll deduct the extra time after the project gets approved. You can reach out to them if you need to double-check! ] Hey everyone! Since my last devlog, I’ve made a lot of progress on my lockbox. I started working on the design of the enclosure in Fusion, trying to figure out how to make everything fit inside without making it look bulky and ugly. I watched some tutorials on youtube (not included in the time) on how to design the hinges, and modified the design so it accommodates the specific needs of the project. I also started working more seriously on the code and UI. I designed the different screens on lopaka.app and started putting them together using different functions. I also designed the home screen, which is going to be the main screen you see when using the lockbox. I’m trying to keep the UI simple, because it has to be navigatable solely using physical pushbuttons. I also spent some time optimizing the slicing settings in Bambu Studio for the 3D print so the enclosure can be printed more efficiently and hopefully come out cleaner. That’s it for now, see you on the next devlog!
Devlog #3: Making the schematic in KiCad Heyyy! Not much to say today. I hopped into KiCad and designed a schematic for my project. I won’t be using a pcb, since the shape in abnormal and will probably be more expensive to produce and wires just make more sense for my project. That’s it for today. Next up: assembly. See you on the net devlog.
Devlog #4: Designing supports for the solenoid Heyy! All I did today was add some blocks to hold the solenoid lock in place and make the hole actually proportional to the plunger’s dimentions. That’s all for now, see you next time!
Devlog #5: Getting the TFT working Hey there!!! I finally got the tft display working!!! At first I couldn’t get it to work because the tft_eSPI library I was using didn’t support my ESP32-C6-DevKitC-1, so I switched to LovyanGFX which uses all the same functions as tft_eSPI and just needs some basic configuration, which I did with the help of Claude. I’m super excited to put it all together, see you next time!
Devlog #6: Testing buttons and buzzer Heyyyyy!! Today was mostly testing. I pulled out a small breadboard and wired the buttons, tft and buzzer. Then I navigated through the UI to make sure the the buttons and buzzer functioned properly when switching screens and clicking buttons. That all, see you on the next devlog!
Devlog #7: Designing the PCB Hey guys! I know I previously said I wasn’t gonna be using a pcb for this project, mainly because the shape is pretty complex and I thought it was gonna be way out of budget, but in the end I decided to give in. First I offseted the inside of the electronics compartment by -0.5 mm and exported it as a .dxf file. Then I imported it into KiCad in the edge cuts layer, so the pcb could be that size and shape. Then I routed the pcb and ran through the DRC a couple times to solve some errors there were with the edge. That’s it for now, see you on the next devlog!
Devlog #8: Updating the repo Heyy! Not much to say today, I’m just writing this devlog so stuff doesn’t pile up. I uploaded all the new cad files to the github repo, as well as the code, becuase of some changes I had made. That’s all, see you next time!
Devlog #9: Soldering and assembling the PCB Hey there! The pcb arrived yesterday, so today I decided to solder the components I already had lying around. I did it in two sessions, but in the first one I had no internet connection and videoed the whole thing, but then found that Lapse doesn’t take prerecorded videos, so unfortunately that time won’t count (maybe I manage to work sth out with the Fraud Squad, we’ll see). Lesson to be learned I guess. I think I did a pretty good job, especially considering I’m a beginner at soldering. That it for now, see you on the next devlog!
Devlog #10: Soldering and assembling the PCB - Part 2 Hey there! Today I continued with part 2 of soldering the components onto the PCB. First, I cut the TFT wires and resoldered them to make them shorter, since the previous ones were way too long and there was no way they would fit inside. I also soldered some female header pins onto the PCB and put the ESP32 in. Other than that, I made the lockbox a bit taller so the electronics can fit more comfortably. I didn’t timelapse that, though, since it took very little time. That’s basically all I did today. See you on the next devlog!...
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1792716808.2428641
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1793321608.2428641
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62728
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MacroBoard by @jenaswastik08 | Stardance
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jenaswastik08
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0
|
5.5
|
0
|
[]
|
[{"post_id": 72210, "ts": "202 [{"post_id": 72210, "ts": "2026-09-22T13:35:46Z", "hours": 5.5047, "text": "Well , it has been quite a few difficult days T-T i changed my plan of design almost twice thrice and quadruple times then finally settled for the final design made the schematic and the pcb . the routing in pcb is real pain , believe PAIN . atleast for someone who hardly has any idea about how it is done. finally the pcb is ready , i still feel there can be changes but this is the progress"}]...
|
Title: MacroBoard by @jenaswastik08 | Stardance
D Title: MacroBoard by @jenaswastik08 | Stardance
Devlogs:
Well , it has been quite a few difficult days T-T i changed my plan of design almost twice thrice and quadruple times then finally settled for the final design made the schematic and the pcb . the routing in pcb is real pain , believe PAIN . atleast for someone who hardly has any idea about how it is done. finally the pcb is ready , i still feel there can be changes but this is the progress...
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1793047753.1044436
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1793652553.1044436
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5234
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CraftHub by @Axeno | Stardance
|
Axeno
|
1
|
17.89
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T21:00:04Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "CraftHub is a unified platform that makes it easy to discover and download Minecraft mods, plugins, modpacks, and more from multiple sources like Modrinth, SpigotMC, in one place.", "repo": "https://github.com/timeobvrt/CraftHub", "demo": "https://crafthub.axeno.me/"}]...
|
[{"post_id": 72214, "ts": "202 [{"post_id": 72214, "ts": "2026-09-22T13:51:22Z", "hours": 5.5394, "text": "I reworked some of page components (again)"}, {"post_id": 69291, "ts": "2026-09-16T19:05:54Z", "hours": 1.3506, "text": "I reworked some of the page components to give them a more human feel, rather than an AI-generated one."}, {"post_id": 66178, "ts": "2026-09-11T20:46:49Z", "hours": 1.0422, "text": "I’ve added a new download modal to simplify downloads and list all available versions in one place"}, {"post_id": 66147, "ts": "2026-09-11T19:37:50Z", "hours": 6.1339, "text": "CraftHub now supports SpigotMC resources alongside Modrinth projects."}, {"post_id": 65113, "ts": "2026-09-10T00:51:56Z", "hours": 3.1531, "text": "I redesigned a large part of the website to give CraftHub cleaner and more consitent look. The search and project pages have been reworked, with better layouts, project cards, filter and overall navigation. The search system has been significantly improved. You can now filter projects by Minecraft version, loader and project type, as well as sort results by relevance, downloads, publish date, … I aso added pagination and improved support for projects that have multiple types such as projects available as both a mod and a plugin. The integration with the Modrinth API v3 has also been improved to better handle project data and filtering."}, {"post_id": 64873, "ts": "2026-09-09T15:56:17Z", "hours": 0.305, "text": "I set up the project using Laravel, Blade and Tailwind CSS, create the first version of homepage and started integrating the Modrinth API for project search."}]...
|
Title: CraftHub by @Axeno | Stardance
Devlogs:
I Title: CraftHub by @Axeno | Stardance
Devlogs:
I set up the project using Laravel, Blade and Tailwind CSS, create the first version of homepage and started integrating the Modrinth API for project search.
I redesigned a large part of the website to give CraftHub cleaner and more consitent look. The search and project pages have been reworked, with better layouts, project cards, filter and overall navigation. The search system has been significantly improved. You can now filter projects by Minecraft version, loader and project type, as well as sort results by relevance, downloads, publish date, … I aso added pagination and improved support for projects that have multiple types such as projects available as both a mod and a plugin. The integration with the Modrinth API v3 has also been improved to better handle project data and filtering.
CraftHub now supports SpigotMC resources alongside Modrinth projects.
I’ve added a new download modal to simplify downloads and list all available versions in one place
I reworked some of the page components to give them a more human feel, rather than an AI-generated one.
I reworked some of page components (again)
Ships:
CraftHub is a unified platform that makes it easy to discover and download Minecraft mods, plugins, modpacks, and more from multiple sources like Modrinth, SpigotMC, in one place....
|
1793346989.2221987
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1793433389.2221987
|
|
57157
|
SAVORIA by @S-Akhil | Stardance
|
S-Akhil
|
0
|
3.99
|
0
|
[]
|
[{"post_id": 72217, "ts": "202 [{"post_id": 72217, "ts": "2026-09-22T14:00:55Z", "hours": 3.2556, "text": "Added two sections for different types for Food and Cusines."}, {"post_id": 59614, "ts": "2026-09-01T15:08:20Z", "hours": 0.7358, "text": "Started working on a new website named SAVORIA. A visual journey through the flavours of the world, showcasing famous cuisines, iconic dishes, local food cultures, and unforgettable dining experiences."}]...
|
Title: SAVORIA by @S-Akhil | Stardance
Devlogs:
S Title: SAVORIA by @S-Akhil | Stardance
Devlogs:
Started working on a new website named SAVORIA. A visual journey through the flavours of the world, showcasing famous cuisines, iconic dishes, local food cultures, and unforgettable dining experiences.
Added two sections for different types for Food and Cusines....
