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36890
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Mine and Dine - 26.2 Minecraft Mod by @RevComInter Mine and Dine - 26.2 Minecraft Mod by @RevComInteractives | Stardance...
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RevComInteractives
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86.0
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1463
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T19:49:16Z", "hours": 29.0, "multiplier": 14.54, "payout": 420, "blessing": "neutral", "text": "Mine & Dine is a Minecraft mod that aims to overhaul the minecraft cooking system, because I always thought that it was a little bit shallow and lacked depth. Therefore I have set the goal for myself to transform the cooking system into something I always wanted. My mod adds six new blockentities and over 70 new items that do exactly that. (You can find a deeper explanation of the contents in my ReadMe) This mod is by far not finished but I think it’s gotten to a point where I would say it is playable and enjoyable, that’s why I decided to ship it now. Especially now that I’ve successfully ported it to version 26.2. What I’m especially proud of is how far my skills as a mod developer have come since I started this project. I have made a couple of smaller mods before the stardance challenge but never something quite like this. I was even able to upload it to Modrinth where the whole world can see it. (Modrinth is also the easiest way to play my mod btw) This step of shipping my final project for this challenge really feels like I’ve achieved something. Thanks in advance to everyone who plays my mod, I hope you’ll enjoy it. If you encounter any bugs (And its not unlikely you do) please report them on my github page. Anyways that’s everything I have to say for now, see you around!", "repo": "https://github.com/JhStudi0/MineAndDine-26.2", "demo": "https://modrinth.com/mod/mine-and-dine"}, {"ship_num": 2, "ts": "2026-09-01T19:51:42Z", "hours": 57.0, "multiplier": 18.17, "payout": 1043, "blessing": "neutral", "text": "Mine & Dine is a Minecraft mod that aims to overhaul the minecraft cooking system, because I always thought that it was a little bit shallow and lacked depth. Therefore I have set the goal for myself to transform the cooking system into something I always wanted. My mod adds five new blockentities and over 60 new items that do exactly that. (You can find a deeper explanation of the contents in my ReadMe) This mod is by far not finished but I think it’s gotten to a point where I would say it is playable and enjoyable, that’s why I decided to ship it now. What I’m especially proud of is how far my skills as a mod developer have come since I started this project. I have made a couple of smaller mods before the stardance challenge but never something quite like this. I was even able to upload it to Modrinth where the whole world can see it. (Modrinth is also the easiest way to play my mod) This step of shipping my first project really feels like I’ve achieved something. Thanks in advance to everyone who plays my mod, I hope you’ll enjoy it. If you encounter any bugs (And its not unlikely you do) please report them on my github page. Anyways that’s everything I have to say for now, see you around!", "repo": "https://github.com/JhStudi0/MineAndDine-26.2", "demo": "https://modrinth.com/mod/mine-and-dine"}]...
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[{"post_id": 74612, "ts": "202 [{"post_id": 74612, "ts": "2026-09-27T19:38:37Z", "hours": 1.8344, "text": "Hi people! This will probably be my last update in this challenge as I have now finally fixed the bugs that were bothering me. The item renderers work now and have their actual colors. Also the progress arrow is now only one arrow and not 100. I’ll be shipping my project now in the hopes that it will get accepted and rated as well as the last time I shipped. By the way this doesn’t mean I’m done with the mod at all, I still think it could use more updates and improvements so my development is by no means finished. It’ll just happen outside of this challenge and maybe not as frequent as it did now. Anyways that’s all from me for now, I’ll hope to see you around!"}, {"post_id": 70876, "ts": "2026-09-19T22:15:59Z", "hours": 4.2711, "text": "Hi people! I’ve been busy the last couple of days and I can now announce that I can finally run my game again in Minecraft 26.2. So the majority of the update is finished! That being said there are some to be fair kind of funny bugs that I still need to fix (and honestly right now I don’t really have a clue how but oh well I guess we’ll have to see) One example is that somehow my progress arrow in my menu does this really weird thing where it just duplicates a couple times and stretches weirdly across my screen. I mean I don’t know what I did but I’m sure there’s a way to fix that. And the other thing is that for some to me unknown reason, my display items are just red. For example on my cutting board. They’re not at all supposed to look like that and the issue is consistent across all my item renders… Yeah honestly no clue why. Also the display doesnt dissapear when you craft and item but I already had that issue with the last version and I managed to fix that so I’m sure that won’t be a big problem. There are some minor bugs that I still have to resolve, like the item models of my blocks not loading in correctly or my item displays in the cooking pot not working but I’m sure that won’t be too difficult. Anyways that’s all from me for today, I’ll see you around!"}, {"post_id": 69362, "ts": "2026-09-16T21:54:54Z", "hours": 1.3753, "text": "Hi people! It’s looking a lot less red now, doesnt it? I’ve been able to update both the pan and the mixer to the newest version, and that leaves only the cutting board and the scraper before I’ll be able to finally run the game again (hopefully) So yeah I feel like I’m close to finally being finished with the update and then I can finally start working on actual new features. I want to add at least a little bit of actually new content before I ship again. Anyways that’s all from me for today, hope to see you around!"}, {"post_id": 68266, "ts": "2026-09-14T20:21:22Z", "hours": 2.2772, "text": "Hi people! My cooking pot is now working! (Hopefully) It took me longer than I expected because I had a lot of “fun” with the codec of the recipes. But thankfully now that that’s working I can recycle a lot of code for my pan and mixer which will hopefully make that part a lot easier. The cutting board and scraper will probably be another story though. But I’m positive that I’ll be able to finish everything by the ned of the week. That’s all from me for today see you around!"}, {"post_id": 67663, "ts": "2026-09-13T20:21:37Z", "hours": 2.4153, "text": "Hi people! My CornGrinderRecipeBuilder works again! That also means that I managed to get my corn grinder as a whole at least to a state where I would assume that it runs again. So yes, I have reworked both the custom block, teh block entity and the recipe handling. And let’s just say I wouldnt exactly say that I had fun… It’s just really annoying trying to find out why i cant refer to a method in another class only to then find out that I forgot that I forgot to rename one type. To apply that to what cost me the most time, I tried to call my tick() method from my block entity in the custom block (so the crafting actually progresses) but I forgot to change the type of my blockEntityType and it referred to the wrong blockentity. It took me forever to catch that problem. Anyways only five more crafting blockentities I have to port over frustrated scream . I just hope it will be easier since i now roughly know what I’m supposed to do. I can only hope now that school starts again for me… Anyways that’s everything from me today, see you around!"}, {"post_id": 66973, "ts": "2026-09-12T23:35:17Z", "hours": 6.5831, "text": "Hi people! I have been quiet for a few days now but trust me I’ve been busy. The port to the newest Minecraft version is almost complete so be on the lookout for that. Since I last posted a devlog I updated all the items, tags and the loottable modifiers. Also I updated the playerJoinEvent that gives you a cookbook when you first join into a world. Now to the places that still need updating: The ModBlocks, but just those with a blockentity with crafting functions. Therefore ModEntites and the custom recipe types and generators are obviously still missing too. And probably the least amount of work will be updating the missing recipes in my ModRecipeProvider class (It auto generates all my recipes) I have already updated the vanilla style recipes so the ones in a crafting table or oven but my custom recipes are still missing. And of course I gotta debug all my code when all that is done. Anyways I hope I’ll finish this update at some time next week so I can finally start adding some new stuff. That being said I don’t think I’ll be able to code as much starting from Monday, because where I live school is starting again so yeah… Anyways that’s all from me today, hope to see you around!"}, {"post_id": 64432, "ts": "2026-09-08T20:09:14Z", "hours": 2.0831, "text": "Hey people! So I decided to start porting my mod to 26.2 because I hate myself or something. This creenshot really captures my current state of mind quite well, and I’m really contemplating why I decided to do this. Well, it’s the next logical step that’s why I did it but it’s till so annoying. But seriously, why does Mojang have to change their code in every update? Anyways, by the time I uploaded this devlog, I was able to port most of the items plus the model generator which roughly leaves the blocks + their entities and screens and everything, the tag datagen, the cookbook pages (I dont want to) and all the recipes. Damn that’s a lot of work why did I sign up for this. Anyways that’s all from me today, see you around!"}, {"post_id": 64233, "ts": "2026-09-08T14:19:01Z", "hours": 8.0308, "text": "Hello people! I’ve been busy again. But before we dive into what I added I want to say thank you to everyone who rated my project so incredibly high. I couldn’t be happier with all the feedback you gave me. I want to address a few things though that I found which I think caused problems for some of the playtesters. I was under the assumption that the Modrinth version detection would work and therefor my mod was playable on all 1.21.X The problem is that the mod is only compatible with 1.21.1. As much as I would like to blame all of that on Modrinth I do have to admit that I could have just playtested it on the other versions. So to everyone who had problems with playing my mod I want to say a sorry and I hope that this fixes your issues. But now to what I’ve been doing the last couple of days: I’m from southern Germany and therefor I wanted to implement the most iconic dish from my region: Käsespätzle. Käsespätzle (something like cheese spaetzle in english) are like the german kind of noodles just baked with cheese. It may sound a but lame but trust me they are delicious. Now implementing them proved to be a bit more challenging than I had thought because I had no cheese whatsoever so I implemented that together with it’s aging mechanic. And furthermore spätzle are made on a special type of scraper which I also had to implement. It inserts the raw spätzle directly into the cooking pot. I’m currently also contemplating where I want to go with this mod. I’m not going to abandon it, that’s for sure but I just don’t know if i want to keep adding stuff in 1.21 or if I should migrate to the newest version of the game (that’s something that a lot of raters wanted) I’ll have to think about that a bit more but until then see you around!"}, {"post_id": 59779, "ts": "2026-09-01T18:30:25Z", "hours": 0.2781, "text": "Hello People! Today I just wanted to share a quick video with you. It shows how you make an apple pie in my mod. I thought it would be a good showcase for some of the mechanics my mod has to offer. And if the video quality isnt so good, I’m sorry but its the only way I could upload the video on this platform :( Anyways see you around!"}, {"post_id": 59078, "ts": "2026-08-31T18:05:33Z", "hours": 6.0342, "text": "Hi people! I’ve been busy the last couple of days and let me tell you I’m so close to shipping my first iteration of the mod. I’m so close to being done I just have a add a last few things and maybe film a few short showcases and then I’ll be ready to ship this thing. Anyways the most interesting additions that I added are a few new item (textures) and finally after weeks of them being untextured, my mixer and grinder have gotten their models. Anyways that’s all from me for today. The next time you’ll hear from me is probably with a ship so stay tuned. See you!"}, {"post_id": 54808, "ts": "2026-08-25T22:58:00Z", "hours": 2.2117, "text": "Hello people! As promised I have finished the cookbook (at least to a point where I’d say it’s complete enough) and I can now give you some sneakpeeks. Sadly I cant show you everything ‘cause I can only attach four pictures but I think I got a good selection. So the first picture you can see is the opening page of the cookbook, so just some general stuff. The second picture shows a segment of the contents list. All the pink things are links to the corresponding pages you can click on to quickly navigate through the book. And lastly you can see an extract from one of the recipes (in this case for an apple pie). I’m somewhat happy with the design but I’m especially happy with the display of the item on the corresponding page. It is defintely a pain to set up (at least the way I did it) but I think it’s well worth it. But I think that’s all from me for today. I’ll be adding the last textures and little things over the next few days so I can finally push out my first ship :) See you around!"}, {"post_id": 54153, "ts": "2026-08-24T23:55:27Z", "hours": 8.1442, "text": "Hello people! I havent posted anything in quite some time but trust me I’ve been busy. The reason why I’ve shown you so little is because there isn’t much that I could show you. I’ve added a lot of background stuff that I just had to add because I’m planning on shipping soon. One sneakpeak I can give you is this (see picture). Any idea what it is? Well I’ll tell you: It’s a cookbook. I think it’s nice for the immersion if you have a cookbook where you can find all the cooking recipes for my mod. I’ll show you more about it in the future once I’m done with it. Until then that’s all from me. Hope to see you around!"