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1792695076.7713914
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1793299876.7713914
|
|
51782
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Astronaut Game by @lantern | Stardance
|
lantern
|
2
|
36.0
|
67
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T14:55:09Z", "hours": 24.0, "multiplier": 2.84, "payout": 67, "blessing": "neutral", "text": "Astronaut Game is my first full game that i actually made . I have used stardance guide throughout making this project . It has 4 minigames in it ( what else you expect from beginner) . Added some of my own assets and space pictures from nasa website ..lol. From the last ship i have made a lot of amends in this projects by cutting out my school time for this project . I firstly added animation to the collectable O2 tanks in minigame 1 , a winner and a death scene ,a score system which works on completion of each level ,a new minigame which was pretty hard to make ( also hard to play..lol..) anyway there were some complications and errors too but it turned out to be ok !!!", "repo": "https://github.com/jigneshphalsawal-cloud/astronaut-game", "demo": "https://jigneshphalsawal-cloud.itch.io/astronaut-game"}, {"ship_num": 2, "ts": "2026-08-22T08:41:58Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Astronaut Game, my very first game development project! Built using the Godot Engine, this project features 3 distinct space-themed minigames designed to challenge the player through interactive mechanics and puzzle-solving. This project was built following the Stardance Challenge Guide, which provided me roadmap for learning game development fundamentals.", "repo": "https://github.com/jigneshphalsawal-cloud/astronaut-game", "demo": "https://jigneshphalsawal-cloud.itch.io/astronaut-game"}]...
|
[{"post_id": 72225, "ts": "202 [{"post_id": 72225, "ts": "2026-09-22T14:15:09Z", "hours": 3.5689, "text": "Fixed the issues in minigame 4 , and enhanced the player experience by adding instructions and making the level more difficult , now the asteroids spawn in relative with position of the player. Also added a score system it calculates score as you complete levels . After some final verifications i will post this soon to itch.io!!"}, {"post_id": 71103, "ts": "2026-09-20T09:33:54Z", "hours": 7.6217, "text": "Working on a dodge based game , in which you have to dodge your spacecraft from asteroid falling . While working on the game the asteroid falling became a problem because while playing i realised that there was a issue with the asteroids as they were falling at one place making game less challenging . I have decided to make asteroids to actively track the player’s movement horizontally while falling, instead of just locking onto a static X position when they spawn"}, {"post_id": 69486, "ts": "2026-09-17T04:38:20Z", "hours": 6.3667, "text": "Finished Adding 2 new mini-games ✌️ first one was a simple clicker game in which we collect the O2 cylinders In second one we refill the suit by pressing the valves in a sequence next i will add a alien shooter game or smthing like that!!!"}, {"post_id": 69047, "ts": "2026-09-16T08:41:16Z", "hours": 6.0814, "text": "Working on 2 new games:- Collecting O2 Cylinder by clicking in limited time Value closer- closing the valve in sequence"}, {"post_id": 52161, "ts": "2026-08-22T08:00:09Z", "hours": 7.6769, "text": "Completed!!! Guide OP!!"}, {"post_id": 51060, "ts": "2026-08-20T15:18:51Z", "hours": 4.5164, "text": "Main Menu Done!!!!!!!!!"}]...
|
Title: Astronaut Game by @lantern | Stardance
Dev Title: Astronaut Game by @lantern | Stardance
Devlogs:
Main Menu Done!!!!!!!!!
Completed!!! Guide OP!!
Working on 2 new games:- Collecting O2 Cylinder by clicking in limited time Value closer- closing the valve in sequence
Finished Adding 2 new mini-games ✌️ first one was a simple clicker game in which we collect the O2 cylinders In second one we refill the suit by pressing the valves in a sequence next i will add a alien shooter game or smthing like that!!!
Working on a dodge based game , in which you have to dodge your spacecraft from asteroid falling . While working on the game the asteroid falling became a problem because while playing i realised that there was a issue with the asteroids as they were falling at one place making game less challenging . I have decided to make asteroids to actively track the player’s movement horizontally while falling, instead of just locking onto a static X position when they spawn
Fixed the issues in minigame 4 , and enhanced the player experience by adding instructions and making the level more difficult , now the asteroids spawn in relative with position of the player. Also added a score system it calculates score as you complete levels . After some final verifications i will post this soon to itch.io!!
Ships:
Astronaut Game, my very first game development project! Built using the Godot Engine, this project features 3 distinct space-themed minigames designed to challenge the player through interactive mechanics and puzzle-solving. This project was built following the Stardance Challenge Guide, which provided me roadmap for learning game development fundamentals.
Astronaut Game is my first full game that i actually made . I have used stardance guide throughout making this project . It has 4 minigames in it ( what else you expect from beginner) . Added some of my own assets and space pictures from nasa website ..lol. From the last ship i have made a lot of amends in this projects by cutting out my school time for this project . I firstly added animation to the collectable O2 tanks in minigame 1 , a winner and a death scene ,a score system which works on completion of each level ,a new minigame which was pretty hard to make ( also hard to play..lol..) anyway there were some complications and errors too but it turned out to be ok !!!...
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1792958059.3161135
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1793822059.3161135
|
|
60385
|
selfaware by @Kaanreal | Stardance
|
Kaanreal
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T14:24:12Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Selfaware 1.0.0 is out. This is the first proper release of Selfaware, a client-side Minecraft mod that lets you see your own nametag while playing in third person. The main idea is simple, but I wanted it to feel like something that actually belongs in Minecraft. Your nametag follows the normal rendering behavior, and Selfaware can also match server-specific nametag styling instead of always showing a basic vanilla label. There are a few integrations already included. On DonutSMP, Selfaware can show your own rank, prefix and balance. Simple Voice Chat is also supported, so your own voice and group icons can appear next to your nametag. There is also a settings menu with a live player preview, options for the different integrations, and everything can be changed without leaving the game. A big part of this first release was compatibility. Selfaware already supports a lot of Minecraft versions and works across Fabric, Forge, NeoForge and Quilt where available. The project is structured so I can keep adding versions without having to maintain completely separate mods. You can try the first release here: https://github.com/kaanreal/selfaware/releases or on Modrinth: https://modrinth.com/mod/selfaware", "repo": "https://github.com/kaanreal/selfaware", "demo": "https://modrinth.com/mod/selfaware"}]...
|
[{"post_id": 72228, "ts": "202 [{"post_id": 72228, "ts": "2026-09-22T14:22:33Z", "hours": 12.2208, "text": "Hello! Today I continued working on Selfaware.I mainly focused on fixing issues across different Minecraft versions and mod loaders, so everything works more consistently. There were a few version-specific problems from yesterday that are now cleaned up.I also added a proper menu for Selfaware. It makes the mod feel a lot more complete and gives me a good place to add settings and new features later.Besides that, I spent some time cleaning up the overall project structure. Since I want to support a lot of Minecraft versions and mod loaders, I wanted to get the structure right early instead of having everything become messy later.The base is now in a much better state, so I can start focusing more on actual features next."}, {"post_id": 66986, "ts": "2026-09-13T00:01:51Z", "hours": 7.9928, "text": "Hello! Today I started working on a new project called Selfaware.Selfaware is a Minecraft mod that displays your own nametag above your head while playing in F5. I tried a few other mods that do something similar, but I found them a bit too simple, so I wanted to make my own version with more features.I want Selfaware to support things like server specific nametag formatting, DonutSMP features, Simple Voice Chat icons for yourself, and more in the future. I also want to support as many Minecraft versions and mod loaders as possible.Today I mainly worked on the base of the mod. So far, all supported versions and mod loaders seem to be working correctly, and the nametag is rendering properly. I also added Simple Voice Chat support, so you can now see your own voice chat icons above your nametag."}]...
|
Title: selfaware by @Kaanreal | Stardance
Devlogs Title: selfaware by @Kaanreal | Stardance
Devlogs:
Hello! Today I started working on a new project called Selfaware.Selfaware is a Minecraft mod that displays your own nametag above your head while playing in F5. I tried a few other mods that do something similar, but I found them a bit too simple, so I wanted to make my own version with more features.I want Selfaware to support things like server specific nametag formatting, DonutSMP features, Simple Voice Chat icons for yourself, and more in the future. I also want to support as many Minecraft versions and mod loaders as possible.Today I mainly worked on the base of the mod. So far, all supported versions and mod loaders seem to be working correctly, and the nametag is rendering properly. I also added Simple Voice Chat support, so you can now see your own voice chat icons above your nametag.
Hello! Today I continued working on Selfaware.I mainly focused on fixing issues across different Minecraft versions and mod loaders, so everything works more consistently. There were a few version-specific problems from yesterday that are now cleaned up.I also added a proper menu for Selfaware. It makes the mod feel a lot more complete and gives me a good place to add settings and new features later.Besides that, I spent some time cleaning up the overall project structure. Since I want to support a lot of Minecraft versions and mod loaders, I wanted to get the structure right early instead of having everything become messy later.The base is now in a much better state, so I can start focusing more on actual features next.
Ships:
Selfaware 1.0.0 is out. This is the first proper release of Selfaware, a client-side Minecraft mod that lets you see your own nametag while playing in third person. The main idea is simple, but I wanted it to feel like something that actually belongs in Minecraft. Your nametag follows the normal rendering behavior, and Selfaware can also match server-specific nametag styling instead of always showing a basic vanilla label. There are a few integrations already included. On DonutSMP, Selfaware can show your own rank, prefix and balance. Simple Voice Chat is also supported, so your own voice and group icons can appear next to your nametag. There is also a settings menu with a live player preview, options for the different integrations, and everything can be changed without leaving the game. A big part of this first release was compatibility. Selfaware already supports a lot of Minecraft versions and works across Fabric, Forge, NeoForge and Quilt where available. The project is structured so I can keep adding versions without having to maintain completely separate mods. You can try the first release here: https://github.com/kaanreal/selfaware/releases or on Modrinth: https://modrinth.com/mod/selfaware...