}, {"post_id": 50679, "ts": "2026-08-19T23:55:47Z", "hours": 1.1469, "text": "Hello people! You can now enjoy a nice apple pie at your farm because I have been busy. I added eight new items today to aid you on your cooking journey. First I added cinnamon sticks and powder. Right now you get cinnamon sticks from stripping jungle logs on a cutting board. I’m planning on adding actual cinnamon trees in the future but for now I figured jungle wood would be the most fitting since cinnamon is also a tropical plant. With the addtition of cinnamon I finally made it possible to craft pumpkin pie with the mechanics of my mod. That’s also why I added the middle row of items. On the left we have the pumkin slice which you can bake into the grilled pumpkin slice (middle). I’ll probably have to rework this texture in the future cause you can’t really tell the difference :P. And with that item you can then craft the unbaked pumpkin pie which, as the name suggests, can be baked into the minecraft pumpkin pie. The last three items I added are for my apple pie. First up we have apple chunks which you can then use to make the unbaked apple pie which of course can be baked into the finished apple pie. I hope you like my new additions and that’s also everything from me for today. See you around :)"}, {"post_id": 49899, "ts": "2026-08-18T21:16:14Z", "hours": 1.3992, "text": "Hi people! I’ve been doing a lot of background work today for future stuff so sadly I don’t have too much to show you today. I still coded some more things that I can already hsow you that are worth taking the look at. On the left is the new powdered sugar that you get by grinding sugar in the grinder. It is also used to craft the next item, the pie dough in the mixer. On the cutting board oyu can then transform the dough into the pie base. This item will be used later when making different kinds of pies. What I immediately have in mind is of course the oumpkin pie that is already in vanilla minecraft but also the apple pie and the sweet berry pie. Both of these fruits are of course already in the base game so I think the addition of a pie would make sense. I’m also planning on adding more fruit so I can add more pies. Anyways that’s all from me for today, see you around :)"}, {"post_id": 49262, "ts": "2026-08-17T23:15:11Z", "hours": 1.035, "text": "Hello People! I’ve worked a bit more on expanding the cutting board functionality. I’ve added another tool that can be used in the recipes and that’s the rolling pin (first pic, top left) It does exactly what it sounds like it flattens the ingredients, like for example with my tortilla dough (top right). You can see the process in the second picture. And because it would have felt weird to stop the production chain there, I added the function to put the raw torilla into my frying pan where it gets fired into a finished tortilla. I’m really looking forward on adding more recipes with my tortilla but for now I’m kind of missing some more ingredients, like red beans that I want to put in there. Anyways, that’s all I have time for today :( I’ll see you around :)"}, {"post_id": 48545, "ts": "2026-08-16T23:47:04Z", "hours": 1.04, "text": "Hi people! I’ve been putting my new block entities to some good use today. (From left to right) First of all I added the bun dough. You get it by cutting bread dough on the cutting board. Then there is the bun which you obviously get by smelting bun dough in a furnance. Next up is the cookie dough. You get it by mixing the needed ingredients for a cookie in a mixer. And last is the heavy cream. I’ve added the item a little while back but only now found the time and motivation (especially the latter XD) to make the texture and give it a proper crafting recipe. You get it by mixing milk and butter in the mixer. I believe that that is roughly how heavy cream is made in real life, at least after my five minute google research. I’ve also added crafting recipes for some other things but those aren’t anything special really just in a crafting table. Anyways that’s all from me today, see you around :)"}, {"post_id": 47737, "ts": "2026-08-15T21:06:10Z", "hours": 3.92, "text": "Okay damn I didn’t think that this would take me this long But hi people! I finally added a cutting board to my mod! It came up a while back as a suggestion for how to get my chicken legs and let me say I think it was a good suggestion. The cutting board just fits right in. It works pretty much as you may know it from farmer’s delight, where you put an item on it and then click on it with a tool in this case a knife (which I also added today but that was pretty simple) and it drops the outcome. I’m planning on adding onto that mechanic with more tools like a roling pin for example and definitely more recipes. I have to say now that it is in the game I really like it but damn was it annoying to implement. I mean it was my fault (I forgot one function so it didn’t work) but it nontheless send me down an existentiell crisis ‘cause there was no error message whatsoever. Don’t we love that XD Anyways that’s all from me for today, I’ll see you around :)"}, {"post_id": 47170, "ts": "2026-08-14T21:14:02Z", "hours": 0.7811, "text": "Hello people! I didn’t have a lot of time today since I’m currently renovating my new room :) and it takes a lot of time. Anyways I still managed to get something done today and that is working on the immersion of my mod. The cooking pot and pan now emit smoke when they are cooking. That’s all from me today and I’ll hopefully get back to you with more things :) See ya!"}, {"post_id": 46592, "ts": "2026-08-13T22:46:26Z", "hours": 1.5181, "text": "Hi People! Today I added another Block Entity: The mixer. It works similarly to the cooking pot and pan so I was able to copy a lot of that code. I just had to add the rest of the slots and remove the container slot. I’ll use the mixer as a way to make different kinds of doughs later but for now it can just make bread dough, you can bake into bread in a furnance. I’m really looking forward on making pasta dough and then expanding on that. I was kind of thinking of making a noodle press so you can make different kinds of pasta (I’m speaking spagetti, tortelini, etc.) I kind of want it to work like a stone cutter, where you put in the dough and then select one shape of noodle. But those are still thoughts for the future. Anyways that’s all from me today, see you next time :)"}, {"post_id": 46033, "ts": "2026-08-12T23:12:08Z", "hours": 1.6828, "text": "Hello people! I’ve been somewhat productive today: So first of all I added a provisional model for my pan. Its that orange thing next to the cooking pot. Then I’ve also reworked the crafting logic of my pan so it supports recipes that don’t need a bowl or similar, like you can see in the second picture. I feel like for the vanilla meat items that apporach makes the most sense. And I’ve added sunflower seeds, ground sunflower seeds and sunflower oil into my game. For now you just have to believe me, because I dont have any textures made for them just yet XD. In the third screenshot you can see how sunflower seeds are ground into ground sunflower seeds. In the last picture you can see the crafting recipe for sunflower oil fron ground sunflower seeds. It’s very simplified from the way one would actually make sunflower oil but it’s still just minecraft so I think it fits. Anyways that’s everything I have for you today, see you tomorrow!"}, {"post_id": 45458, "ts": "2026-08-11T22:46:37Z", "hours": 2.2208, "text": "Hi people! I’m back from my holidays in London so I can finally continue the project. It’s been a while so I felt motivated and decided to start adding a new block entity: the pan! So far the block entity already has a screen but there are still a few things missing, like the model/texture and a proper crafting system. So far I can only implement recipes with a container like a bowl or plate (since I recycled a lot of code from my cooking pot) but that wouldnt make a lot of sense if I just wanted to get e.g. the standard minecraft cooked beef since it has no container, so yeah, I’ll have to find a way to make that work. I also added a new decoravtive block: the counter. It’s the brick with a layer of polished deepslate at the top. And I’ve found out that it not only works well as a counter but also as the top of a brisk wall. Anyways that’s all I had time for today, see you tomorrow!"}, {"post_id": 40198, "ts": "2026-08-03T16:29:35Z", "hours": 1.3703, "text": "Hi people! This is probably the last devlog I’ll post before I leave for a week to go on vacation to London, unless I get a sudden sweep of motivation or somthing XD. Anyways I got some new stuff for you. So first you see the work of my boredom, my farm that I build. Then I finally added the stove with texture and everything so that’s done now. And to celebrate that I added the carrot soup that can be crafted in the cooking pot. And I’ve added the new garlic crop with seeds and the garlic itself of course. Not really sure yet what I’m going to do with that but better have it than not have it. Besides garlic bread is always an answer, am I right. Anyways that’s all from me for today, see you guys in a week or so :)"}, {"post_id": 39687, "ts": "2026-08-02T20:29:38Z", "hours": 2.6472, "text": "New Crop Alert! Meet the newest crop addition to Mine and Dine: The onion can now be grown. On my way to making my mod survival friendly this really helps quite a lot. The onion can, like the other seeds, be obtained through breaking grass. But to be honest texturing the growth stages of a crop will forever be the most annoying part of the process. I’ve also done some more tweaking, like adding sounds and map colors to my blocks. Plus a I added a German language pack to my mod. Here are some of my favourite (with that I mean wildest) translations: Vanilla Bean Seeds = Vanilleschotensamen Dark Chocolate covered Apple = Apfel mit Zartbitterschokoladenüberzug And the other ones sound kind of weird too, even though German is my mother tongue. Guess it really does’nt make a difference if you read the english version all the time without thinking of the translation XD Anyways have a good day and see you next time."}, {"post_id": 39187, "ts": "2026-08-01T23:47:08Z", "hours": 0.3183, "text": "Didn’t have time for much toady so all i did was finally create a loot table for my block entities and implemented their strength so they wouldn’t be instamine anymore. (I know the dropped cooking pot is a bit big but I’ll change that in the future.) See you next time :)"}, {"post_id": 38495, "ts": "2026-07-31T22:06:56Z", "hours": 0.8517, "text": "Here’s my devlog for toady :) So I played around a bit with my cooking pot and added the function that they only work, when they have a warm block underneath them, like the ones you can see below. What I’m working on next is probably something like a stove so you can have a nice looking block that gives off heat because all the warm blocks look a bit weird and I don’t think it would make sense to count a furnance that isn’t on as a warm block. I also made three new item models to complete them one after another. From left to right we now have the oinigiri, the salmon sushi, the cod sushi and an item model for my plate because i thought it would look better to have a 2d texture instead of the 3d model. Hope to see you in my next devlog :) and feel free to leave suggestions on what I could add to my mod."}, {"post_id": 37633, "ts": "2026-07-30T14:49:09Z", "hours": 3.5092, "text": "Now that the summer holidays have finally begun where I live I can finally show you the working cooking pot. While the model (the thing on the burning furnance) defintely needs a rework I’m pretty happy with the function. The most annoying part defintely was getting the screen (the menu) to run and look correctly. I currently have the crafting recipe for cooking rice and tomato sauce implemented and I’m working on adding the vanilla soup/stews but there are still a few textures missing until I want to show you those. Anyways feel free to leave some ideas on recipes to add in the comments, see you next time :)"}, {"post_id": 36571, "ts": "2026-07-28T19:40:24Z", "hours": 1.5392, "text": "Currently working on giving this little thing a proper function. For now it was just my earliest Block Entity experiement, but now I want to give my cooking pot an actual fuction. I want it to function similarly to Farmer’s Delight’s pot. So the crafting doesnt follow a shape, but is shapeless. I already have rewritten a lot like the custom block and block entity and I’ve written the cooking pot recipe (input). Thankfully I was able to recycle a lot of code from my grinder. The big task now is to rewrite the screen and screen handler and to make the whole thing work as a whole so I can finally craft everything I want :) Can’t wait to finish this! I’d love some suggestions on where to go on from the finished cooking pot. I’ve already thought about adding a frying pan, which would make sense in my head since you don’t cook everything in a pot."}, {"post_id": 35944, "ts": "2026-07-27T18:35:20Z", "hours": 0.7631, "text": "On my road to making my mod survival friendly, I have now added all my seeds to the loot table of short and tall grass.It took longer than I had hoped for because I may or may not have forgotten that silk touch has no effect on grass and I may or may not have tried to implement the silk touch exception regardless.Wasn’t exactly my brightest moments once i figured it out after like 20 minutes of wasting my time."}, {"post_id": 35214, "ts": "2026-07-26T14:30:57Z", "hours": 1.3289, "text": "It’s me again! My grinder now has a custom recipe type. It can now grind sugarcane into sugar as well as wheat into flour. That’s also the reason why I decided to rename it just into grinder. I think it fits the purpose a bit better. I even managed to add a way to get my recipes to get easily generated with the fabric data gen. And I added a grilled corn cib because I wanted to. Now my focus will probably shift towards making what I have survival friendly because for now the mod only work in creative. For the different kinds of seeds I think I’ll just add them to the loot table to grass, like wheat seeds. But I’m always open for better suggestions!"}, {"post_id": 34580, "ts": "2026-07-25T13:03:48Z", "hours": 1.4089, "text": "My Corn Grinder is now a Block Entity! It has an inventory now where you can input your wheat to get flour. Next I will add a custom recipe type so I can add more types of things to grind down. I was thinking about grinding corn seeds into corn flour for example so in the future I could add nachos or taco shells. I’d be open for more suggestions on what grinding recipes to add."}, {"post_id": 34344, "ts": "2026-07-24T23:15:12Z", "hours": 1.5892, "text": "So I didnt code a lot today that I can show you because it’s all still unfinished and doesnt work but I have other exciting news: My mod got approved on Modrinth so you can download it through the Modrinth Website now! Please keep in mind that I have a version from a few days back on there so it’s not perfectly up to date but it’s still a playable version (in creative, though I’m working on making it survival friendly) Here’s a screenshot of my mod’s page:"}, {"post_id": 33640, "ts": "2026-07-23T18:31:51Z", "hours": 0.6331, "text": "Hi people! Didn’t have time for much today, so all I did was restucture my Item Groups a bit to have them in a logical order. So now there are Seeds, Ingredients, finished Dishes and Utensils."}, {"post_id": 33102, "ts": "2026-07-22T18:31:45Z", "hours": 1.7647, "text": "I mentioned it in an earlier devlog and now here they are: the plates! They can be placed down to display you’re crafted dishes (and other items). The texture is still to be made properly."}, {"post_id": 32577, "ts": "2026-07-21T20:56:34Z", "hours": 0.3733, "text": "Didn’t have time for much so I just added two new items: chicken legs and onigiris. The latter already has a crafting recipe. For the chicken leg I still have to figure out how I want it to be obtainable."}, {"post_id": 31950, "ts": "2026-07-20T19:25:31Z", "hours": 2.7164, "text": "Hi guys, here’s my devlog for today. So down below you can see a few new items, some of which I havent textured yet (shame on me). (from left to right) A bowl of rice, yeast, fermented yeast, dough (which you can bake into bread) and sushi with cod and salmon. On the left you can also see that I experimented a bit with block entities and I think i will turn this conept into some sort of display plate that would also be used for crafting dishes in the future. Anyways hope you liked my little devlog for today, see you for the next one :)"}, {"post_id": 31441, "ts": "2026-07-19T20:12:44Z", "hours": 1.1936, "text": "Alright fixed it. Thankfully the mods running again and I even got the alpha-1.1 version up on modrinth for approval. I’ll keep you updated once its live."}, {"post_id": 31364, "ts": "2026-07-19T18:07:29Z", "hours": 2.9633, "text": "Currently fixing my modpack :( I tried to make it into a git repo and it broke and now I have to do it all again. Thankfully I can just copy over the code but it’s still really annoying. I’ll keep you updated. In the meantime enjoy a picture of an older 3d model of mine."}, {"post_id": 30779, "ts": "2026-07-18T17:32:00Z", "hours": 0.6333, "text": "It might not look like it but this is a custom block I programmed. It’s a grinder used for grinding down things like wheat into flour. The model’s obviously not made yet but I’m definitely going to do it at some point."}, {"post_id": 30726, "ts": "2026-07-18T15:28:41Z", "hours": 0.3822, "text": "Hi people this is the first devlog on my Minecraft cooking mod in which I aim to overhaul the cooking system in minecraft. attached are some screenshots on what I’ve been working on so far. I’ve added a couple new food items and there will be many more to come."}]...
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Title: Mine and Dine - 26.2 Minecraft Mod by @RevC Title: Mine and Dine - 26.2 Minecraft Mod by @RevComInteractives | Stardance
Devlogs:
Hi people this is the first devlog on my Minecraft cooking mod in which I aim to overhaul the cooking system in minecraft. attached are some screenshots on what I’ve been working on so far. I’ve added a couple new food items and there will be many more to come.
It might not look like it but this is a custom block I programmed. It’s a grinder used for grinding down things like wheat into flour. The model’s obviously not made yet but I’m definitely going to do it at some point.
Currently fixing my modpack :( I tried to make it into a git repo and it broke and now I have to do it all again. Thankfully I can just copy over the code but it’s still really annoying. I’ll keep you updated. In the meantime enjoy a picture of an older 3d model of mine.
Alright fixed it. Thankfully the mods running again and I even got the alpha-1.1 version up on modrinth for approval. I’ll keep you updated once its live.
Hi guys, here’s my devlog for today. So down below you can see a few new items, some of which I havent textured yet (shame on me). (from left to right) A bowl of rice, yeast, fermented yeast, dough (which you can bake into bread) and sushi with cod and salmon. On the left you can also see that I experimented a bit with block entities and I think i will turn this conept into some sort of display plate that would also be used for crafting dishes in the future. Anyways hope you liked my little devlog for today, see you for the next one :)
Didn’t have time for much so I just added two new items: chicken legs and onigiris. The latter already has a crafting recipe. For the chicken leg I still have to figure out how I want it to be obtainable.
I mentioned it in an earlier devlog and now here they are: the plates! They can be placed down to display you’re crafted dishes (and other items). The texture is still to be made properly.
Hi people! Didn’t have time for much today, so all I did was restucture my Item Groups a bit to have them in a logical order. So now there are Seeds, Ingredients, finished Dishes and Utensils.
So I didnt code a lot today that I can show you because it’s all still unfinished and doesnt work but I have other exciting news: My mod got approved on Modrinth so you can download it through the Modrinth Website now! Please keep in mind that I have a version from a few days back on there so it’s not perfectly up to date but it’s still a playable version (in creative, though I’m working on making it survival friendly) Here’s a screenshot of my mod’s page:
My Corn Grinder is now a Block Entity! It has an inventory now where you can input your wheat to get flour. Next I will add a custom recipe type so I can add more types of things to grind down. I was thinking about grinding corn seeds into corn flour for example so in the future I could add nachos or taco shells. I’d be open for more suggestions on what grinding recipes to add.
It’s me again! My grinder now has a custom recipe type. It can now grind sugarcane into sugar as well as wheat into flour. That’s also the reason why I decided to rename it just into grinder. I think it fits the purpose a bit better. I even managed to add a way to get my recipes to get easily generated with the fabric data gen. And I added a grilled corn cib because I wanted to. Now my focus will probably shift towards making what I have survival friendly because for now the mod only work in creative. For the different kinds of seeds I think I’ll just add them to the loot table to grass, like wheat seeds. But I’m always open for better suggestions!
On my road to making my mod survival friendly, I have now added all my seeds to the loot table of short and tall grass.It took longer than I had hoped for because I may or may not have forgotten that silk touch has no effect on grass and I may or may not have tried to implement the silk touch exception regardless.Wasn’t exactly my brightest moments once i figured it out after like 20 minutes of wasting my time.
Currently working on giving this little thing a proper function. For now it was just my earliest Block Entity experiement, but now I want to give my cooking pot an actual fuction. I want it to function similarly to Farmer’s Delight’s pot. So the crafting doesnt follow a shape, but is shapeless. I already have rewritten a lot like the custom block and block entity and I’ve written the cooking pot recipe (input). Thankfully I was able to recycle a lot of code from my grinder. The big task now is to rewrite the screen and screen handler and to make the whole thing work as a whole so I can finally craft everything I want :) Can’t wait to finish this! I’d love some suggestions on where to go on from the finished cooking pot. I’ve already thought about adding a frying pan, which would make sense in my head since you don’t cook everything in a pot.
Now that the summer holidays have finally begun where I live I can finally show you the working cooking pot. While the model (the thing on the burning furnance) defintely needs a rework I’m pretty happy with the function. The most annoying part defintely was getting the screen (the menu) to run and look correctly. I currently have the crafting recipe for cooking rice and tomato sauce implemented and I’m working on adding the vanilla soup/stews but there are still a few textures missing until I want to show you those. Anyways feel free to leave some ideas on recipes to add in the comments, see you next time :)
Here’s my devlog for toady :) So I played around a bit with my cooking pot and added the function that they only work, when they have a warm block underneath them, like the ones you can see below. What I’m working on next is probably something like a stove so you can have a nice looking block that gives off heat because all the warm blocks look a bit weird and I don’t think it would make sense to count a furnance that isn’t on as a warm block. I also made three new item models to complete them one after another. From left to right we now have the oinigiri, the salmon sushi, the cod sushi and an item model for my plate because i thought it would look better to have a 2d texture instead of the 3d model. Hope to see you in my next devlog :) and feel free to leave suggestions on what I could add to my mod.
Didn’t have time for much toady so all i did was finally create a loot table for my block entities and implemented their strength so they wouldn’t be instamine anymore. (I know the dropped cooking pot is a bit big but I’ll change that in the future.) See you next time :)
New Crop Alert! Meet the newest crop addition to Mine and Dine: The onion can now be grown. On my way to making my mod survival friendly this really helps quite a lot. The onion can, like the other seeds, be obtained through breaking grass. But to be honest texturing the growth stages of a crop will forever be the most annoying part of the process. I’ve also done some more tweaking, like adding sounds and map colors to my blocks. Plus a I added a German language pack to my mod. Here are some of my favourite (with that I mean wildest) translations: Vanilla Bean Seeds = Vanilleschotensamen Dark Chocolate covered Apple = Apfel mit Zartbitterschokoladenüberzug And the other ones sound kind of weird too, even though German is my mother tongue. Guess it really does’nt make a difference if you read the english version all the time without thinking of the translation XD Anyways have a good day and see you next time.
Hi people! This is probably the last devlog I’ll post before I leave for a week to go on vacation to London, unless I get a sudden sweep of motivation or somthing XD. Anyways I got some new stuff for you. So first you see the work of my boredom, my farm that I build. Then I finally added the stove with texture and everything so that’s done now. And to celebrate that I added the carrot soup that can be crafted in the cooking pot. And I’ve added the new garlic crop with seeds and the garlic itself of course. Not really sure yet what I’m going to do with that but better have it than not have it. Besides garlic bread is always an answer, am I right. Anyways that’s all from me for today, see you guys in a week or so :)
Hi people! I’m back from my holidays in London so I can finally continue the project. It’s been a while so I felt motivated and decided to start adding a new block entity: the pan! So far the block entity already has a screen but there are still a few things missing, like the model/texture and a proper crafting system. So far I can only implement recipes with a container like a bowl or plate (since I recycled a lot of code from my cooking pot) but that wouldnt make a lot of sense if I just wanted to get e.g. the standard minecraft cooked beef since it has no container, so yeah, I’ll have to find a way to make that work. I also added a new decoravtive block: the counter. It’s the brick with a layer of polished deepslate at the top. And I’ve found out that it not only works well as a counter but also as the top of a brisk wall. Anyways that’s all I had time for today, see you tomorrow!
Hello people! I’ve been somewhat productive today: So first of all I added a provisional model for my pan. Its that orange thing next to the cooking pot. Then I’ve also reworked the crafting logic of my pan so it supports recipes that don’t need a bowl or similar, like you can see in the second picture. I feel like for the vanilla meat items that apporach makes the most sense. And I’ve added sunflower seeds, ground sunflower seeds and sunflower oil into my game. For now you just have to believe me, because I dont have any textures made for them just yet XD. In the third screenshot you can see how sunflower seeds are ground into ground sunflower seeds. In the last picture you can see the crafting recipe for sunflower oil fron ground sunflower seeds. It’s very simplified from the way one would actually make sunflower oil but it’s still just minecraft so I think it fits. Anyways that’s everything I have for you today, see you tomorrow!
Hi People! Today I added another Block Entity: The mixer. It works similarly to the cooking pot and pan so I was able to copy a lot of that code. I just had to add the rest of the slots and remove the container slot. I’ll use the mixer as a way to make different kinds of doughs later but for now it can just make bread dough, you can bake into bread in a furnance. I’m really looking forward on making pasta dough and then expanding on that. I was kind of thinking of making a noodle press so you can make different kinds of pasta (I’m speaking spagetti, tortelini, etc.) I kind of want it to work like a stone cutter, where you put in the dough and then select one shape of noodle. But those are still thoughts for the future. Anyways that’s all from me today, see you next time :)
Hello people! I didn’t have a lot of time today since I’m currently renovating my new room :) and it takes a lot of time. Anyways I still managed to get something done today and that is working on the immersion of my mod. The cooking pot and pan now emit smoke when they are cooking. That’s all from me today and I’ll hopefully get back to you with more things :) See ya!
Okay damn I didn’t think that this would take me this long But hi people! I finally added a cutting board to my mod! It came up a while back as a suggestion for how to get my chicken legs and let me say I think it was a good suggestion. The cutting board just fits right in. It works pretty much as you may know it from farmer’s delight, where you put an item on it and then click on it with a tool in this case a knife (which I also added today but that was pretty simple) and it drops the outcome. I’m planning on adding onto that mechanic with more tools like a roling pin for example and definitely more recipes. I have to say now that it is in the game I really like it but damn was it annoying to implement. I mean it was my fault (I forgot one function so it didn’t work) but it nontheless send me down an existentiell crisis ‘cause there was no error message whatsoever. Don’t we love that XD Anyways that’s all from me for today, I’ll see you around :)
Hi people! I’ve been putting my new block entities to some good use today. (From left to right) First of all I added the bun dough. You get it by cutting bread dough on the cutting board. Then there is the bun which you obviously get by smelting bun dough in a furnance. Next up is the cookie dough. You get it by mixing the needed ingredients for a cookie in a mixer. And last is the heavy cream. I’ve added the item a little while back but only now found the time and motivation (especially the latter XD) to make the texture and give it a proper crafting recipe. You get it by mixing milk and butter in the mixer. I believe that that is roughly how heavy cream is made in real life, at least after my five minute google research. I’ve also added crafting recipes for some other things but those aren’t anything special really just in a crafting table. Anyways that’s all from me today, see you around :)
Hello People! I’ve worked a bit more on expanding the cutting board functionality. I’ve added another tool that can be used in the recipes and that’s the rolling pin (first pic, top left) It does exactly what it sounds like it flattens the ingredients, like for example with my tortilla dough (top right). You can see the process in the second picture. And because it would have felt weird to stop the production chain there, I added the function to put the raw torilla into my frying pan where it gets fired into a finished tortilla. I’m really looking forward on adding more recipes with my tortilla but for now I’m kind of missing some more ingredients, like red beans that I want to put in there. Anyways, that’s all I have time for today :( I’ll see you around :)
Hi people! I’ve been doing a lot of background work today for future stuff so sadly I don’t have too much to show you today. I still coded some more things that I can already hsow you that are worth taking the look at. On the left is the new powdered sugar that you get by grinding sugar in the grinder. It is also used to craft the next item, the pie dough in the mixer. On the cutting board oyu can then transform the dough into the pie base. This item will be used later when making different kinds of pies. What I immediately have in mind is of course the oumpkin pie that is already in vanilla minecraft but also the apple pie and the sweet berry pie. Both of these fruits are of course already in the base game so I think the addition of a pie would make sense. I’m also planning on adding more fruit so I can add more pies. Anyways that’s all from me for today, see you around :)
Hello people! You can now enjoy a nice apple pie at your farm because I have been busy. I added eight new items today to aid you on your cooking journey. First I added cinnamon sticks and powder. Right now you get cinnamon sticks from stripping jungle logs on a cutting board. I’m planning on adding actual cinnamon trees in the future but for now I figured jungle wood would be the most fitting since cinnamon is also a tropical plant. With the addtition of cinnamon I finally made it possible to craft pumpkin pie with the mechanics of my mod. That’s also why I added the middle row of items. On the left we have the pumkin slice which you can bake into the grilled pumpkin slice (middle). I’ll probably have to rework this texture in the future cause you can’t really tell the difference :P. And with that item you can then craft the unbaked pumpkin pie which, as the name suggests, can be baked into the minecraft pumpkin pie. The last three items I added are for my apple pie. First up we have apple chunks which you can then use to make the unbaked apple pie which of course can be baked into the finished apple pie. I hope you like my new additions and that’s also everything from me for today. See you around :)
Hello people! I havent posted anything in quite some time but trust me I’ve been busy. The reason why I’ve shown you so little is because there isn’t much that I could show you. I’ve added a lot of background stuff that I just had to add because I’m planning on shipping soon. One sneakpeak I can give you is this (see picture). Any idea what it is? Well I’ll tell you: It’s a cookbook. I think it’s nice for the immersion if you have a cookbook where you can find all the cooking recipes for my mod. I’ll show you more about it in the future once I’m done with it. Until then that’s all from me. Hope to see you around!