|
1793206412.1612892
|
1793292812.1612892
|
|
53873
|
MafiaParty by @casmin7 | Stardance
|
casmin7
|
2
|
15.29
|
92
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T20:34:43Z", "hours": 2.0, "multiplier": 13.54, "payout": 22, "blessing": "neutral", "text": "Hi there! MafiaParty: Last ship of the project? After polishing up the app a bit, I am content with it I have seen a comment about translations which seems feasible and actually a cool feature, will look into it! I was also thinking custom roles with priorities and badges and stuff But we’ll see! Thank you all for the support on the last ship! MafiaParty: Short Summery PWA with local caching, save-state and fun stuff like http3/quic A tool meant to aid in big games of Mafia made during summer camp as to solve that exact issue Battle tested up to 27 players lol What’s new this ship: Swipe to reveal IS MUCH BETTER Fixed some blue highlights on android(maybe IOS too but I can’t test) Added an option to reset the game when a win condition is triggered Sometimes when removing a card by clicking the x it would trigger the card animation and shrink it causing you to miss the x. Now fixed Added icons now to all the action buttons", "repo": "https://github.com/casmin7/MafiaParty", "demo": "https://mafia.casmin.eu"}, {"ship_num": 2, "ts": "2026-09-14T15:54:19Z", "hours": 13.0, "multiplier": 5.33, "payout": 70, "blessing": "neutral", "text": "Mafia Party: A helping hand for mafia games What it is: A small site/app (PWA) that facilitates when playing big games of the party game Mafia (Werewolf). Say you have 8 players, 2 killers, 1 medic, 1 detective, remembering what each did at night is quite easy for a storyteller who is experienced. But say that others join too since it seems fun. Great! Now you have 16 players… what now? That’s why I made this! It has been battled tested up to 28 players and the way it was coded theoretically allows for any combo of players and roles. Do you want 30 players, 10 doctors and one killer? Sure Do you want 120 players, 15 of each role, 10 kills per round and multiple eliminations at day? Sure Do whatever you want, do whatever your players need! What it isn’t: It isn’t a full game. It’s merely a tool to be used by a moderator instead of a piece of paper or remembering each action at night. You still need people to play with, a space to play and a deck of cards to give out roles Gameplay Management Dynamic Role Support: Works with any player count or role combo without pre-configuration. Built-in Role Library: Out-of-the-box support for Detective, Doctor/Medic, Cupid, Escort, Mutilator, and traditional Mafia/Villagers. State Tracking: Tracks live player counts, day/night cycles, contextual actions, and win conditions automatically. User Experience & Privacy Peeking Prevention: Draggable role cards reveal secret info only while active, preventing nearby players from seeing the moderator’s screen. Dynamic Players: Cards can be reordered when in the setup phase to prepare for a new game if players move around the room Adaptive Navigation: Contextual nav bar updates available actions based on the current phase of the game. Technical Performance Offline PWA Support: Service worker caching allows full offline usability in low-reception game areas. Persistent Game State: Automatically saves all game data locally so no progress is lost on page refreshes. Try it now at: mafia.casmin.eu", "repo": "https://github.com/casmin7/MafiaParty", "demo": "https://mafia.casmin.eu"}]...
|
[{"post_id": 72233, "ts": "202 [{"post_id": 72233, "ts": "2026-09-22T14:26:17Z", "hours": 0.2925, "text": "MafiaParty: fixParty? Fixed an issue with card dragging on android Now it actually works sorry xd It’s not pretty but works"}, {"post_id": 71824, "ts": "2026-09-21T16:46:49Z", "hours": 0.4075, "text": "Hey there I made another polishing update MafiaParty: Now polish (🇵🇱) Added icons to all the buttons that we’re missing Swipe-to-reveal no longer snaps open, making it harder to accidentally reveal a role to someone Added a new setting to reset the game upon win, you will still get a confirmation prompt"}, {"post_id": 71463, "ts": "2026-09-20T21:27:16Z", "hours": 1.2228, "text": "Hello there! First devlog after shipping whoa! Thank you all for checking it out Here’s what I improved: The X button will no longer trigger card animations making you miss it Reworked role reveal, now you drag the card to reveal so it no longer makes you accidentally trigger the vote confirmation and is generally nicer to use Removed tap highlight color so buttons look nicer on mobile(on my phone at least) A small update (took a while) but a nice qol update See you all soon!"}, {"post_id": 68105, "ts": "2026-09-14T14:57:34Z", "hours": 1.5928, "text": "MafiaParty: Now COMPLETE! What it is: A small site/app(PWA) that facilitates when playing big games of the party game Mafia (Werewolf) What it isn’t: Not a game, a tool. It does not replace the need of a storyteller or cards. Ohh boy this one was a big one, one final push before I call it good. I am happy in the state it is right now, finished up the last of the suggestions I had gotten while playing games using it (eg. player count) and I can say I am happy with it and I will soon also publish it ### What’s new: How the switches look Checkboxed save state upon reload Back button now works way better and will not mess up more that it fixes Card events (voting players, selecting targets) was cleaned up Cards can now be focused and interacted using tab Added optional settings Added night & day counter Added player count with total and alive players"}, {"post_id": 62081, "ts": "2026-09-05T10:17:40Z", "hours": 1.0728, "text": "MafiaParty: Now PWA! What it is: A small site/app(PWA) that facilitates when playing big games of the party game Mafia (Werewolf) What it isn’t: Not a game, a tool. It does not replace the need of a storyteller or cards. New with this update Added a manifest so now the app can be installed Service worker for offline support Favicons!!! (spent way to long on this) Renamed the site to be more inline with the github (MafiaHelper -> MafiaParty) Made nicer overlays scrollbars and added fixed gutters"}, {"post_id": 59100, "ts": "2026-08-31T18:38:49Z", "hours": 0.4144, "text": "Added some aria labels, fixed some issues and now site gets 100% on lighthouse! This does not mean it’s perfect but for me it’s a cool thing to brag about :)"}, {"post_id": 58780, "ts": "2026-08-31T11:03:47Z", "hours": 1.9997, "text": "MafiaHelper, updated look and better usability What it is: A small site/app(soon I hope, PWA) that facilitates when playing big games of the party game Mafia (Werewolf) What it isn’t: Not a game, a tool. It does not replace the need of a storyteller or cards. Battle tested, it was able to handle two games of 27 players! With multiple killers, doctors, detectives and other roles, we were able to handle two VERRRY long games of mafia without issues caused by the app. It wasn’t perfect, but it did showcase what the app is capable off and just how easy it is for the storyteller when using this tool. Since the last devlog I made it look much nicer on desktop and mobile by adding fixed bottom controls and better consistent cards. Players can now be deleted making usability much nicer since they also get saved, so starting a game with mostly the same players is easier."}, {"post_id": 55556, "ts": "2026-08-27T14:17:23Z", "hours": 3.315, "text": "Added saving and loading and redid all of the night roles checks to be easier to manage and change plus delete all button and individual delete"}, {"post_id": 53997, "ts": "2026-08-24T18:43:02Z", "hours": 4.7222, "text": "hihi, I made this during summer camp (and I still am there lol) to be used to help me moderate large games of mafia Mafia is an irl game similar to Among Us with roles and actions at night, and voting during the day This is not a full mafia app and is meant to only help the moderator not remember what happened every night since with many players IT GETS VERY HARD My experience hosting a game of mafia for 22 people without this was horrendous Try it out now at: https://mafia.casmin.eu More soon!"}]...
|
Title: MafiaParty by @casmin7 | Stardance
Devlogs Title: MafiaParty by @casmin7 | Stardance
Devlogs:
hihi, I made this during summer camp (and I still am there lol) to be used to help me moderate large games of mafia Mafia is an irl game similar to Among Us with roles and actions at night, and voting during the day This is not a full mafia app and is meant to only help the moderator not remember what happened every night since with many players IT GETS VERY HARD My experience hosting a game of mafia for 22 people without this was horrendous Try it out now at: https://mafia.casmin.eu More soon!
Added saving and loading and redid all of the night roles checks to be easier to manage and change plus delete all button and individual delete
MafiaHelper, updated look and better usability What it is: A small site/app(soon I hope, PWA) that facilitates when playing big games of the party game Mafia (Werewolf) What it isn’t: Not a game, a tool. It does not replace the need of a storyteller or cards. Battle tested, it was able to handle two games of 27 players! With multiple killers, doctors, detectives and other roles, we were able to handle two VERRRY long games of mafia without issues caused by the app. It wasn’t perfect, but it did showcase what the app is capable off and just how easy it is for the storyteller when using this tool. Since the last devlog I made it look much nicer on desktop and mobile by adding fixed bottom controls and better consistent cards. Players can now be deleted making usability much nicer since they also get saved, so starting a game with mostly the same players is easier.
Added some aria labels, fixed some issues and now site gets 100% on lighthouse! This does not mean it’s perfect but for me it’s a cool thing to brag about :)
MafiaParty: Now PWA! What it is: A small site/app(PWA) that facilitates when playing big games of the party game Mafia (Werewolf) What it isn’t: Not a game, a tool. It does not replace the need of a storyteller or cards. New with this update Added a manifest so now the app can be installed Service worker for offline support Favicons!!! (spent way to long on this) Renamed the site to be more inline with the github (MafiaHelper -> MafiaParty) Made nicer overlays scrollbars and added fixed gutters
MafiaParty: Now COMPLETE! What it is: A small site/app(PWA) that facilitates when playing big games of the party game Mafia (Werewolf) What it isn’t: Not a game, a tool. It does not replace the need of a storyteller or cards. Ohh boy this one was a big one, one final push before I call it good. I am happy in the state it is right now, finished up the last of the suggestions I had gotten while playing games using it (eg. player count) and I can say I am happy with it and I will soon also publish it ### What’s new: How the switches look Checkboxed save state upon reload Back button now works way better and will not mess up more that it fixes Card events (voting players, selecting targets) was cleaned up Cards can now be focused and interacted using tab Added optional settings Added night & day counter Added player count with total and alive players
Hello there! First devlog after shipping whoa! Thank you all for checking it out Here’s what I improved: The X button will no longer trigger card animations making you miss it Reworked role reveal, now you drag the card to reveal so it no longer makes you accidentally trigger the vote confirmation and is generally nicer to use Removed tap highlight color so buttons look nicer on mobile(on my phone at least) A small update (took a while) but a nice qol update See you all soon!