Hello people! As promised I have finished the cookbook (at least to a point where I’d say it’s complete enough) and I can now give you some sneakpeeks. Sadly I cant show you everything ‘cause I can only attach four pictures but I think I got a good selection. So the first picture you can see is the opening page of the cookbook, so just some general stuff. The second picture shows a segment of the contents list. All the pink things are links to the corresponding pages you can click on to quickly navigate through the book. And lastly you can see an extract from one of the recipes (in this case for an apple pie). I’m somewhat happy with the design but I’m especially happy with the display of the item on the corresponding page. It is defintely a pain to set up (at least the way I did it) but I think it’s well worth it. But I think that’s all from me for today. I’ll be adding the last textures and little things over the next few days so I can finally push out my first ship :) See you around!
Hi people! I’ve been busy the last couple of days and let me tell you I’m so close to shipping my first iteration of the mod. I’m so close to being done I just have a add a last few things and maybe film a few short showcases and then I’ll be ready to ship this thing. Anyways the most interesting additions that I added are a few new item (textures) and finally after weeks of them being untextured, my mixer and grinder have gotten their models. Anyways that’s all from me for today. The next time you’ll hear from me is probably with a ship so stay tuned. See you!
Hello People! Today I just wanted to share a quick video with you. It shows how you make an apple pie in my mod. I thought it would be a good showcase for some of the mechanics my mod has to offer. And if the video quality isnt so good, I’m sorry but its the only way I could upload the video on this platform :( Anyways see you around!
Hello people! I’ve been busy again. But before we dive into what I added I want to say thank you to everyone who rated my project so incredibly high. I couldn’t be happier with all the feedback you gave me. I want to address a few things though that I found which I think caused problems for some of the playtesters. I was under the assumption that the Modrinth version detection would work and therefor my mod was playable on all 1.21.X The problem is that the mod is only compatible with 1.21.1. As much as I would like to blame all of that on Modrinth I do have to admit that I could have just playtested it on the other versions. So to everyone who had problems with playing my mod I want to say a sorry and I hope that this fixes your issues. But now to what I’ve been doing the last couple of days: I’m from southern Germany and therefor I wanted to implement the most iconic dish from my region: Käsespätzle. Käsespätzle (something like cheese spaetzle in english) are like the german kind of noodles just baked with cheese. It may sound a but lame but trust me they are delicious. Now implementing them proved to be a bit more challenging than I had thought because I had no cheese whatsoever so I implemented that together with it’s aging mechanic. And furthermore spätzle are made on a special type of scraper which I also had to implement. It inserts the raw spätzle directly into the cooking pot. I’m currently also contemplating where I want to go with this mod. I’m not going to abandon it, that’s for sure but I just don’t know if i want to keep adding stuff in 1.21 or if I should migrate to the newest version of the game (that’s something that a lot of raters wanted) I’ll have to think about that a bit more but until then see you around!
Hey people! So I decided to start porting my mod to 26.2 because I hate myself or something. This creenshot really captures my current state of mind quite well, and I’m really contemplating why I decided to do this. Well, it’s the next logical step that’s why I did it but it’s till so annoying. But seriously, why does Mojang have to change their code in every update? Anyways, by the time I uploaded this devlog, I was able to port most of the items plus the model generator which roughly leaves the blocks + their entities and screens and everything, the tag datagen, the cookbook pages (I dont want to) and all the recipes. Damn that’s a lot of work why did I sign up for this. Anyways that’s all from me today, see you around!
Hi people! I have been quiet for a few days now but trust me I’ve been busy. The port to the newest Minecraft version is almost complete so be on the lookout for that. Since I last posted a devlog I updated all the items, tags and the loottable modifiers. Also I updated the playerJoinEvent that gives you a cookbook when you first join into a world. Now to the places that still need updating: The ModBlocks, but just those with a blockentity with crafting functions. Therefore ModEntites and the custom recipe types and generators are obviously still missing too. And probably the least amount of work will be updating the missing recipes in my ModRecipeProvider class (It auto generates all my recipes) I have already updated the vanilla style recipes so the ones in a crafting table or oven but my custom recipes are still missing. And of course I gotta debug all my code when all that is done. Anyways I hope I’ll finish this update at some time next week so I can finally start adding some new stuff. That being said I don’t think I’ll be able to code as much starting from Monday, because where I live school is starting again so yeah… Anyways that’s all from me today, hope to see you around!
Hi people! My CornGrinderRecipeBuilder works again! That also means that I managed to get my corn grinder as a whole at least to a state where I would assume that it runs again. So yes, I have reworked both the custom block, teh block entity and the recipe handling. And let’s just say I wouldnt exactly say that I had fun… It’s just really annoying trying to find out why i cant refer to a method in another class only to then find out that I forgot that I forgot to rename one type. To apply that to what cost me the most time, I tried to call my tick() method from my block entity in the custom block (so the crafting actually progresses) but I forgot to change the type of my blockEntityType and it referred to the wrong blockentity. It took me forever to catch that problem. Anyways only five more crafting blockentities I have to port over frustrated scream . I just hope it will be easier since i now roughly know what I’m supposed to do. I can only hope now that school starts again for me… Anyways that’s everything from me today, see you around!
Hi people! My cooking pot is now working! (Hopefully) It took me longer than I expected because I had a lot of “fun” with the codec of the recipes. But thankfully now that that’s working I can recycle a lot of code for my pan and mixer which will hopefully make that part a lot easier. The cutting board and scraper will probably be another story though. But I’m positive that I’ll be able to finish everything by the ned of the week. That’s all from me for today see you around!
Hi people! It’s looking a lot less red now, doesnt it? I’ve been able to update both the pan and the mixer to the newest version, and that leaves only the cutting board and the scraper before I’ll be able to finally run the game again (hopefully) So yeah I feel like I’m close to finally being finished with the update and then I can finally start working on actual new features. I want to add at least a little bit of actually new content before I ship again. Anyways that’s all from me for today, hope to see you around!
Hi people! I’ve been busy the last couple of days and I can now announce that I can finally run my game again in Minecraft 26.2. So the majority of the update is finished! That being said there are some to be fair kind of funny bugs that I still need to fix (and honestly right now I don’t really have a clue how but oh well I guess we’ll have to see) One example is that somehow my progress arrow in my menu does this really weird thing where it just duplicates a couple times and stretches weirdly across my screen. I mean I don’t know what I did but I’m sure there’s a way to fix that. And the other thing is that for some to me unknown reason, my display items are just red. For example on my cutting board. They’re not at all supposed to look like that and the issue is consistent across all my item renders… Yeah honestly no clue why. Also the display doesnt dissapear when you craft and item but I already had that issue with the last version and I managed to fix that so I’m sure that won’t be a big problem. There are some minor bugs that I still have to resolve, like the item models of my blocks not loading in correctly or my item displays in the cooking pot not working but I’m sure that won’t be too difficult. Anyways that’s all from me for today, I’ll see you around!
Hi people! This will probably be my last update in this challenge as I have now finally fixed the bugs that were bothering me. The item renderers work now and have their actual colors. Also the progress arrow is now only one arrow and not 100. I’ll be shipping my project now in the hopes that it will get accepted and rated as well as the last time I shipped. By the way this doesn’t mean I’m done with the mod at all, I still think it could use more updates and improvements so my development is by no means finished. It’ll just happen outside of this challenge and maybe not as frequent as it did now. Anyways that’s all from me for now, I’ll hope to see you around!
Ships:
Mine & Dine is a Minecraft mod that aims to overhaul the minecraft cooking system, because I always thought that it was a little bit shallow and lacked depth. Therefore I have set the goal for myself to transform the cooking system into something I always wanted. My mod adds five new blockentities and over 60 new items that do exactly that. (You can find a deeper explanation of the contents in my ReadMe) This mod is by far not finished but I think it’s gotten to a point where I would say it is playable and enjoyable, that’s why I decided to ship it now. What I’m especially proud of is how far my skills as a mod developer have come since I started this project. I have made a couple of smaller mods before the stardance challenge but never something quite like this. I was even able to upload it to Modrinth where the whole world can see it. (Modrinth is also the easiest way to play my mod) This step of shipping my first project really feels like I’ve achieved something. Thanks in advance to everyone who plays my mod, I hope you’ll enjoy it. If you encounter any bugs (And its not unlikely you do) please report them on my github page. Anyways that’s everything I have to say for now, see you around!
Mine & Dine is a Minecraft mod that aims to overhaul the minecraft cooking system, because I always thought that it was a little bit shallow and lacked depth. Therefore I have set the goal for myself to transform the cooking system into something I always wanted. My mod adds six new blockentities and over 70 new items that do exactly that. (You can find a deeper explanation of the contents in my ReadMe) This mod is by far not finished but I think it’s gotten to a point where I would say it is playable and enjoyable, that’s why I decided to ship it now. Especially now that I’ve successfully ported it to version 26.2. What I’m especially proud of is how far my skills as a mod developer have come since I started this project. I have made a couple of smaller mods before the stardance challenge but never something quite like this. I was even able to upload it to Modrinth where the whole world can see it. (Modrinth is also the easiest way to play my mod btw) This step of shipping my final project for this challenge really feels like I’ve achieved something. Thanks in advance to everyone who plays my mod, I hope you’ll enjoy it. If you encounter any bugs (And its not unlikely you do) please report them on my github page. Anyways that’s everything I have to say for now, see you around!...
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fine by @vyn | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T19:43:08Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made my first os for fun i like mac os so i tired to get that smooth look", "repo": "https://github.com/luismcshrimp-design/os", "demo": "https://luismcshrimp-design.github.io/os"}]...
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[{"post_id": 74613, "ts": "202 [{"post_id": 74613, "ts": "2026-09-27T19:40:57Z", "hours": 0.6994, "text": "goofy os my first ship"}]...
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Title: fine by @vyn | Stardance
Devlogs:
goofy os Title: fine by @vyn | Stardance
Devlogs:
goofy os my first ship
Ships:
i made my first os for fun i like mac os so i tired to get that smooth look...
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1793213692.1717207
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1793300092.1717207
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66140
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Portfolio by @RishitJain | Stardance
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RishitJain
|
0
|
5.03
|
0
|
[]
|
[{"post_id": 74614, "ts": "202 [{"post_id": 74614, "ts": "2026-09-27T19:41:09Z", "hours": 1.2111, "text": "Devlog 3: I worked on the transition animation -I made the gradient last the full screen -I added a projects header -I created a bento box like system for projects to be organised in -I added a sample interests tab"}, {"post_id": 74513, "ts": "2026-09-27T15:21:04Z", "hours": 2.3864, "text": "Devlog 2 I worked on my personal website -created a custom cursor with animations when hovering over links -created scroll animations for gradient -created glassmorphic navigation bar"}, {"post_id": 74226, "ts": "2026-09-27T00:05:55Z", "hours": 1.4342, "text": "Devlog 1: I designed the portfolio home page in Figma, before trying to implement it into code in HTML, CSS and JS -I designed the UI -Started coding the HTML index page -Navigation bar -Transitioning Gradient -Name and bio (H1 and H2) -Fixed a bunch of errors with my CSS and the transitioning fade effect in JS"}]...
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Title: Portfolio by @RishitJain | Stardance
Devlo Title: Portfolio by @RishitJain | Stardance
Devlogs:
Devlog 1: I designed the portfolio home page in Figma, before trying to implement it into code in HTML, CSS and JS -I designed the UI -Started coding the HTML index page -Navigation bar -Transitioning Gradient -Name and bio (H1 and H2) -Fixed a bunch of errors with my CSS and the transitioning fade effect in JS
Devlog 2 I worked on my personal website -created a custom cursor with animations when hovering over links -created scroll animations for gradient -created glassmorphic navigation bar
Devlog 3: I worked on the transition animation -I made the gradient last the full screen -I added a projects header -I created a bento box like system for projects to be organised in -I added a sample interests tab...
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1793094743.2767243
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1793699543.2767243
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9888
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Strawberry 🍓 by @Kubik | Stardance
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Kubik
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0
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6.54
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0
|
[]
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[{"post_id": 74617, "ts": "202 [{"post_id": 74617, "ts": "2026-09-27T19:45:08Z", "hours": 6.5392, "text": "HI!!! worked on this hackpad for a bit now What did I do :) custom PCB, made with KiCad (that’s screenshot 1 and 2), it’s 3 keys for actions and 4 for movements, and maybe a screen to display something…. not coded anything yet… 3d case in the shape of a pixel strawberry (screenshot 3), i’ll paint it to make it look super awesome and firmware code to just recognize the keys, but i’ll test it when i have the real hackpad and now? i’ll try and order the hackpad to build it myself in real life! and finish coding to make it all work"}]...
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Title: Strawberry 🍓 by @Kubik | Stardance
Devlogs Title: Strawberry 🍓 by @Kubik | Stardance
Devlogs:
HI!!! worked on this hackpad for a bit now What did I do :) custom PCB, made with KiCad (that’s screenshot 1 and 2), it’s 3 keys for actions and 4 for movements, and maybe a screen to display something…. not coded anything yet… 3d case in the shape of a pixel strawberry (screenshot 3), i’ll paint it to make it look super awesome and firmware code to just recognize the keys, but i’ll test it when i have the real hackpad and now? i’ll try and order the hackpad to build it myself in real life! and finish coding to make it all work...
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1792712981.3612282
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1793317781.3612282
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65538
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LightWare by @OneShot | Stardance
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OneShot
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0
|
1.99
|
0
|
[]
|
[{"post_id": 74622, "ts": "202 [{"post_id": 74622, "ts": "2026-09-27T19:51:45Z", "hours": 1.9894, "text": "Made a main menu with custom buttons and a start animation :D . Also made a level scene , the different lights are the different lives . Also thats supposed to be a prism the game is themed around light"}]...
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Title: LightWare by @OneShot | Stardance
Devlogs: Title: LightWare by @OneShot | Stardance
Devlogs:
Made a main menu with custom buttons and a start animation :D . Also made a level scene , the different lights are the different lives . Also thats supposed to be a prism the game is themed around light...
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1793087671.5836174
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1793692471.5836174
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60054
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KSYK Maps by @juusojuusto | Stardance
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juusojuusto
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1
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15.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T20:08:21Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made KSYK Maps, a navigation app designed for Kulosaaren Yhteiskoulu in Helsinki, Finland. The idea is simple: ever get lost at school or not know where your next lesson is? KSYK Maps helps students and guests find their classrooms and navigate around the school using an interactive map. The project includes: Interactive school maps Classroom and room information Schedule integration Navigation between rooms Android app Admin tools Analytics and error logging Finnish and English support.", "repo": "https://github.com/JuusoJuusto/ksyk-maps", "demo": "https://ksykmaps.fi"}]...
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[{"post_id": 74624, "ts": "202 [{"post_id": 74624, "ts": "2026-09-27T19:54:07Z", "hours": 15.0444, "text": "Ever get lost at school? KSYK Maps is built to solve exactly that. Developped for Kulosaaren Yhteiskoulu, KSYK Maps is a modern school navigation app designed to help students and guests find classrooms, navigate the school and stay on track with their schedules."}]...
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Title: KSYK Maps by @juusojuusto | Stardance
Devl Title: KSYK Maps by @juusojuusto | Stardance
Devlogs:
Ever get lost at school? KSYK Maps is built to solve exactly that. Developped for Kulosaaren Yhteiskoulu, KSYK Maps is a modern school navigation app designed to help students and guests find classrooms, navigate the school and stay on track with their schedules.
Ships:
I made KSYK Maps, a navigation app designed for Kulosaaren Yhteiskoulu in Helsinki, Finland. The idea is simple: ever get lost at school or not know where your next lesson is? KSYK Maps helps students and guests find their classrooms and navigate around the school using an interactive map. The project includes: Interactive school maps Classroom and room information Schedule integration Navigation between rooms Android app Admin tools Analytics and error logging Finnish and English support....
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1793206321.9049625
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1793292721.9049625
|
|
16485
|
Art by @FishyDrawer | Stardance
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FishyDrawer
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0
|
1.95
|
0
|
[]
|
[{"post_id": 7463, "ts": "2026 [{"post_id": 7463, "ts": "2026-06-12T13:18:32Z", "hours": 1.9483, "text": "Learning new art styles For this drawing I tried out bluebiscuits style. @bloo on Insta am pretty sure. I had fun drawing this, ill defo incorporate some of what I learned into my personal style"}]...
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Title: Art by @FishyDrawer | Stardance
Devlogs:
L Title: Art by @FishyDrawer | Stardance
Devlogs:
Learning new art styles For this drawing I tried out bluebiscuits style. @bloo on Insta am pretty sure. I had fun drawing this, ill defo incorporate some of what I learned into my personal style...
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1792712851.6097648
|
1793317651.6097648
|
|
26881
|
My very own WebOS by @Matesz | Stardance
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Matesz
|
1
|
84.16
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T14:46:39Z", "hours": 81.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built my own web-based OS simulation called VoidOS a complete desktop environment that runs entirely in the browser from a single HTML file, no build tools, no npm, no backend. It’s got draggable, resizable windows, a taskbar, boot/login sequences, and a full suite of over 30 apps: Terminal, Files, Text Editor, Calculator, Music Player, Notes, Gallery, Mail, Calendar, Kanban, Weather, Settings, a few games (Tetris, Pong, Breakout, even a Doom-like FPS), and more. It leans hard into a retro CRT aesthetic scanlines, screen curvature, phosphor glow, chromatic aberration all done with pure CSS so it stays performant. The whole thing is vanilla JavaScript around 3,500 lines, ~85KB, zero dependencies organized into clean logical modules (an event bus, an IndexedDB wrapper, a virtual filesystem, a window manager, etc.) that mimic how a real OS is architected. I’m especially proud of the boot sequence and sound design I used the Web Audio API to synthesize authentic old-chip system sounds instead of using sample files. Being dysgraphic made this project harder than it might look writing and organizing all the code, comments, and documentation takes me a lot more effort and time than it does for most people, so just pushing through devlog after devlog was its own challenge. On the technical side, getting the CRT effects to look authentic without tanking performance was tricky too I ended up building a “Retro Inspector” devtool so I could toggle individual effects and watch the frame-cost impact in real time. Persistence was another hard one: making windows, files, notes, and settings survive a page reload without a backend meant building my own filesystem layer on top of IndexedDB. I also had to track down some nasty bugs along the way, like a memory leak in the music player’s beat interval and a mousemove listener firing on every frame until I throttled it. You can try it live in the browser, no install needed everything (files, notes, settings) is saved locally via IndexedDB, so it’ll persist between visits on the same browser. Try dragging windows around, snapping them to screen edges, opening a few apps from the dock/desktop, and poking around Settings to switch themes and wallpapers. The full source and devlog history are on GitHub if you want to see how it’s built.", "repo": "https://github.com/mateszko090214/WebOS", "demo": "https://web-void-os.netlify.app"}]...
|
[{"post_id": 74630, "ts": "202 [{"post_id": 74630, "ts": "2026-09-27T20:24:35Z", "hours": 3.1597, "text": "updated the z-index in css"}, {"post_id": 58195, "ts": "2026-08-30T15:29:40Z", "hours": 7.3572, "text": "VoidOS Retro - Changelog [v2.7.0] - Hyprland, Gadgets & Sound Added: Hyprland blur + rainbow border, system sounds, power-on gate, redesigned boot & login screens, 8-direction window resize, draggable gadgets (Clock/System/Signal/Sticky Note), touch & pen support, full keyboard accessibility, music shuffle/repeat, drag-and-drop music import, dock magnification, genie window animation, backup export/import, PWA offline support, favicon/meta tags, richer neofetch. Changed: Pointer Events for all drag/resize, consistent hover states app-wide, better Weather/Calendar UI, fixed version number display. Fixed: “Forget Saved Data” did nothing (undefined API), Gallery ignored requested image, unreachable achievement, broken default wallpaper, music/wallpaper detection failing under file:// , silent music playback under file:// , README merge-conflict markers, missing fallback manifest files. [v2.6.0] - Wallpaper & Music Update Added: Photo wallpapers with parallax drift, custom wallpaper upload, labeled thumbnails, bundled music/ folder with auto-detection (GitHub Pages API, directory listing, tracks.txt fallback). Changed: Split single-file app into index.html / style.css / script.js ; default wallpaper now a photo. Fixed: Live wallpaper canvas was hiding photo wallpapers underneath. [v2.5.0] - Phosphor Edition Added: Procedural + video live wallpapers, detailed boot sequence, CRT effects (curvature, scanlines, chromatic aberration, bloom), Degauss command, Retro Inspector devtool, 6 phosphor themes, 4 vintage wallpapers, CGA/EGA/VGA color support, synthesized chip sounds, realistic shutdown sequence, accessibility tweaks. Enhanced: Video live wallpapers, boot realism, theme persistence, terminal commands, window management (snap/ghost), virtual filesystem, full app suite (Terminal, Files, Editor, Calculator, Music, Notes, Gallery, Store, Weather, Timer, Kanban, Spotlight, Switcher), Easter eggs (Konami, Matrix rain, Rainbow mode), performance, Settings app. Fixed: Purple theme color bleed, wallpaper/settings z-index conflict, harsh terminal bell, cursor blink accessibility, theme-change icon snap, persistence reliability, CRT flicker."}, {"post_id": 55604, "ts": "2026-08-27T15:43:13Z", "hours": 9.8389, "text": "VoidOS Retro - Changelog [v2.5.0] - Phosphor Edition Added Type Description Advanced Live Wallpaper System Procedural generation (starfield, matrix rain, plasma waves) with YouTube video backgrounds and intelligent fallback Comprehensive Boot Sequence Detailed systemd-like boot logs showing service initialization, persistence layer status detection Enhanced Visual Effects Authentic CRT curvature simulation, dynamic scanline intensity, chromatic aberration, bloom/glow, phosphor persistence Degauss Command Terminal command that temporarily warps display with recovery animation Retro Inspector DevTool Real-time toggling of individual CRT effects with performance impact overlay 6 Built-in Phosphor Themes Green (classic terminal), Blue, Pink, Purple, White, and custom colors Vintage Wallpaper Collection 4 authentic wallpapers: IBM green terminal, Apple II monitor, VT100 amber, RGB composite artifact ThemeEngine Improvements Accepts spectral power distributions for accurate phosphor emulation True Terminal Color Support CGA/EGA/VGA palettes with customizable intensity System Sound Regeneration Web Audio API emulation of SN76489 and AY-3-8910 chips Enhanced Boot Animation POST beeps + memory count + BIOS splash simulation Realistic Shutdown Sequence Power-down surge with fading glow animation Accessibility Improvements Cursor blink rate respecting system settings, terminal bell filtered through CRT speaker Enhanced Type Description Live Wallpaper System Now supports video modes alongside procedural ones with automatic fallback Boot Process Realism Simulated system initialization with detailed service logging Theme Switching Dynamic theme persistence via IndexedDB Terminal Utilities Additional commands and improved history Desktop Styling Border radius, deep box shadow, enhanced titlebar with pulsing indicators Window Management Persistence option for ghost images when dragging, snap-to-edges functionality Filesystem Virtual FileSystem with persistence via browser storage (falls back to session-only) Application Suite Pre-loaded apps including Terminal, Files, Text Editor, Calculator, Music Player, Notes, Gallery, Store, Weather, Timer, Kanban, Spotlight, Window Switcher Easter Eggs System Konami code (confetti burst), Matrix rain terminal command, Rainbow mode (brand click) Performance Optimizations Rendering loop improvements, pure CSS solutions for effects under 2ms frame cost Settings App Comprehensive customization with live wallpaper selector, theme picker, and system controls Fixed Type Description Theme Color Bleed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) UI Layering Wallpaper slideshow paused when opening settings menu (z-index conflict resolved) Terminal Audio Terminal bell sound was too sharp—now filtered through CRT speaker simulation Accessibility Cursor blink rate now respects system accessibility settings Theme Transition Race Fixed condition where desktop icons would momentarily snap to grid on theme change Persistence Reliability Improved persistence layer reliability for cross-session data retention CRT Flicker Fixed occasional flicker in CRT effects during rapid theme changes [v0.96] - Text Editor Enhancement Update Added Type Description Find and Replace Functionality Ctrl+F for find, Ctrl+H for replace with options for single/all occurrences and case-sensitive search Go To Line Navigation Ctrl+G to jump to specific line numbers with input validation Enhanced Syntax Highlighting Added support for JSON and Python languages, improved existing language definitions Current Line Highlighting Visual indicator of cursor line with subtle highlighting Improved Keyboard Shortcuts Integrated find/replace/go-to-line with standard text editor shortcuts Enhanced Type Description Text Editor Application Overall usability and functionality approaching modern code editor standards Developer Experience Enhanced built-in tools for webOS system development and customization"}, {"post_id": 53154, "ts": "2026-08-23T16:18:22Z", "hours": 9.2947, "text": "VoidOS Retro - Changelog [v0.95] Type Description Updated README.md and DEVLOG.md to have a more professional presentation with tables and structured information Enhanced documentation clarity and readability [v0.94] - Video Backgrounds & Boot Enhancements Added Type Description Video background live wallpaper options (YouTube embeds) with fallback to procedural starfield Enhanced boot sequence with detailed systemd-like boot logs (Journal Service, udev, etc.) Persistence layer status detection shown in boot logs Enhanced Type Description Live wallpaper system to support video modes alongside procedural ones Boot process realism with simulated system initialization Background video fallback to starfield if embed fails to load [v0.93] - Live Wallpaper & Polish Update Added Type Description Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Type Description Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Type Description Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Type Description Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Type Description Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks Type Description ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Type Description Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes You can try VoidOS Retro live at: https://web-void-os.netlify.app"}, {"post_id": 46944, "ts": "2026-08-14T14:47:10Z", "hours": 12.2797, "text": "VoidOS Retro - Changelog [v0.94] - Video Backgrounds & Boot Enhancements Added Video background live wallpaper options (YouTube embeds) with fallback to procedural starfield Enhanced boot sequence with detailed systemd-like boot logs (Journal Service, udev, etc.) Persistence layer status detection shown in boot logs Enhanced Live wallpaper system to support video modes alongside procedural ones Boot process realism with simulated system initialization Background video fallback to starfield if embed fails to load [v0.93] - Live Wallpaper & Polish Update Added Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes You can try VoidOS Retro live at: https://web-void-os.netlify.app"}, {"post_id": 45288, "ts": "2026-08-11T17:31:34Z", "hours": 12.7103, "text": "VoidOS Retro - Changelog [v0.93] - Live Wallpaper & Polish Update Added Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes This is a side project of the Retro OS. Download the Retro OS from: https://github.com/mateszko090214/WebOS.git You can try VoidOS Retro live at: https://web-void-os.netlify.app"}, {"post_id": 39211, "ts": "2026-08-02T01:01:18Z", "hours": 8.0097, "text": "VoidOS Retro - Changelog [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes This is a side project of the Retro OS. Download the Retro OS from: https://github.com/mateszko090214/WebOS.git You can try VoidOS Retro live at: https://web-void-os.netlify.app"}, {"post_id": 37275, "ts": "2026-07-29T21:16:31Z", "hours": 4.0828, "text": "Persistence (Puter) — files, notes, kanban, mail, calendar, distro log, dotfiles, settings, installed Store apps, and achievements now survive a reload. No backend involved. Window edge-snapping + real drag-and-drop file moves — these were literally sitting in the fake todo.txt inside VoidOS’s own filesystem, so I built them and marked them done in-universe. CRT scanline mode, matrix-rain terminal effect (RetroOS) — toggle in Settings, or type matrix in the terminal. A CPU-reactive pet, idle-based Store additions, Konami code, rainbow logo, cursor trail (MewoOS). 