Hey there I made another polishing update MafiaParty: Now polish (🇵🇱) Added icons to all the buttons that we’re missing Swipe-to-reveal no longer snaps open, making it harder to accidentally reveal a role to someone Added a new setting to reset the game upon win, you will still get a confirmation prompt
MafiaParty: fixParty? Fixed an issue with card dragging on android Now it actually works sorry xd It’s not pretty but works
Ships:
Mafia Party: A helping hand for mafia games What it is: A small site/app (PWA) that facilitates when playing big games of the party game Mafia (Werewolf). Say you have 8 players, 2 killers, 1 medic, 1 detective, remembering what each did at night is quite easy for a storyteller who is experienced. But say that others join too since it seems fun. Great! Now you have 16 players… what now? That’s why I made this! It has been battled tested up to 28 players and the way it was coded theoretically allows for any combo of players and roles. Do you want 30 players, 10 doctors and one killer? Sure Do you want 120 players, 15 of each role, 10 kills per round and multiple eliminations at day? Sure Do whatever you want, do whatever your players need! What it isn’t: It isn’t a full game. It’s merely a tool to be used by a moderator instead of a piece of paper or remembering each action at night. You still need people to play with, a space to play and a deck of cards to give out roles Gameplay Management Dynamic Role Support: Works with any player count or role combo without pre-configuration. Built-in Role Library: Out-of-the-box support for Detective, Doctor/Medic, Cupid, Escort, Mutilator, and traditional Mafia/Villagers. State Tracking: Tracks live player counts, day/night cycles, contextual actions, and win conditions automatically. User Experience & Privacy Peeking Prevention: Draggable role cards reveal secret info only while active, preventing nearby players from seeing the moderator’s screen. Dynamic Players: Cards can be reordered when in the setup phase to prepare for a new game if players move around the room Adaptive Navigation: Contextual nav bar updates available actions based on the current phase of the game. Technical Performance Offline PWA Support: Service worker caching allows full offline usability in low-reception game areas. Persistent Game State: Automatically saves all game data locally so no progress is lost on page refreshes. Try it now at: mafia.casmin.eu
Hi there! MafiaParty: Last ship of the project? After polishing up the app a bit, I am content with it I have seen a comment about translations which seems feasible and actually a cool feature, will look into it! I was also thinking custom roles with priorities and badges and stuff But we’ll see! Thank you all for the support on the last ship! MafiaParty: Short Summery PWA with local caching, save-state and fun stuff like http3/quic A tool meant to aid in big games of Mafia made during summer camp as to solve that exact issue Battle tested up to 27 players lol What’s new this ship: Swipe to reveal IS MUCH BETTER Fixed some blue highlights on android(maybe IOS too but I can’t test) Added an option to reset the game when a win condition is triggered Sometimes when removing a card by clicking the x it would trigger the card animation and shrink it causing you to miss the x. Now fixed Added icons now to all the action buttons...
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1793350569.8082337
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1793436969.8082337
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64780
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quizzer by @Robert_null | Stardance
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Robert_null
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0
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1.68
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0
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[]
|
[{"post_id": 72235, "ts": "202 [{"post_id": 72235, "ts": "2026-09-22T14:32:11Z", "hours": 1.6797, "text": "First devlog. I got: ui setup using ctkinter ollama support openrouter support (this one was hard) gemini support support for multiple saved chats and context retention added the status bar cuz openrouter is very picky and might throw any error out what will it actually do This simple byok app will use ai for the only thing its useful for, helping us learn, so we can do actual cool sciency stuff. In short this app will allow you to give it any text document, pdf and turn it into a set of quizzes for easier revision of the stuff you gotta learn."}]...
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Title: quizzer by @Robert_null | Stardance
Devlog Title: quizzer by @Robert_null | Stardance
Devlogs:
First devlog. I got: ui setup using ctkinter ollama support openrouter support (this one was hard) gemini support support for multiple saved chats and context retention added the status bar cuz openrouter is very picky and might throw any error out what will it actually do This simple byok app will use ai for the only thing its useful for, helping us learn, so we can do actual cool sciency stuff. In short this app will allow you to give it any text document, pdf and turn it into a set of quizzes for easier revision of the stuff you gotta learn....
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1793066034.9189355
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1793670834.9189355
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58236
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Sport-Stock by @Amish | Stardance
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Amish
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0
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18.96
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0
|
[]
|
[{"post_id": 72237, "ts": "202 [{"post_id": 72237, "ts": "2026-09-22T14:44:02Z", "hours": 3.5831, "text": "Devlog 5 so what i have done in this sooo long duration is that i changed the design and texture of the program a bit. Tried a bit of experimentation by adding CTk but had to remove it cause it would then crash the program. Then i added a recycle bin in it and a student log . So what the student log does basically is that it keeps the record of the students so that any other student can’t get any item issued under the name and roll no of other student once his data is fed. This was a major safety feature for my project."}, {"post_id": 69120, "ts": "2026-09-16T12:47:00Z", "hours": 2.0922, "text": "#Devlog 5 the code is succesfully working now!!! changed the theme to something of a golden shade so that it looks actually nice you know…. the program now successfully has a password login system. Like for example i can change the password also from inside the program only. no need to enter the mainframe for the user. The program also requires you enter program at serious tasks like issuing large quantity of item"}, {"post_id": 68110, "ts": "2026-09-14T15:08:51Z", "hours": 1.9114, "text": "Devlog 4 The base of the program is complete and the program is now ready to be executed !!!!🥳🥳🥳🥳. Now the thing i am gonna try and add the roll no system in the program so that it is more efficient and then try and change the theme of the program. The program also has a proper functioning history window alongside with a working exit message-box."}, {"post_id": 66684, "ts": "2026-09-12T15:41:56Z", "hours": 2.7683, "text": "Devlog 3 So got the return button functioning now properly and called it !!! Now all i got to do is write all the history table and make the text change it’s font if a certain warning is displayed like for example the low-stock warning whichnis higlighted with an yellow shade in the background and the text changes on how severe the text is ."}, {"post_id": 65300, "ts": "2026-09-10T10:46:06Z", "hours": 1.3889, "text": "#Devlog 2 so till now i have added the tree view for my code. It contains the history and the view tab for issued items. It gives a shade of yellow if the issued item is yet not returned and a green the moment it is returned. The program still has alot left to complete but the main code would be i am supposing complete by 12 or so."}, {"post_id": 64198, "ts": "2026-09-08T12:56:07Z", "hours": 1.8189, "text": "Day 1 So it is basically the first day of my actual program on ‘Sport-Stock’. The program has it’s own saving sysytem enabled now and i can also add new values to it now. The GUI is not yet prevalent but i have added the buttons and the frames which is gooooodddd. but alot is left😭😭😭"}, {"post_id": 63489, "ts": "2026-09-07T11:32:28Z", "hours": 1.7522, "text": "A Practice version for my program It is a Practical version of my program which just shows the basic roots of my program. It is designed to just understand the basics of my program. Helped me a lot in trying and understand the various Def functions and on how to call them. Learned on how to show the message-box."}, {"post_id": 61590, "ts": "2026-09-04T16:01:55Z", "hours": 3.6494, "text": "So Basically this is the first Dev-log on my sport-stock program. Was able to just load the screen and make the buttons functionable so that they are able to efficiently switch between the tabs. -Amish"}]...
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Title: Sport-Stock by @Amish | Stardance
Devlogs: Title: Sport-Stock by @Amish | Stardance
Devlogs:
So Basically this is the first Dev-log on my sport-stock program. Was able to just load the screen and make the buttons functionable so that they are able to efficiently switch between the tabs. -Amish
A Practice version for my program It is a Practical version of my program which just shows the basic roots of my program. It is designed to just understand the basics of my program. Helped me a lot in trying and understand the various Def functions and on how to call them. Learned on how to show the message-box.
Day 1 So it is basically the first day of my actual program on ‘Sport-Stock’. The program has it’s own saving sysytem enabled now and i can also add new values to it now. The GUI is not yet prevalent but i have added the buttons and the frames which is gooooodddd. but alot is left😭😭😭
#Devlog 2 so till now i have added the tree view for my code. It contains the history and the view tab for issued items. It gives a shade of yellow if the issued item is yet not returned and a green the moment it is returned. The program still has alot left to complete but the main code would be i am supposing complete by 12 or so.
Devlog 3 So got the return button functioning now properly and called it !!! Now all i got to do is write all the history table and make the text change it’s font if a certain warning is displayed like for example the low-stock warning whichnis higlighted with an yellow shade in the background and the text changes on how severe the text is .
Devlog 4 The base of the program is complete and the program is now ready to be executed !!!!🥳🥳🥳🥳. Now the thing i am gonna try and add the roll no system in the program so that it is more efficient and then try and change the theme of the program. The program also has a proper functioning history window alongside with a working exit message-box.
#Devlog 5 the code is succesfully working now!!! changed the theme to something of a golden shade so that it looks actually nice you know…. the program now successfully has a password login system. Like for example i can change the password also from inside the program only. no need to enter the mainframe for the user. The program also requires you enter program at serious tasks like issuing large quantity of item
Devlog 5 so what i have done in this sooo long duration is that i changed the design and texture of the program a bit. Tried a bit of experimentation by adding CTk but had to remove it cause it would then crash the program. Then i added a recycle bin in it and a student log . So what the student log does basically is that it keeps the record of the students so that any other student can’t get any item issued under the name and roll no of other student once his data is fed. This was a major safety feature for my project....