8 new apps, all in the Store: Color Lab, Sudoku, Distro Tracker, Dotfiles Sync, Mail, Task Manager, Calendar, Achievements. 27 apps total now."}, {"post_id": 35440, "ts": "2026-07-26T21:05:00Z", "hours": 4.2733, "text": "This is a side project of the Retro OS. Download the Retro OS from my GitHub : https://github.com/mateszko090214/WebOS.gitRetroWebOSJust pushed a major retro-theming update that dials the nostalgia to 11. This isn’t just a skin change—it’s a full immersion retrofit.What’s new in the Retro Edition:• Authentic CRT curvature simulation (using CSS transforms + filters, not canvas)• Scanline intensity now dynamically responds to brightness (like real phosphor decay)• Added 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact• Terminal now supports true CGA/EGA/VGA color palettes with customizable intensity• Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash• Shutdown animation includes realistic power-down surge and fading glow• System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips• Added “degauss” command to Terminal that temporarily warps the display (with recovery animation)Favorite feature: The new “Retro Inspector” DevToolIt lets you toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time while seeing the performance impact overlay. Pure CSS solutions mean these effects stay under 2ms frame cost even on integrated graphics.The architecture tweaks:• ThemeEngine now accepts spectral power distributions for accurate phosphor emulation• Audio.js added noise generators for tape hiss and RF interference• WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor)• FS.js now stores theme preferences per-user in IndexedDB with encrypted backupWhat I fixed:• Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta)• Wallpaper slideshow paused when opening settings menu (z-index conflict)• Terminal bell sound was too sharp—now filtered through CRT speaker simulation• Cursor blink rate wasn’t respecting system accessibility settings• Fixed a race condition where desktop icons would momentarily snap to grid on theme changev0.91 roadmap (Retro polish):• Add “TV mode” with overscan, color bleed, and RF noise and i want you to especialy point out this is a side project of it. download the retro os you find on my github. And you can try my side project void os here https://web-void-os.netlify.app"}, {"post_id": 29773, "ts": "2026-07-16T21:27:45Z", "hours": 10.4378, "text": "RetroWebOS Just pushed a major retro-theming update that dials the nostalgia to 11. This isn't just a skin change—it's a full immersion retrofit. What's new in the Retro Edition: • Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) • Scanline intensity now dynamically responds to brightness (like real phosphor decay) • Added 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact • Terminal now supports true CGA/EGA/VGA color palettes with customizable intensity • Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash • Shutdown animation includes realistic power-down surge and fading glow • System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips • Added \"degauss\" command to Terminal that temporarily warps the display (with recovery animation) Favorite feature: The new \"Retro Inspector\" DevTool It lets you toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time while seeing the performance impact overlay. Pure CSS solutions mean these effects stay under 2ms frame cost even on integrated graphics. The architecture tweaks: • ThemeEngine now accepts spectral power distributions for accurate phosphor emulation • Audio.js added noise generators for tape hiss and RF interference • WindowManager gained \"persistence\" option that leaves ghost images when dragging (like long-persistence phosphor) • FS.js now stores theme preferences per-user in IndexedDB with encrypted backup What I fixed: • Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) • Wallpaper slideshow paused when opening settings menu (z-index conflict) • Terminal bell sound was too sharp—now filtered through CRT speaker simulation • Cursor blink rate wasn't respecting system accessibility settings • Fixed a race condition where desktop icons would momentarily snap to grid on theme change v0.9 roadmap (Retro polish): • Add \"TV mode\" with overscan, color bleed, and RF noise"}, {"post_id": 24336, "ts": "2026-07-07T20:56:38Z", "hours": 1.4333, "text": "My very own WebOS A week ago I released v2.0. Now here’s v3.0 “Synthwave Edition.” A complete desktop OS simulation that runs in a single HTML file, built with vanilla JavaScript. No build step, no npm, no Webpack — just open it in your browser and it works. What’s changed since v2.0? The numbers speak for themselves: 13 apps → 30+ apps (Calendar, Weather, Music Player, Mail, Chat, Notes, System Monitor, Password Vault, Tetris, Pong, Breakout, + Doom-Like FPS) 3 themes → 6 phosphor themes (Pink, Purple, White, and more) 4 wallpapers → 10 animated wallpapers (Rain, Snow, Fire, VHS, Galaxy, 3D Grid…) Added AES-GCM encryption (Web Crypto API) for the Password Vault IndexedDB instead of localStorage’s 5MB limit (50MB+) PWA — installable as a standalone app, works offline Voice commands — “open terminal,” “shutdown,” “lock”… Window snap zones (Windows-style drag to edge) Favorite feature: Game Launcher I also built in an Unreal Engine integration system. If you have a WebGL build of your game, drop in the .wasm + .js + .data files, and the launcher automatically handles highscores, system requirements, and the gallery. The architecture 14 logical modules, all in one file: Bus — Pub/sub event system IDB — IndexedDB wrapper Crypto — Web Crypto API Kernel — Luna Service Bus IPC emulation FS — Virtual filesystem (recycle bin, drag & drop) OS — Orchestrator (boot, login, windows) …and 8 more ~3,500 lines of code. ~85KB. 0 dependencies. What I fixed Six significant bugs found during the v2.0 review: Settings Green option was always “selected” (typo in the code) Browser app’s inline onclick=“navigator()” — this was calling the navigator Web API, not a function (classic mistake) Music Player beat interval cleanup memory leak Tetris piece null reference on game over Voice listener leak through the Bus 60fps mousemove → throttled to 50ms (60% less CPU usage) v3.1 roadmap Multiplayer over WebRTC (Snake, Pong, Doom) Real audio file playback in the Music Player Drag-from-desktop to taskbar (pin apps) Undo/redo in the text editor Gamepad API support for all games Plugin system for community apps Try it out mateszko090214.github.io/WebOS Full code, docs, and roadmap are up on GitHub. If you like it, drop a star! “Bringing the 80s back to your browser, one pixel at a time.”"}, {"post_id": 18490, "ts": "2026-06-29T17:32:22Z", "hours": 1.4903, "text": "i am working on a Retro theme WebOS"}]...
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Title: My very own WebOS by @Matesz | Stardance
D Title: My very own WebOS by @Matesz | Stardance
Devlogs:
i am working on a Retro theme WebOS
My very own WebOS A week ago I released v2.0. Now here’s v3.0 “Synthwave Edition.” A complete desktop OS simulation that runs in a single HTML file, built with vanilla JavaScript. No build step, no npm, no Webpack — just open it in your browser and it works. What’s changed since v2.0? The numbers speak for themselves: 13 apps → 30+ apps (Calendar, Weather, Music Player, Mail, Chat, Notes, System Monitor, Password Vault, Tetris, Pong, Breakout, + Doom-Like FPS) 3 themes → 6 phosphor themes (Pink, Purple, White, and more) 4 wallpapers → 10 animated wallpapers (Rain, Snow, Fire, VHS, Galaxy, 3D Grid…) Added AES-GCM encryption (Web Crypto API) for the Password Vault IndexedDB instead of localStorage’s 5MB limit (50MB+) PWA — installable as a standalone app, works offline Voice commands — “open terminal,” “shutdown,” “lock”… Window snap zones (Windows-style drag to edge) Favorite feature: Game Launcher I also built in an Unreal Engine integration system. If you have a WebGL build of your game, drop in the .wasm + .js + .data files, and the launcher automatically handles highscores, system requirements, and the gallery. The architecture 14 logical modules, all in one file: Bus — Pub/sub event system IDB — IndexedDB wrapper Crypto — Web Crypto API Kernel — Luna Service Bus IPC emulation FS — Virtual filesystem (recycle bin, drag & drop) OS — Orchestrator (boot, login, windows) …and 8 more ~3,500 lines of code. ~85KB. 0 dependencies. What I fixed Six significant bugs found during the v2.0 review: Settings Green option was always “selected” (typo in the code) Browser app’s inline onclick=“navigator()” — this was calling the navigator Web API, not a function (classic mistake) Music Player beat interval cleanup memory leak Tetris piece null reference on game over Voice listener leak through the Bus 60fps mousemove → throttled to 50ms (60% less CPU usage) v3.1 roadmap Multiplayer over WebRTC (Snake, Pong, Doom) Real audio file playback in the Music Player Drag-from-desktop to taskbar (pin apps) Undo/redo in the text editor Gamepad API support for all games Plugin system for community apps Try it out mateszko090214.github.io/WebOS Full code, docs, and roadmap are up on GitHub. If you like it, drop a star! “Bringing the 80s back to your browser, one pixel at a time.”
RetroWebOS Just pushed a major retro-theming update that dials the nostalgia to 11. This isn't just a skin change—it's a full immersion retrofit. What's new in the Retro Edition: • Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) • Scanline intensity now dynamically responds to brightness (like real phosphor decay) • Added 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact • Terminal now supports true CGA/EGA/VGA color palettes with customizable intensity • Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash • Shutdown animation includes realistic power-down surge and fading glow • System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips • Added "degauss" command to Terminal that temporarily warps the display (with recovery animation) Favorite feature: The new "Retro Inspector" DevTool It lets you toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time while seeing the performance impact overlay. Pure CSS solutions mean these effects stay under 2ms frame cost even on integrated graphics. The architecture tweaks: • ThemeEngine now accepts spectral power distributions for accurate phosphor emulation • Audio.js added noise generators for tape hiss and RF interference • WindowManager gained "persistence" option that leaves ghost images when dragging (like long-persistence phosphor) • FS.js now stores theme preferences per-user in IndexedDB with encrypted backup What I fixed: • Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) • Wallpaper slideshow paused when opening settings menu (z-index conflict) • Terminal bell sound was too sharp—now filtered through CRT speaker simulation • Cursor blink rate wasn't respecting system accessibility settings • Fixed a race condition where desktop icons would momentarily snap to grid on theme change v0.9 roadmap (Retro polish): • Add "TV mode" with overscan, color bleed, and RF noise
This is a side project of the Retro OS. Download the Retro OS from my GitHub : https://github.com/mateszko090214/WebOS.gitRetroWebOSJust pushed a major retro-theming update that dials the nostalgia to 11. This isn’t just a skin change—it’s a full immersion retrofit.What’s new in the Retro Edition:• Authentic CRT curvature simulation (using CSS transforms + filters, not canvas)• Scanline intensity now dynamically responds to brightness (like real phosphor decay)• Added 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact• Terminal now supports true CGA/EGA/VGA color palettes with customizable intensity• Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash• Shutdown animation includes realistic power-down surge and fading glow• System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips• Added “degauss” command to Terminal that temporarily warps the display (with recovery animation)Favorite feature: The new “Retro Inspector” DevToolIt lets you toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time while seeing the performance impact overlay. Pure CSS solutions mean these effects stay under 2ms frame cost even on integrated graphics.The architecture tweaks:• ThemeEngine now accepts spectral power distributions for accurate phosphor emulation• Audio.js added noise generators for tape hiss and RF interference• WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor)• FS.js now stores theme preferences per-user in IndexedDB with encrypted backupWhat I fixed:• Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta)• Wallpaper slideshow paused when opening settings menu (z-index conflict)• Terminal bell sound was too sharp—now filtered through CRT speaker simulation• Cursor blink rate wasn’t respecting system accessibility settings• Fixed a race condition where desktop icons would momentarily snap to grid on theme changev0.91 roadmap (Retro polish):• Add “TV mode” with overscan, color bleed, and RF noise and i want you to especialy point out this is a side project of it. download the retro os you find on my github. And you can try my side project void os here https://web-void-os.netlify.app
Persistence (Puter) — files, notes, kanban, mail, calendar, distro log, dotfiles, settings, installed Store apps, and achievements now survive a reload. No backend involved. Window edge-snapping + real drag-and-drop file moves — these were literally sitting in the fake todo.txt inside VoidOS’s own filesystem, so I built them and marked them done in-universe. CRT scanline mode, matrix-rain terminal effect (RetroOS) — toggle in Settings, or type matrix in the terminal. A CPU-reactive pet, idle-based Store additions, Konami code, rainbow logo, cursor trail (MewoOS). 8 new apps, all in the Store: Color Lab, Sudoku, Distro Tracker, Dotfiles Sync, Mail, Task Manager, Calendar, Achievements. 27 apps total now.