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1792741950.0992937
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1793346750.0992937
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3238
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Pebble by @johnaman | Stardance
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johnaman
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0
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6.29
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0
|
[]
|
[{"post_id": 72243, "ts": "202 [{"post_id": 72243, "ts": "2026-09-22T14:57:49Z", "hours": 1.045, "text": "Hey stardance family I think I realized a little too late that Pebble is a full fledged project that will DEFINITELY not be completed within the deadline for stardance, so I’m debating whether or not to keep it private or put it on forge or another ysws. I had to find another battery and charger to drive the servos,so hopefully I’ll be able to prototype soon! I’m still mocking up a simulator. IF anyone has recs for sims, lmk!"}, {"post_id": 67157, "ts": "2026-09-13T07:16:00Z", "hours": 0.4703, "text": "SUP KIDS I highkey didn’t do much today and not sure if I’ve lost my sticky streak or not sadge I did a little work on pebble, made hit connection so they aren’t just floating in space, added lower legs, but I still can’t decide on an ankle mechanism, especially because it’s a passive ankle… Any ideas welcome! Come to think of it, pebble seems like a crab… wide ahh"}, {"post_id": 65032, "ts": "2026-09-09T20:46:08Z", "hours": 1.4244, "text": "Hi kids :) Messed around with some hardware recently, and tested out the resistance of the servos. The #8-32 bolts fit in the servo holes, and hold it pretty well! Big issue though… I DONT HAVE NUTS FOR THE BOLTS qoq So, I guess I need to steal some nuts from robotics. oh well c’: more fun things on the way! Please ignore the image quality LMAO it was a screenshot of the lapse… and also the actual camera kinda sucks as well"}, {"post_id": 45946, "ts": "2026-08-12T19:15:37Z", "hours": 2.49, "text": "Hello stardance children :) I did a lot today! Got to figure things out for the hips and basic legs of Pebble. I gotta admit, it looks super cool. BUT, the challenge is, whether it will actually be sturdy or just crack as soon as I move the motors :( Speaking of which, I do still have to figure out the motor driver and learn how to balance this boy. Anyways, thanks for reading :)"}, {"post_id": 41628, "ts": "2026-08-05T23:12:40Z", "hours": 0.5167, "text": "Wsg gang ! Today, I worked on a basic sketch of pebble, kind of seeing how it would work. Also, some components came in today, so I’m gonna try to figure it out. Pretty proud of this mockup, so I hope to follow it closely :) If anyone has ideas on what to do with the head/face, lmk! I need ideas cuz I don’t want to directly copy NVIDIA’s Blue…"}, {"post_id": 38376, "ts": "2026-07-31T18:39:27Z", "hours": 0.3394, "text": "Today, I came up with a BOM and started putting together a parts list! I also realized I never updated my description… oops! Changed the project around just now to what the project actually is. I also started a basic sketch of what I want pebble to look like, inspired by NVIDIA’s Blue at GTC 2025. I hope to order things tonight, and hopefully they arrive soon!"}]...
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Title: Pebble by @johnaman | Stardance
Devlogs:
T Title: Pebble by @johnaman | Stardance
Devlogs:
Today, I came up with a BOM and started putting together a parts list! I also realized I never updated my description… oops! Changed the project around just now to what the project actually is. I also started a basic sketch of what I want pebble to look like, inspired by NVIDIA’s Blue at GTC 2025. I hope to order things tonight, and hopefully they arrive soon!
Wsg gang ! Today, I worked on a basic sketch of pebble, kind of seeing how it would work. Also, some components came in today, so I’m gonna try to figure it out. Pretty proud of this mockup, so I hope to follow it closely :) If anyone has ideas on what to do with the head/face, lmk! I need ideas cuz I don’t want to directly copy NVIDIA’s Blue…
Hello stardance children :) I did a lot today! Got to figure things out for the hips and basic legs of Pebble. I gotta admit, it looks super cool. BUT, the challenge is, whether it will actually be sturdy or just crack as soon as I move the motors :( Speaking of which, I do still have to figure out the motor driver and learn how to balance this boy. Anyways, thanks for reading :)
Hi kids :) Messed around with some hardware recently, and tested out the resistance of the servos. The #8-32 bolts fit in the servo holes, and hold it pretty well! Big issue though… I DONT HAVE NUTS FOR THE BOLTS qoq So, I guess I need to steal some nuts from robotics. oh well c’: more fun things on the way! Please ignore the image quality LMAO it was a screenshot of the lapse… and also the actual camera kinda sucks as well
SUP KIDS I highkey didn’t do much today and not sure if I’ve lost my sticky streak or not sadge I did a little work on pebble, made hit connection so they aren’t just floating in space, added lower legs, but I still can’t decide on an ankle mechanism, especially because it’s a passive ankle… Any ideas welcome! Come to think of it, pebble seems like a crab… wide ahh
Hey stardance family I think I realized a little too late that Pebble is a full fledged project that will DEFINITELY not be completed within the deadline for stardance, so I’m debating whether or not to keep it private or put it on forge or another ysws. I had to find another battery and charger to drive the servos,so hopefully I’ll be able to prototype soon! I’m still mocking up a simulator. IF anyone has recs for sims, lmk!...
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1793339690.987278
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1793944490.987278
|
|
64456
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FrierenOS by @CelestialJIggy | Stardance
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CelestialJIggy
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0
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1.27
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0
|
[]
|
[{"post_id": 72248, "ts": "202 [{"post_id": 72248, "ts": "2026-09-22T15:04:35Z", "hours": 1.2653, "text": "Have just started the basics of HTML and CSS! I have gathered the foundational knowledge in order to bring FrierenOS to life. Looking to complete at the very least 5 hours a day for FrierenOS."}]...
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Title: FrierenOS by @CelestialJIggy | Stardance
D Title: FrierenOS by @CelestialJIggy | Stardance
Devlogs:
Have just started the basics of HTML and CSS! I have gathered the foundational knowledge in order to bring FrierenOS to life. Looking to complete at the very least 5 hours a day for FrierenOS....
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1793062508.5007677
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1793667308.5007677
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63019
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LunOS by @lunois_vee | Stardance
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lunois_vee
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1
|
6.7
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T10:59:02Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built LunOS, a cozy and whimsical web-based operating system! It features pixel-art aesthetic, interactive pop-up cards, draggable desktop windows, and a live clock widget. The most challenging part was getting the window dragging logic in JavaScript to feel smooth while dynamically managing z-index layers so whichever window or widget you click on automatically pops to the front. I’m super proud of the overall cozy aesthetic and how functional the live clock widget turned out alongside the movable UI elements. To test it, simply visit the live site, click the taskbar icons to toggle windows, and click and drag any window or the clock widget around the screen!", "repo": "https://github.com/vunshikaaaa/lunOS", "demo": "https://vunshikaaaa.github.io/lunOS/"}]...
|
[{"post_id": 72250, "ts": "202 [{"post_id": 72250, "ts": "2026-09-22T15:07:46Z", "hours": 1.0661, "text": "Added all the icons towards the left all the page. (Only the first icon, i.e. About, is functional as of now. Also added a live clock in the top right of the page."}, {"post_id": 72190, "ts": "2026-09-22T13:00:30Z", "hours": 1.6717, "text": "Added the About button. Tried to make it interactive by making it slightly lift up when you hover over it, and when you click the button, the About Pop Up appears. P.S.- The challenge I was talking about in the previous devlog did present itself. So the various icons i designed on canva were in the for ofm squares with their corners rounded and their background had been set to a certain transparency. When i was downloading them, the corners were white and the transparency was gone. I finally had to place the icons in the wallpaper in Canva and then export them :( it took quite a while, but problem solved!"}, {"post_id": 71949, "ts": "2026-09-21T20:41:07Z", "hours": 0.9581, "text": "Restarting LunOS from Scratch!! I wasn’t really satisfied with the first version I made - so I deleted that entire code. Now, I’m starting from Scratch to build a whimsical webOS that feels personal. Spent some time designing three choices for the wallpaper, with the blue one being the default wallpaper. Also designed the icons to be displayed. Although I can sense a challenge with this coming up - will post the next devlog once i solve that challenge. Stay tuned to know what the challenge was and how I solved it!"}, {"post_id": 71116, "ts": "2026-09-20T10:05:07Z", "hours": 0.5539, "text": "woohooo draggable windows finally added! LunOS is officially fully live, cozy, and interactive. Go check it out and let me know your thoughts! I’d be more than happy to implement your suggestions 💌✨"}, {"post_id": 71075, "ts": "2026-09-20T08:39:02Z", "hours": 0.2992, "text": "Added a live clock widget in LunOS! I styled the clock widget with a cozy translucent background, added a soft blur effect and pixel-inspired typography to match and add onto the overall cozy vibes. Next challenge would making all the widgets draggable across the screen 🚀✨"}, {"post_id": 71028, "ts": "2026-09-20T07:09:44Z", "hours": 1.7083, "text": "Made my first ever OS - LunOS The inspiration was to make a cute, whimsical, cozy space. It’s elementary as of now, and I will be adding more features soon. Let me know your thoughts!!"}]...
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Title: LunOS by @lunois_vee | Stardance
Devlogs:
Title: LunOS by @lunois_vee | Stardance
Devlogs:
Made my first ever OS - LunOS The inspiration was to make a cute, whimsical, cozy space. It’s elementary as of now, and I will be adding more features soon. Let me know your thoughts!!
Added a live clock widget in LunOS! I styled the clock widget with a cozy translucent background, added a soft blur effect and pixel-inspired typography to match and add onto the overall cozy vibes. Next challenge would making all the widgets draggable across the screen 🚀✨
woohooo draggable windows finally added! LunOS is officially fully live, cozy, and interactive. Go check it out and let me know your thoughts! I’d be more than happy to implement your suggestions 💌✨
Restarting LunOS from Scratch!! I wasn’t really satisfied with the first version I made - so I deleted that entire code. Now, I’m starting from Scratch to build a whimsical webOS that feels personal. Spent some time designing three choices for the wallpaper, with the blue one being the default wallpaper. Also designed the icons to be displayed. Although I can sense a challenge with this coming up - will post the next devlog once i solve that challenge. Stay tuned to know what the challenge was and how I solved it!