VoidOS Retro - Changelog [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes This is a side project of the Retro OS. Download the Retro OS from: https://github.com/mateszko090214/WebOS.git You can try VoidOS Retro live at: https://web-void-os.netlify.app
VoidOS Retro - Changelog [v0.93] - Live Wallpaper & Polish Update Added Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes This is a side project of the Retro OS. Download the Retro OS from: https://github.com/mateszko090214/WebOS.git You can try VoidOS Retro live at: https://web-void-os.netlify.app
VoidOS Retro - Changelog [v0.94] - Video Backgrounds & Boot Enhancements Added Video background live wallpaper options (YouTube embeds) with fallback to procedural starfield Enhanced boot sequence with detailed systemd-like boot logs (Journal Service, udev, etc.) Persistence layer status detection shown in boot logs Enhanced Live wallpaper system to support video modes alongside procedural ones Boot process realism with simulated system initialization Background video fallback to starfield if embed fails to load [v0.93] - Live Wallpaper & Polish Update Added Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes You can try VoidOS Retro live at: https://web-void-os.netlify.app
VoidOS Retro - Changelog [v0.95] Type Description Updated README.md and DEVLOG.md to have a more professional presentation with tables and structured information Enhanced documentation clarity and readability [v0.94] - Video Backgrounds & Boot Enhancements Added Type Description Video background live wallpaper options (YouTube embeds) with fallback to procedural starfield Enhanced boot sequence with detailed systemd-like boot logs (Journal Service, udev, etc.) Persistence layer status detection shown in boot logs Enhanced Type Description Live wallpaper system to support video modes alongside procedural ones Boot process realism with simulated system initialization Background video fallback to starfield if embed fails to load [v0.93] - Live Wallpaper & Polish Update Added Type Description Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Type Description Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Type Description Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Type Description Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Type Description Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks Type Description ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Type Description Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes You can try VoidOS Retro live at: https://web-void-os.netlify.app
VoidOS Retro - Changelog [v2.5.0] - Phosphor Edition Added Type Description Advanced Live Wallpaper System Procedural generation (starfield, matrix rain, plasma waves) with YouTube video backgrounds and intelligent fallback Comprehensive Boot Sequence Detailed systemd-like boot logs showing service initialization, persistence layer status detection Enhanced Visual Effects Authentic CRT curvature simulation, dynamic scanline intensity, chromatic aberration, bloom/glow, phosphor persistence Degauss Command Terminal command that temporarily warps display with recovery animation Retro Inspector DevTool Real-time toggling of individual CRT effects with performance impact overlay 6 Built-in Phosphor Themes Green (classic terminal), Blue, Pink, Purple, White, and custom colors Vintage Wallpaper Collection 4 authentic wallpapers: IBM green terminal, Apple II monitor, VT100 amber, RGB composite artifact ThemeEngine Improvements Accepts spectral power distributions for accurate phosphor emulation True Terminal Color Support CGA/EGA/VGA palettes with customizable intensity System Sound Regeneration Web Audio API emulation of SN76489 and AY-3-8910 chips Enhanced Boot Animation POST beeps + memory count + BIOS splash simulation Realistic Shutdown Sequence Power-down surge with fading glow animation Accessibility Improvements Cursor blink rate respecting system settings, terminal bell filtered through CRT speaker Enhanced Type Description Live Wallpaper System Now supports video modes alongside procedural ones with automatic fallback Boot Process Realism Simulated system initialization with detailed service logging Theme Switching Dynamic theme persistence via IndexedDB Terminal Utilities Additional commands and improved history Desktop Styling Border radius, deep box shadow, enhanced titlebar with pulsing indicators Window Management Persistence option for ghost images when dragging, snap-to-edges functionality Filesystem Virtual FileSystem with persistence via browser storage (falls back to session-only) Application Suite Pre-loaded apps including Terminal, Files, Text Editor, Calculator, Music Player, Notes, Gallery, Store, Weather, Timer, Kanban, Spotlight, Window Switcher Easter Eggs System Konami code (confetti burst), Matrix rain terminal command, Rainbow mode (brand click) Performance Optimizations Rendering loop improvements, pure CSS solutions for effects under 2ms frame cost Settings App Comprehensive customization with live wallpaper selector, theme picker, and system controls Fixed Type Description Theme Color Bleed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) UI Layering Wallpaper slideshow paused when opening settings menu (z-index conflict resolved) Terminal Audio Terminal bell sound was too sharp—now filtered through CRT speaker simulation Accessibility Cursor blink rate now respects system accessibility settings Theme Transition Race Fixed condition where desktop icons would momentarily snap to grid on theme change Persistence Reliability Improved persistence layer reliability for cross-session data retention CRT Flicker Fixed occasional flicker in CRT effects during rapid theme changes [v0.96] - Text Editor Enhancement Update Added Type Description Find and Replace Functionality Ctrl+F for find, Ctrl+H for replace with options for single/all occurrences and case-sensitive search Go To Line Navigation Ctrl+G to jump to specific line numbers with input validation Enhanced Syntax Highlighting Added support for JSON and Python languages, improved existing language definitions Current Line Highlighting Visual indicator of cursor line with subtle highlighting Improved Keyboard Shortcuts Integrated find/replace/go-to-line with standard text editor shortcuts Enhanced Type Description Text Editor Application Overall usability and functionality approaching modern code editor standards Developer Experience Enhanced built-in tools for webOS system development and customization
VoidOS Retro - Changelog [v2.7.0] - Hyprland, Gadgets & Sound Added: Hyprland blur + rainbow border, system sounds, power-on gate, redesigned boot & login screens, 8-direction window resize, draggable gadgets (Clock/System/Signal/Sticky Note), touch & pen support, full keyboard accessibility, music shuffle/repeat, drag-and-drop music import, dock magnification, genie window animation, backup export/import, PWA offline support, favicon/meta tags, richer neofetch. Changed: Pointer Events for all drag/resize, consistent hover states app-wide, better Weather/Calendar UI, fixed version number display. Fixed: “Forget Saved Data” did nothing (undefined API), Gallery ignored requested image, unreachable achievement, broken default wallpaper, music/wallpaper detection failing under file:// , silent music playback under file:// , README merge-conflict markers, missing fallback manifest files. [v2.6.0] - Wallpaper & Music Update Added: Photo wallpapers with parallax drift, custom wallpaper upload, labeled thumbnails, bundled music/ folder with auto-detection (GitHub Pages API, directory listing, tracks.txt fallback). Changed: Split single-file app into index.html / style.css / script.js ; default wallpaper now a photo. Fixed: Live wallpaper canvas was hiding photo wallpapers underneath. [v2.5.0] - Phosphor Edition Added: Procedural + video live wallpapers, detailed boot sequence, CRT effects (curvature, scanlines, chromatic aberration, bloom), Degauss command, Retro Inspector devtool, 6 phosphor themes, 4 vintage wallpapers, CGA/EGA/VGA color support, synthesized chip sounds, realistic shutdown sequence, accessibility tweaks. Enhanced: Video live wallpapers, boot realism, theme persistence, terminal commands, window management (snap/ghost), virtual filesystem, full app suite (Terminal, Files, Editor, Calculator, Music, Notes, Gallery, Store, Weather, Timer, Kanban, Spotlight, Switcher), Easter eggs (Konami, Matrix rain, Rainbow mode), performance, Settings app. Fixed: Purple theme color bleed, wallpaper/settings z-index conflict, harsh terminal bell, cursor blink accessibility, theme-change icon snap, persistence reliability, CRT flicker.
updated the z-index in css
Ships:
I built my own web-based OS simulation called VoidOS a complete desktop environment that runs entirely in the browser from a single HTML file, no build tools, no npm, no backend. It’s got draggable, resizable windows, a taskbar, boot/login sequences, and a full suite of over 30 apps: Terminal, Files, Text Editor, Calculator, Music Player, Notes, Gallery, Mail, Calendar, Kanban, Weather, Settings, a few games (Tetris, Pong, Breakout, even a Doom-like FPS), and more. It leans hard into a retro CRT aesthetic scanlines, screen curvature, phosphor glow, chromatic aberration all done with pure CSS so it stays performant. The whole thing is vanilla JavaScript around 3,500 lines, ~85KB, zero dependencies organized into clean logical modules (an event bus, an IndexedDB wrapper, a virtual filesystem, a window manager, etc.) that mimic how a real OS is architected. I’m especially proud of the boot sequence and sound design I used the Web Audio API to synthesize authentic old-chip system sounds instead of using sample files. Being dysgraphic made this project harder than it might look writing and organizing all the code, comments, and documentation takes me a lot more effort and time than it does for most people, so just pushing through devlog after devlog was its own challenge. On the technical side, getting the CRT effects to look authentic without tanking performance was tricky too I ended up building a “Retro Inspector” devtool so I could toggle individual effects and watch the frame-cost impact in real time. Persistence was another hard one: making windows, files, notes, and settings survive a page reload without a backend meant building my own filesystem layer on top of IndexedDB. I also had to track down some nasty bugs along the way, like a memory leak in the music player’s beat interval and a mousemove listener firing on every frame until I throttled it. You can try it live in the browser, no install needed everything (files, notes, settings) is saved locally via IndexedDB, so it’ll persist between visits on the same browser. Try dragging windows around, snapping them to screen edges, opening a few apps from the dock/desktop, and poking around Settings to switch themes and wallpapers. The full source and devlog history are on GitHub if you want to see how it’s built....
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Pixel horror game portfolio by @J1NX3D | Stardance
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J1NX3D
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[{"post_id": 74634, "ts": "202 [{"post_id": 74634, "ts": "2026-09-27T20:27:51Z", "hours": 1.4856, "text": "Worked on the horror game part and made it scale to your screen size"}, {"post_id": 61223, "ts": "2026-09-04T01:42:34Z", "hours": 2.0678, "text": "Hello again!! I finally decded that I finished the homepage. The scroll image gallery is working and the setup is perfect. Since a deadline is approuching I decied to start working on the hardest part which is making the actual game. I added a canvas to do the webgame and after lots of googling I am coding the murder game but first I have to figure out the story line. I’ve been neglecting my github too so I have to work on that."}, {"post_id": 58586, "ts": "2026-08-31T01:43:58Z", "hours": 2.0667, "text": "First i tried to fix the type writer part. This was unsuccessful since I decided to use AI instead of actually researching what I could do. Will absolutely NEVER make that mistake again. The code it tried messed up the rest of my program so now i have to go through and edit it all out. I am not going to disable to typing effect for non-english and have other languages have a fade in or some other cool effect. Also added in new photos and next step is to make a carousel with them."}, {"post_id": 45957, "ts": "2026-08-12T19:37:18Z", "hours": 8.0325, "text": "Home page was created and hopefully finished. I also added in certain cursor states such as when you highlight text, hover over link, click and drag options, and normal hover state. I also started the projects page but I haven’t added any other text to it. My next steps are to edit how the page is able to be seen in mobile since I tried viewing it and it looked horrible so I have to find a text file so the text is constant no matter how you are viewing it."}, {"post_id": 40235, "ts": "2026-08-03T17:11:28Z", "hours": 3.2883, "text": "Worked on css animations for the first time which was very interesting to learn. I also added a chat room to the website so people who go on it can chat. Also added contacts at the footer so people can contact me directly."}, {"post_id": 38602, "ts": "2026-08-01T02:38:42Z", "hours": 1.9003, "text": "Worked on starting the code for the website and ended up starting on the normal pages of the site before the game since the character designing was making me annoyed. I ended up adding cool stuff such as a translation tool, changing the color of the scroll bar, changing the highlight color, and adding a home icon. I can’t wait to continue tomorrow."}, {"post_id": 26791, "ts": "2026-07-11T19:46:30Z", "hours": 1.0442, "text": "After deciding the main horror aspects I started and finished making the walking animation for the sheffif number 1"}, {"post_id": 26725, "ts": "2026-07-11T18:00:36Z", "hours": 0.6833, "text": "I started brainstorming how i want the website to look and the steps involved (walkthru) of the actual game part."}, {"post_id": 25825, "ts": "2026-07-10T09:22:16Z", "hours": 0.4208, "text": "So far I brainstorm and decided on 2 different paths for my site to take. First it would be a normal site showing my interests and the second option would be an pixel horror type game that would take you through to everything I have. Below is a quick like layout of the bare basics of my idea."}]...
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Title: Pixel horror game portfolio by @J1NX3D | St Title: Pixel horror game portfolio by @J1NX3D | Stardance
Devlogs:
So far I brainstorm and decided on 2 different paths for my site to take. First it would be a normal site showing my interests and the second option would be an pixel horror type game that would take you through to everything I have. Below is a quick like layout of the bare basics of my idea.
I started brainstorming how i want the website to look and the steps involved (walkthru) of the actual game part.
After deciding the main horror aspects I started and finished making the walking animation for the sheffif number 1
Worked on starting the code for the website and ended up starting on the normal pages of the site before the game since the character designing was making me annoyed. I ended up adding cool stuff such as a translation tool, changing the color of the scroll bar, changing the highlight color, and adding a home icon. I can’t wait to continue tomorrow.
Worked on css animations for the first time which was very interesting to learn. I also added a chat room to the website so people who go on it can chat. Also added contacts at the footer so people can contact me directly.
Home page was created and hopefully finished. I also added in certain cursor states such as when you highlight text, hover over link, click and drag options, and normal hover state. I also started the projects page but I haven’t added any other text to it. My next steps are to edit how the page is able to be seen in mobile since I tried viewing it and it looked horrible so I have to find a text file so the text is constant no matter how you are viewing it.
First i tried to fix the type writer part. This was unsuccessful since I decided to use AI instead of actually researching what I could do. Will absolutely NEVER make that mistake again. The code it tried messed up the rest of my program so now i have to go through and edit it all out. I am not going to disable to typing effect for non-english and have other languages have a fade in or some other cool effect. Also added in new photos and next step is to make a carousel with them.