Added the About button. Tried to make it interactive by making it slightly lift up when you hover over it, and when you click the button, the About Pop Up appears. P.S.- The challenge I was talking about in the previous devlog did present itself. So the various icons i designed on canva were in the for ofm squares with their corners rounded and their background had been set to a certain transparency. When i was downloading them, the corners were white and the transparency was gone. I finally had to place the icons in the wallpaper in Canva and then export them :( it took quite a while, but problem solved!
Added all the icons towards the left all the page. (Only the first icon, i.e. About, is functional as of now. Also added a live clock in the top right of the page.
Ships:
I built LunOS, a cozy and whimsical web-based operating system! It features pixel-art aesthetic, interactive pop-up cards, draggable desktop windows, and a live clock widget. The most challenging part was getting the window dragging logic in JavaScript to feel smooth while dynamically managing z-index layers so whichever window or widget you click on automatically pops to the front. I’m super proud of the overall cozy aesthetic and how functional the live clock widget turned out alongside the movable UI elements. To test it, simply visit the live site, click the taskbar icons to toggle windows, and click and drag any window or the clock widget around the screen!...
|
1793210173.8852477
|
1793296573.8852477
|
|
63808
|
website for my club :0 by @jamallyemin | Stardance
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jamallyemin
|
1
|
4.9
|
14
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T21:44:55Z", "hours": 3.0, "multiplier": 4.3, "payout": 14, "blessing": "neutral", "text": "built a landing page for my club (Caspian Hack Club) using html, css, and vanilla js. wanted a raw, minimalist dark look with monospace fonts and a dot grid background. the trickiest part was fixing some flexbox/grid layout alignment issues in the footer and getting the interactive project toggle tab to animate smoothly without any libraries. pretty happy with how clean and responsive the design turned out. you can test it by opening the site link, toggling between individual/club projects, and checking out the member links!", "repo": "https://github.com/jamallyemin/CaspianHC", "demo": "https://jamallyemin.github.io/CaspianHC/"}]...
|
[{"post_id": 72252, "ts": "202 [{"post_id": 72252, "ts": "2026-09-22T15:11:29Z", "hours": 1.8964, "text": "hai! just updated the website for my club! added light/dark theme, az/en/ru support, a photo gallery for hardware builds (and the epic crew ofc), plus a devlogs section to log our project progress!"}, {"post_id": 70850, "ts": "2026-09-19T21:22:37Z", "hours": 1.7747, "text": "it’s done now!! there’s more stuff I’d like to add such as gallery, joining to club section, chat and more kewl stuff but I’m kinda lazy, I will do these in the next update and when I add the club members to member list ^_^"}, {"post_id": 70766, "ts": "2026-09-19T18:39:51Z", "hours": 1.1, "text": "hai!! im building a website for my club where we will be able to display our projects (individual and group), show the epic crew and more!! so far I’ve finished designing the logo for my club and the html."}]...
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Title: website for my club :0 by @jamallyemin | St Title: website for my club :0 by @jamallyemin | Stardance
Devlogs:
hai!! im building a website for my club where we will be able to display our projects (individual and group), show the epic crew and more!! so far I’ve finished designing the logo for my club and the html.
it’s done now!! there’s more stuff I’d like to add such as gallery, joining to club section, chat and more kewl stuff but I’m kinda lazy, I will do these in the next update and when I add the club members to member list ^_^
hai! just updated the website for my club! added light/dark theme, az/en/ru support, a photo gallery for hardware builds (and the epic crew ofc), plus a devlogs section to log our project progress!
Ships:
built a landing page for my club (Caspian Hack Club) using html, css, and vanilla js. wanted a raw, minimalist dark look with monospace fonts and a dot grid background. the trickiest part was fixing some flexbox/grid layout alignment issues in the footer and getting the interactive project toggle tab to animate smoothly without any libraries. pretty happy with how clean and responsive the design turned out. you can test it by opening the site link, toggling between individual/club projects, and checking out the member links!...
|
1793213408.550825
|
1793299808.550825
|
|
64744
|
RidzOS by @Ridith | Stardance
|
Ridith
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T15:38:27Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What Did We Make? We built a fully functional web operating system named RidzOS! It features a custom desktop interface, an interactive top status bar with a live clock ticking every second, desktop application icon shortcuts, modular draggable windows with closing and layer focusing capabilities, and a built-in notes application driven by JavaScript arrays and dynamic sidebars. What Was Challenging? Building the window management engine was definitely the trickiest part. Wiring up the math for mouse dragging coordinates so windows follow your cursor smoothly, managing layer order so clicked windows always rise to the top above others, and protecting the top menu bar from being covered required careful programming logic. What Are You Proud Of? Being able to conceptualize, code, and ship a completely personalized operating system live onto the internet is a massive achievement. Watching the custom gradient wallpaper load, clicking the icon to spawn windows, and seeing notes render dynamically from an array all coming together into a polished product feels incredible. What Should People Know When Testing? When testing Ridith OS, keep these things in mind: You can click and drag any window header around the screen just like a real operating system. Click the desktop app icon to launch the notes application, and use the sidebar items to switch between notes. The top bar features a live clock showing real time updates, and windows will automatically stack on top of each other when clicked. Technical Architecture Ridith OS is structured around two primary code files: index .html: Contains the core DOM structure, including the desktop layout container, the top status bar, desktop app shortcut wrappers, and the modular window templates for both the welcome prompt and the notes application.script.js: Manages all dynamic behaviors. This includes the real time clock interval loop, the physics engine for mouse dragging windows, window layering and focus management, and the JavaScript array iteration used to dynamically populate the notes sidebar content. Getting Started Locally To run or modify this project on your local machine or through a cloud development environment, follow these steps: Clone or download the repository to your local computer. Open the project folder inside any code editor such as Visual Studio Code or GitHub Codespaces. Open the index.html file in any modern web browser or deploy the repository using GitHub Pages to run it live on the web. Future Development Plans Future updates and additions planned for the platform include additional desktop utilities, persistent local storage support for user notes, custom theme selection, and expanded interactive applications", "repo": "https://github.com/RockingRidz/Ridith-OS", "demo": "https://rockingridz.github.io/Ridith-OS/"}]...
|
[{"post_id": 72267, "ts": "202 [{"post_id": 72267, "ts": "2026-09-22T15:30:55Z", "hours": 0.2836, "text": "I have successfully redone the UI as I felt the last one was too bland and a little bit common, hope you look it!!"}, {"post_id": 72244, "ts": "2026-09-22T14:57:56Z", "hours": 0.8336, "text": "I gave my best attempt to do a speed run project trying to finish by 1 Hour, which will improve my critical thinking as well as speed coding. Which I was able to acomplish!!"}]...
|
Title: RidzOS by @Ridith | Stardance
Devlogs:
I g Title: RidzOS by @Ridith | Stardance
Devlogs:
I gave my best attempt to do a speed run project trying to finish by 1 Hour, which will improve my critical thinking as well as speed coding. Which I was able to acomplish!!
I have successfully redone the UI as I felt the last one was too bland and a little bit common, hope you look it!!
Ships:
What Did We Make? We built a fully functional web operating system named RidzOS! It features a custom desktop interface, an interactive top status bar with a live clock ticking every second, desktop application icon shortcuts, modular draggable windows with closing and layer focusing capabilities, and a built-in notes application driven by JavaScript arrays and dynamic sidebars. What Was Challenging? Building the window management engine was definitely the trickiest part. Wiring up the math for mouse dragging coordinates so windows follow your cursor smoothly, managing layer order so clicked windows always rise to the top above others, and protecting the top menu bar from being covered required careful programming logic. What Are You Proud Of? Being able to conceptualize, code, and ship a completely personalized operating system live onto the internet is a massive achievement. Watching the custom gradient wallpaper load, clicking the icon to spawn windows, and seeing notes render dynamically from an array all coming together into a polished product feels incredible. What Should People Know When Testing? When testing Ridith OS, keep these things in mind: You can click and drag any window header around the screen just like a real operating system. Click the desktop app icon to launch the notes application, and use the sidebar items to switch between notes. The top bar features a live clock showing real time updates, and windows will automatically stack on top of each other when clicked. Technical Architecture Ridith OS is structured around two primary code files: index .html: Contains the core DOM structure, including the desktop layout container, the top status bar, desktop app shortcut wrappers, and the modular window templates for both the welcome prompt and the notes application.script.js: Manages all dynamic behaviors. This includes the real time clock interval loop, the physics engine for mouse dragging windows, window layering and focus management, and the JavaScript array iteration used to dynamically populate the notes sidebar content. Getting Started Locally To run or modify this project on your local machine or through a cloud development environment, follow these steps: Clone or download the repository to your local computer. Open the project folder inside any code editor such as Visual Studio Code or GitHub Codespaces. Open the index.html file in any modern web browser or deploy the repository using GitHub Pages to run it live on the web. Future Development Plans Future updates and additions planned for the platform include additional desktop utilities, persistent local storage support for user notes, custom theme selection, and expanded interactive applications...
|
1793213634.5165234
|
1793300034.5165234
|
|
61020
|
techy nerd crap by @cyclic | Stardance
|
cyclic
|
0
|
23.25
|
0
|
[]
|
[{"post_id": 72268, "ts": "202 [{"post_id": 72268, "ts": "2026-09-22T15:33:47Z", "hours": 8.5086, "text": "I have setup the item frontend and now I can query things from the DB with the web page"}, {"post_id": 68124, "ts": "2026-09-14T15:40:54Z", "hours": 4.6417, "text": "I fixed the database and macros and learned that you can conditionaly implement dirived functions in rust"}, {"post_id": 65958, "ts": "2026-09-11T13:29:18Z", "hours": 10.0983, "text": "I started by making a macro to do all of my database objects and to be able to not need to manually write all of my sql statements and I fully implemented auth"}]...
|
Title: techy nerd crap by @cyclic | Stardance
Dev Title: techy nerd crap by @cyclic | Stardance
Devlogs:
I started by making a macro to do all of my database objects and to be able to not need to manually write all of my sql statements and I fully implemented auth
I fixed the database and macros and learned that you can conditionaly implement dirived functions in rust
I have setup the item frontend and now I can query things from the DB with the web page...
|
1793037162.193505
|
1793641962.193505
|
|
62408
|
Pandatap by @kaxokaze | Stardance
|
kaxokaze
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:35:11Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made PandaTap, a website for a small NFC review-card project I’ve been working on. The idea is pretty simple: businesses can give customers a branded card that makes getting to their Google review page much easier. I wanted the website to feel like an actual product website, not just a school/project website, so I spent a lot of time working on the design, layout, animations, responsive behavior, and the way the physical card is presented. The hardest part was getting everything to feel consistent across the different pages while still keeping the site fast and easy to use. I’m most proud of the overall polish and the fact that it’s actually deployed and usable. You can explore the homepage and the different sections/pages to see how the product works and how it could be used by salons, restaurants, clinics, and other local businesses. https://pandatap.onrender.com/", "repo": "https://github.com/kaxokaze/pandatap-site", "demo": "https://pandatap.onrender.com/"}]...
|
[{"post_id": 72276, "ts": "202 [{"post_id": 72276, "ts": "2026-09-22T15:50:35Z", "hours": 0.4178, "text": "worked on some changes! but i didnt post it, it wasnt good"}, {"post_id": 69988, "ts": "2026-09-18T06:23:24Z", "hours": 1.0117, "text": "Finally client’s Menu site done: go checkout at https://pandatap.onrender.com yyayayyayayaya"}, {"post_id": 69859, "ts": "2026-09-17T22:45:27Z", "hours": 3.5011, "text": "site was improved: seo improvements, and memory usage reductions. better now"}]...
|
Title: Pandatap by @kaxokaze | Stardance
Devlogs: Title: Pandatap by @kaxokaze | Stardance
Devlogs:
site was improved: seo improvements, and memory usage reductions. better now
Finally client’s Menu site done: go checkout at https://pandatap.onrender.com yyayayyayayaya
worked on some changes! but i didnt post it, it wasnt good
Ships:
I made PandaTap, a website for a small NFC review-card project I’ve been working on. The idea is pretty simple: businesses can give customers a branded card that makes getting to their Google review page much easier. I wanted the website to feel like an actual product website, not just a school/project website, so I spent a lot of time working on the design, layout, animations, responsive behavior, and the way the physical card is presented. The hardest part was getting everything to feel consistent across the different pages while still keeping the site fast and easy to use. I’m most proud of the overall polish and the fact that it’s actually deployed and usable. You can explore the homepage and the different sections/pages to see how the product works and how it could be used by salons, restaurants, clinics, and other local businesses. https://pandatap.onrender.com/...
|
1793210007.4628382
|
1793296407.4628382
|
|
55609
|
personal_portfolio by @Mando328 | Stardance
|
Mando328
|
2
|
15.0
|
36
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T15:56:16Z", "hours": 10.0, "multiplier": 3.45, "payout": 36, "blessing": "neutral", "text": "Added a ton of features and polished it all up. I am very happy with this project. I learnd a lot during it and i just have fun. I can always develop it in fututre once I learn new things.", "repo": "https://github.com/Mando328/personalportfolio_os", "demo": "https://mando328.github.io/personalportfolio_os/"}, {"ship_num": 2, "ts": "2026-09-02T15:34:45Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "FIRST VERSION FINALLY READY!!! I am very proud of myself beacuse it is my very first finished fully shipped project. I always lacked the self control to ship a project, and I have started many. I am very very happy with how it turned out, but i plan on working and polishing it until the next ship. I also very like the asthetics, beacuse it leads me to old internet times (which I am probably too young to remember). The most challenging part was once again the self control, but I managed to make it work! I am very very happy.", "repo": "https://github.com/Mando328/personalportfolio_os", "demo": "https://mando328.github.io/personalportfolio_os/"}]...
|
[{"post_id": 72277, "ts": "202 [{"post_id": 72277, "ts": "2026-09-22T15:53:51Z", "hours": 1.2444, "text": "finished the project. tried to add a calculator but gave up. fixed last bugs and i will be shipping rn"}, {"post_id": 67311, "ts": "2026-09-13T11:47:34Z", "hours": 0.8606, "text": "added a function to save window position and state between sessions"}, {"post_id": 66837, "ts": "2026-09-12T19:10:02Z", "hours": 1.4089, "text": "Added a music player and fixed some bugs. It tbh mostly code copied from medium and repurposed for my use. I am pretty happy with how it turned out, but once again I used ai for debbuging which i am not proud of. Next i plan to add a konami code"}, {"post_id": 64304, "ts": "2026-09-08T16:21:43Z", "hours": 1.2106, "text": "added this simple function to optimize the window opening. I am mad at myself i have not coded it right on the start. I had this weird bug where after commiting to gh parts of the function got deleted and the code got corrupted, so i reverted to previous version and wrote the optimalization de novo. I will be working on improving the code further"}, {"post_id": 63569, "ts": "2026-09-07T14:18:25Z", "hours": 2.5175, "text": "added fractals window. It dynamicly generates greyscale fractals from julia set. It was some pretty advanced math for me and a first time doing smth like that, so god bless @polytroper for his tutorial on this matter. It unfortunatly was not very good suited for usage in this type of windows, so i had to change it quite a bit. I also used ai for optimalization of the code beacuse it ran in like 2 frames per second. Next i want to implement a music player."}, {"post_id": 61109, "ts": "2026-09-03T20:42:22Z", "hours": 1.705, "text": "Added NASA astronomy picture of the day. It was VERY hard for me since it was my first time working with API. I am very very happy it turned out to work good. I had to use some copilot for explaining the concepts and stuff but I wrote the code. Tommorow I will create a small app where I will put in all my certificates and achivments (currently 3 lol). Goodnight Btw should i go with 2 column or 1 column layout of the icons(the ones on the left)"}, {"post_id": 60985, "ts": "2026-09-03T17:51:42Z", "hours": 0.455, "text": "added nice project window where you can scroll the gallery and click to get to github. (I am also showcasing the new social media buttons)"}, {"post_id": 60895, "ts": "2026-09-03T15:28:53Z", "hours": 0.9328, "text": "I made the notes window more fitting for the theme, also added reddit dc and github link in the personal tab and added an icon for the next window"}, {"post_id": 60275, "ts": "2026-09-02T15:27:32Z", "hours": 0.7606, "text": "So i added a notes function with memory that persist between site openings and polished everything up for shipping!"}, {"post_id": 57971, "ts": "2026-08-30T09:35:41Z", "hours": 1.2786, "text": "So i added new window with some personal info and a nice scrollable gallery that i stole from the internet. I had to use a lil bit of copilot for debugging beacuse i could not get window opening and image sizing to work. I am not proud of it but its a tool like any other isnt it? Next I plan on adding more advanced app like a music one and ship the project for the first time so I can already track the time towards more stardust than the set payout amount."}, {"post_id": 57678, "ts": "2026-08-29T22:15:21Z", "hours": 0.6539, "text": "added a div for the rest of the icons, those ones are just placeholders for now. I also created some css classes to improve the code readibility, but I still think it is very very bad."}, {"post_id": 57252, "ts": "2026-08-29T11:16:03Z", "hours": 1.5653, "text": "So today I am omw to my aunt’s birthday, so I wrote some code in the car. I added the clock, expanded the text in the welcome window, added some styling and made the windows draggable. I am very very proud of myself tbh, beacuse i never used js"}, {"post_id": 56930, "ts": "2026-08-28T23:12:46Z", "hours": 0.9286, "text": "Starting the basics, organizing file structure and starting with html and css. I was able to create a pretty nice starting page i guess. I am trying to go with kind of windows xp look with the icons, i like the retro vibe. I think i will add a little bit tommorow."}]...
|
Title: personal_portfolio by @Mando328 | Stardance Title: personal_portfolio by @Mando328 | Stardance
Devlogs:
Starting the basics, organizing file structure and starting with html and css. I was able to create a pretty nice starting page i guess. I am trying to go with kind of windows xp look with the icons, i like the retro vibe. I think i will add a little bit tommorow.
So today I am omw to my aunt’s birthday, so I wrote some code in the car. I added the clock, expanded the text in the welcome window, added some styling and made the windows draggable. I am very very proud of myself tbh, beacuse i never used js
added a div for the rest of the icons, those ones are just placeholders for now. I also created some css classes to improve the code readibility, but I still think it is very very bad.
So i added new window with some personal info and a nice scrollable gallery that i stole from the internet. I had to use a lil bit of copilot for debugging beacuse i could not get window opening and image sizing to work. I am not proud of it but its a tool like any other isnt it? Next I plan on adding more advanced app like a music one and ship the project for the first time so I can already track the time towards more stardust than the set payout amount.
So i added a notes function with memory that persist between site openings and polished everything up for shipping!
I made the notes window more fitting for the theme, also added reddit dc and github link in the personal tab and added an icon for the next window
added nice project window where you can scroll the gallery and click to get to github. (I am also showcasing the new social media buttons)
Added NASA astronomy picture of the day. It was VERY hard for me since it was my first time working with API. I am very very happy it turned out to work good. I had to use some copilot for explaining the concepts and stuff but I wrote the code. Tommorow I will create a small app where I will put in all my certificates and achivments (currently 3 lol). Goodnight Btw should i go with 2 column or 1 column layout of the icons(the ones on the left)
added fractals window. It dynamicly generates greyscale fractals from julia set. It was some pretty advanced math for me and a first time doing smth like that, so god bless @polytroper for his tutorial on this matter. It unfortunatly was not very good suited for usage in this type of windows, so i had to change it quite a bit. I also used ai for optimalization of the code beacuse it ran in like 2 frames per second. Next i want to implement a music player.
added this simple function to optimize the window opening. I am mad at myself i have not coded it right on the start. I had this weird bug where after commiting to gh parts of the function got deleted and the code got corrupted, so i reverted to previous version and wrote the optimalization de novo. I will be working on improving the code further
Added a music player and fixed some bugs. It tbh mostly code copied from medium and repurposed for my use. I am pretty happy with how it turned out, but once again I used ai for debbuging which i am not proud of. Next i plan to add a konami code
added a function to save window position and state between sessions
finished the project. tried to add a calculator but gave up. fixed last bugs and i will be shipping rn
Ships:
FIRST VERSION FINALLY READY!!! I am very proud of myself beacuse it is my very first finished fully shipped project. I always lacked the self control to ship a project, and I have started many. I am very very happy with how it turned out, but i plan on working and polishing it until the next ship. I also very like the asthetics, beacuse it leads me to old internet times (which I am probably too young to remember). The most challenging part was once again the self control, but I managed to make it work! I am very very happy.
Added a ton of features and polished it all up. I am very happy with this project. I learnd a lot during it and i just have fun. I can always develop it in fututre once I learn new things....
|
1793318201.7347522
|
1793404601.7347522
|
|
55692
|
nephthys+ by @Devansh | Stardance
|
Devansh
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T16:29:28Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made nephthys+, a alternative to nephthys which has many more feautres. prometheus api integration support for custom macros, made in slack home page, not in code macros send with user name and pfp above integretures with taut client forward macro comming soon! to forward it to other help channels! hopefully will get this on a hackclub repo!", "repo": "https://github.com/aoishik/nephthys-plus", "demo": "https://hackclub.enterprise.slack.com/archives/C07TM4C0AQ5"}]...
|
[{"post_id": 72284, "ts": "202 [{"post_id": 72284, "ts": "2026-09-22T16:13:35Z", "hours": 1.5697, "text": "another big update! help now uses it, along with hackclub-ai-help . unfortunetley aoishik kidnaped the repo idk why but probably to auto deploy on push Anyways firstly we tried but failed to fix why slack mesage deleiton wasnt working. I also added integretion with taut, so now taut will show it as me sending it with small app icon instead of showing it from a app, it looks realy cool more updates to follow(or probably not, i have exams so ill ship now but updates will come after sd ends) Plan for future is to make it so that i can run ?forward #stardance-help to forward the ticket it would make much things easier And i will kidnap the wait time form unified help, and probaly get this on a hackclub repo! The picture shows a custom macro i made to redirect to stardance"}, {"post_id": 57096, "ts": "2026-08-29T06:01:54Z", "hours": 3.6097, "text": "i did a lot of stuf! made so that you can add macros on app homepage made it use the promethus api instead of a ws admin token! no ned to bother a ws admin now just ask evan! is safer too since only for one channel made macros use helper pfp cuz looks better"}]...
|
Title: nephthys+ by @Devansh | Stardance
Devlogs: Title: nephthys+ by @Devansh | Stardance
Devlogs:
i did a lot of stuf! made so that you can add macros on app homepage made it use the promethus api instead of a ws admin token! no ned to bother a ws admin now just ask evan! is safer too since only for one channel made macros use helper pfp cuz looks better
another big update! help now uses it, along with hackclub-ai-help . unfortunetley aoishik kidnaped the repo idk why but probably to auto deploy on push Anyways firstly we tried but failed to fix why slack mesage deleiton wasnt working. I also added integretion with taut, so now taut will show it as me sending it with small app icon instead of showing it from a app, it looks realy cool more updates to follow(or probably not, i have exams so ill ship now but updates will come after sd ends) Plan for future is to make it so that i can run ?forward #stardance-help to forward the ticket it would make much things easier And i will kidnap the wait time form unified help, and probaly get this on a hackclub repo! The picture shows a custom macro i made to redirect to stardance
Ships:
I made nephthys+, a alternative to nephthys which has many more feautres. prometheus api integration support for custom macros, made in slack home page, not in code macros send with user name and pfp above integretures with taut client forward macro comming soon! to forward it to other help channels! hopefully will get this on a hackclub repo!...
|
1793346582.7762473
|
1793432982.7762473
|
|
64823
|
Atlas by @shadowash8 | Stardance
|
shadowash8
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T17:06:38Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Why is saving content on mobile still so painful? I love tools like Emacs on the desktop which is my main notes app and text editor, but there is no mobile for it, the mobile options have too much friction. I wanted a zero-friction way to save links, text, and ideas the second I encounter them. So I built it myself. Meet Atlas. It’s an elegant, lightweight mobile app focused entirely on gathering digital artifacts. I spent a lot of time fine-tuning the native mobile integration - now you can share websites, quotes, or media from any app directly into Atlas via system share intents. It’s completely solved my content-hoarding problem.", "repo": "https://github.com/shadowash8/atlas", "demo": "https://github.com/shadowash8/atlas/releases/download/v0.2.0/atlas-v0.2.0.apk"}]...
|
[{"post_id": 72300, "ts": "202 [{"post_id": 72300, "ts": "2026-09-22T16:46:09Z", "hours": 0.5694, "text": "Atlas Preview"}]...
|
Title: Atlas by @shadowash8 | Stardance
Devlogs:
Title: Atlas by @shadowash8 | Stardance
Devlogs:
Atlas Preview
Ships:
Why is saving content on mobile still so painful? I love tools like Emacs on the desktop which is my main notes app and text editor, but there is no mobile for it, the mobile options have too much friction. I wanted a zero-friction way to save links, text, and ideas the second I encounter them. So I built it myself. Meet Atlas. It’s an elegant, lightweight mobile app focused entirely on gathering digital artifacts. I spent a lot of time fine-tuning the native mobile integration - now you can share websites, quotes, or media from any app directly into Atlas via system share intents. It’s completely solved my content-hoarding problem....
|
1793213650.8048024
|
1793300050.8048024
|
|
63934
|
My own site! by @benitoleon467 | Stardance
|
benitoleon467
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T17:05:26Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So i have created my personal website using codespace with html and css the challenging part was designing other than there was nothing else", "repo": "https://github.com/benleo2/benleo2", "demo": "https://benleo2.github.io/benleo2/"}]...
|
[{"post_id": 72303, "ts": "202 [{"post_id": 72303, "ts": "2026-09-22T16:53:43Z", "hours": 2.1919, "text": "A personal website as a portfolio"}]...
|
Title: My own site! by @benitoleon467 | Stardance
Title: My own site! by @benitoleon467 | Stardance
Devlogs:
A personal website as a portfolio
Ships:
So i have created my personal website using codespace with html and css the challenging part was designing other than there was nothing else...
|
1793213452.1868362
|
1793299852.1868362
|
|
17913
|
P5esqueOS by @miminstrels | Stardance
|
miminstrels
|
0
|
5.79
|
0
|
[]
|
[{"post_id": 72310, "ts": "202 [{"post_id": 72310, "ts": "2026-09-22T17:11:46Z", "hours": 1.1825, "text": "javascript is like my nightmare.. although it’s pretty easy to understand. but this took so longgg because for some reasons it was still undraggable. all of the sudden tho it js worked… and i’m still studying on what i tweaked in order for it to work.."}, {"post_id": 72259, "ts": "2026-09-22T15:21:44Z", "hours": 2.8503, "text": "did the second part from the guide. there’s a separate css page cus i thought it would get really cramped putting everything on the html file."}, {"post_id": 71767, "ts": "2026-09-21T14:23:15Z", "hours": 1.76, "text": "i kinda know a thing or two about html and css, it wasn’t super confusing… granted i struggled so much on adding custom fonts (because of some silly minor mistake) but either way i have a vision. im planning on drawing images and whatnot."}]...
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Title: P5esqueOS by @miminstrels | Stardance
Devl Title: P5esqueOS by @miminstrels | Stardance
Devlogs:
i kinda know a thing or two about html and css, it wasn’t super confusing… granted i struggled so much on adding custom fonts (because of some silly minor mistake) but either way i have a vision. im planning on drawing images and whatnot.
did the second part from the guide. there’s a separate css page cus i thought it would get really cramped putting everything on the html file.
javascript is like my nightmare.. although it’s pretty easy to understand. but this took so longgg because for some reasons it was still undraggable. all of the sudden tho it js worked… and i’m still studying on what i tweaked in order for it to work.....
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1792669861.11649
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1793274661.11649
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60720
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atom ctrl by @adityaaaa | Stardance
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adityaaaa
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0
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48.36
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0
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[]
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[{"post_id": 72312, "ts": "202 [{"post_id": 72312, "ts": "2026-09-22T17:14:51Z", "hours": 48.3586, "text": "hey guys, i’ve been working on my startup’s site. It’s completely open source and i did a design in the past 2 weeks or so. i would love to hear your thoughts on this. thanks.."}]...
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Title: atom ctrl by @adityaaaa | Stardance
Devlog Title: atom ctrl by @adityaaaa | Stardance
Devlogs:
hey guys, i’ve been working on my startup’s site. It’s completely open source and i did a design in the past 2 weeks or so. i would love to hear your thoughts on this. thanks.....
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1793036976.6365466
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1793641776.6365466
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