Hello again!! I finally decded that I finished the homepage. The scroll image gallery is working and the setup is perfect. Since a deadline is approuching I decied to start working on the hardest part which is making the actual game. I added a canvas to do the webgame and after lots of googling I am coding the murder game but first I have to figure out the story line. I’ve been neglecting my github too so I have to work on that.
Worked on the horror game part and made it scale to your screen size...
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1793170388.6276863
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1793775188.6276863
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29083
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The Infinite Book by @domst13 | Stardance
|
domst13
|
1
|
18.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T21:13:16Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made the infinite book, an e-reader that’s housed inside of an old hollowed out fake book. It has basic e-reader functions, such as loading books from a micro SD card and being able to scroll through them. I had a lot of challenges throughout this project, seeing as it was my first C++ project and maybe biting off a little more than I could chew. I was able to overcome them, however, and now it’s complete. In actuality, I think my total time spent was probably 21-22 hours, because I didn’t lapse a lot of the physical build/assembly process. This was a really fun project, and I learned so many things about hardware as well as C++.", "repo": "https://github.com/dominicstange13/The-Infinite-Book", "demo": ""}]...
|
[{"post_id": 74635, "ts": "202 [{"post_id": 74635, "ts": "2026-09-27T20:28:29Z", "hours": 2.0444, "text": "It’s finished! I’m back guys, I know it’s been like 2 months and I apologize, I really procrastinated on finishing this project. So… where do I begin? I finished wiring the components. For the buttons I designed and printed a panel to house them all. The voltage divider circuit that outputs the battery voltage also got moved inside of the button panel, before the whole thing was sealed off with hot glue. Using a dremel, I hollowed out little pockets of the fake book to make the screen fit and to add a hole to charge. Everything fits snugly inside of the case. The battery is behind the screen, the microcontroller is propped up on a custom 3d printed piece so the FPC cable of the screen isn’t getting bent violently. The microcontroller, buttons, and battery are all held in by velcro, while the screen is held in simply by a tight fit and the micro SD card reader is attached by mere wires so it can move freely and be easily accessed. All this together means that the entire electronic system can be ripped out, which is super helpful in case of future changes. On the software side of things, I didn’t have much to add. The screen now hibernates after five minutes of inactivity to preserve battery life. The book storage system isn’t exactly where I want it to be, but I can’t really work on it because my micro SD card reader died :(. This also means I can’t load books onto it yet, but once I can it will be 100% operational! That’s really all there is to say, see you guys at the ship!"}, {"post_id": 24139, "ts": "2026-07-07T14:43:22Z", "hours": 5.9025, "text": "Guys I have some unfortunate news. I worked for a super long time yesterday but it just isn’t going to be done in time. It’s so close to completion but I’m leaving today the infinite book simply won’t be ready in time. Sorry guys. I’ll be back in three n a half weeks and ill finish the project then. this is some bad news but its okay. the project will eventually get finished."}, {"post_id": 23333, "ts": "2026-07-06T06:59:30Z", "hours": 3.7914, "text": "Hey guys sorry for it being a couple days since the last devlog, I kinda forgot yesterday so this one is a combination of yesterday and today. So yesterday I didn’t do much except I wired the SD card reader with a breadboard and got that started. I had to battle with it a lot for it to work as intended and that battle is far from over as I am still working on the file loading system. Today I worked on fixing up my code for a while and finally got the SD card reader to what I would call a reasonable point, then I fixed an issue I was having with the opening of files off of the card. I’m still not completely sure what the fix was that made it start working all of a sudden, but my two main theories are that A) I was opening the file too early before the card reader could fully initialize or B) The breadboard wiring was just too unreliable to give a steady connection. Either way I started opening the file when it was actually needed instead of on startup and replaced the chunky breadboard wiring with soldered wires. One of the two things fixed the issue for what seems like permanently. I just hope I won’t have to revisit that part of the project later because I’m on a serious time crunch right now (this thing has to be done by Tuesday or else I am absolutely fried because I’m going on a 3 and a half week trip and my parents won’t let me bring my phone for some reason meaning if I don’t get my infinite book working in time it’s over for me). Finally I also got both navigation buttons working as well as the reading light and light switch. All of those things are currently breadboard wired instead of soldered but that’ll get fixed when the code is looking a bit more solid. In terms of inputs I’ll still need a main power switch to keep the battery from draining as well as a home/select button. Theoretically after all that is working I can assemble and decorate this thing and the project will be done but unfortunately that’s easier said than done especially if I only have tomorrow to work but let’s all just pray for the best. See you guys tomorrow, hopefully for the last devlog of this project!"}, {"post_id": 21948, "ts": "2026-07-04T04:39:54Z", "hours": 2.4461, "text": "Today I’m gonna be honest I wasn’t able to get much done since the whole time I was basically just fixing stuff I was able to actually figure out a way to do partial resets which is friggin aura I’m starting work on the SD card reader so yeah see you tomorrow"}, {"post_id": 21336, "ts": "2026-07-03T06:59:22Z", "hours": 1.8586, "text": "Today I fixed the LiPo battery readings by using a LiPo flow chart to match the curved depletion of LiPo batteries. When I finished I checked with a multimeter and the predicted voltages were basically spot-on, matching the multimeter exactly once I added a calibration step to the math to account for the difference. I also found out some bad news, which is that my e-paper display is incompatible with partial refreshes (updating the pixels of the display in the part you are changing specifically rather than the entire display) in the library I am using, and I have not been able to find a replacement library so I am assuming it is just entirely not possible. This does suck but I think the project will be okay and I will still be able to make a good final product. That’s about all for today, I was gonna work more but unfortunately I was busy, my goals for tomorrow are going to be working on making more UI besides the battery, dealing with the no partial refresh issue, and (hopefully) acquiring an SD card and starting to figure out how I’m gonna load text onto the screen. See you guys tomorrow!"}, {"post_id": 20571, "ts": "2026-07-02T05:57:18Z", "hours": 1.0972, "text": "Today I created a system that can detect the battery percentage of the battery, then found out LiPo batteries deplete on a curve so I’m gonna have to rework it so it is actually accurate 😭 On a better note I learned more about the Arduino IDE and was extremely happy when my voltage divider circuit actually worked (I know it’s simple but still I was proud) Tomorrow I aim to fix the battery issue and hopefully find an SD card so I can start making the text display system work See you guys tomorrow! P.S. I didn’t have time to get a picture of the current contraption so here’s a picture of me soldering on pin header from my Lapse recording"}, {"post_id": 19734, "ts": "2026-07-01T03:55:14Z", "hours": 0.5772, "text": "I began coding but I couldn’t progress any further without soldering which my parents won’t let me do until tomorrow (for some reason?) so yeah that’s all for today"}]...
|
Title: The Infinite Book by @domst13 | Stardance
Title: The Infinite Book by @domst13 | Stardance
Devlogs:
I began coding but I couldn’t progress any further without soldering which my parents won’t let me do until tomorrow (for some reason?) so yeah that’s all for today
Today I created a system that can detect the battery percentage of the battery, then found out LiPo batteries deplete on a curve so I’m gonna have to rework it so it is actually accurate 😭 On a better note I learned more about the Arduino IDE and was extremely happy when my voltage divider circuit actually worked (I know it’s simple but still I was proud) Tomorrow I aim to fix the battery issue and hopefully find an SD card so I can start making the text display system work See you guys tomorrow! P.S. I didn’t have time to get a picture of the current contraption so here’s a picture of me soldering on pin header from my Lapse recording
Today I fixed the LiPo battery readings by using a LiPo flow chart to match the curved depletion of LiPo batteries. When I finished I checked with a multimeter and the predicted voltages were basically spot-on, matching the multimeter exactly once I added a calibration step to the math to account for the difference. I also found out some bad news, which is that my e-paper display is incompatible with partial refreshes (updating the pixels of the display in the part you are changing specifically rather than the entire display) in the library I am using, and I have not been able to find a replacement library so I am assuming it is just entirely not possible. This does suck but I think the project will be okay and I will still be able to make a good final product. That’s about all for today, I was gonna work more but unfortunately I was busy, my goals for tomorrow are going to be working on making more UI besides the battery, dealing with the no partial refresh issue, and (hopefully) acquiring an SD card and starting to figure out how I’m gonna load text onto the screen. See you guys tomorrow!
Today I’m gonna be honest I wasn’t able to get much done since the whole time I was basically just fixing stuff I was able to actually figure out a way to do partial resets which is friggin aura I’m starting work on the SD card reader so yeah see you tomorrow
Hey guys sorry for it being a couple days since the last devlog, I kinda forgot yesterday so this one is a combination of yesterday and today. So yesterday I didn’t do much except I wired the SD card reader with a breadboard and got that started. I had to battle with it a lot for it to work as intended and that battle is far from over as I am still working on the file loading system. Today I worked on fixing up my code for a while and finally got the SD card reader to what I would call a reasonable point, then I fixed an issue I was having with the opening of files off of the card. I’m still not completely sure what the fix was that made it start working all of a sudden, but my two main theories are that A) I was opening the file too early before the card reader could fully initialize or B) The breadboard wiring was just too unreliable to give a steady connection. Either way I started opening the file when it was actually needed instead of on startup and replaced the chunky breadboard wiring with soldered wires. One of the two things fixed the issue for what seems like permanently. I just hope I won’t have to revisit that part of the project later because I’m on a serious time crunch right now (this thing has to be done by Tuesday or else I am absolutely fried because I’m going on a 3 and a half week trip and my parents won’t let me bring my phone for some reason meaning if I don’t get my infinite book working in time it’s over for me). Finally I also got both navigation buttons working as well as the reading light and light switch. All of those things are currently breadboard wired instead of soldered but that’ll get fixed when the code is looking a bit more solid. In terms of inputs I’ll still need a main power switch to keep the battery from draining as well as a home/select button. Theoretically after all that is working I can assemble and decorate this thing and the project will be done but unfortunately that’s easier said than done especially if I only have tomorrow to work but let’s all just pray for the best. See you guys tomorrow, hopefully for the last devlog of this project!
Guys I have some unfortunate news. I worked for a super long time yesterday but it just isn’t going to be done in time. It’s so close to completion but I’m leaving today the infinite book simply won’t be ready in time. Sorry guys. I’ll be back in three n a half weeks and ill finish the project then. this is some bad news but its okay. the project will eventually get finished.
It’s finished! I’m back guys, I know it’s been like 2 months and I apologize, I really procrastinated on finishing this project. So… where do I begin? I finished wiring the components. For the buttons I designed and printed a panel to house them all. The voltage divider circuit that outputs the battery voltage also got moved inside of the button panel, before the whole thing was sealed off with hot glue. Using a dremel, I hollowed out little pockets of the fake book to make the screen fit and to add a hole to charge. Everything fits snugly inside of the case. The battery is behind the screen, the microcontroller is propped up on a custom 3d printed piece so the FPC cable of the screen isn’t getting bent violently. The microcontroller, buttons, and battery are all held in by velcro, while the screen is held in simply by a tight fit and the micro SD card reader is attached by mere wires so it can move freely and be easily accessed. All this together means that the entire electronic system can be ripped out, which is super helpful in case of future changes. On the software side of things, I didn’t have much to add. The screen now hibernates after five minutes of inactivity to preserve battery life. The book storage system isn’t exactly where I want it to be, but I can’t really work on it because my micro SD card reader died :(. This also means I can’t load books onto it yet, but once I can it will be 100% operational! That’s really all there is to say, see you guys at the ship!
Ships:
I made the infinite book, an e-reader that’s housed inside of an old hollowed out fake book. It has basic e-reader functions, such as loading books from a micro SD card and being able to scroll through them. I had a lot of challenges throughout this project, seeing as it was my first C++ project and maybe biting off a little more than I could chew. I was able to overcome them, however, and now it’s complete. In actuality, I think my total time spent was probably 21-22 hours, because I didn’t lapse a lot of the physical build/assembly process. This was a really fun project, and I learned so many things about hardware as well as C++....
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1793152331.3456414
|
1793238731.3456414
|
|
55861
|
Me by @nai123 | Stardance
|
nai123
|
0
|
6.13
|
0
|
[]
|
[{"post_id": 74637, "ts": "202 [{"post_id": 74637, "ts": "2026-09-27T20:39:33Z", "hours": 0.685, "text": "Today I went back to my project and realised something weird — I genuinely thought I had already finished most of my HTML, but when I opened the file, almost everything was gone. I don’t know if I forgot to save or if VS Code just didn’t keep it, but I had to rewrite the whole structure again.I rebuilt my Qur’an quote section, added my About Me text and list, set up the tab buttons in the header, and recreated the Projects section. While doing that, I ran into a few small mistakes: mixing up selectors (#about, #projects h2 instead of #about h2, #projects h2), letting my mobile‑only CSS rules sit outside the media query, and classic typos like heade and max-width: 100.I also started adding tab elements, but they’re not finished yet — they still need proper styling and behaviour.Next, I want to fix the media query nesting, test the responsive layout with the device toolbar, and add a small hover effect on the project images. Once everything feels stable, I’ll call this v1 done 🎉"}, {"post_id": 69302, "ts": "2026-09-16T19:27:10Z", "hours": 0.2736, "text": "I mixed up compound selectors a few times — like writing #about, #projects h2 when I actually meant #about h2, #projects h2. I also accidentally left most of my mobile‑only CSS rules outside the media query’s closing brace, which made those styles apply to every screen size instead of just phones. I ran into a few small typos too (like heade instead of header, missing semicolons, and max-width: 100 instead of 100%). I also started adding tab-style navigation elements, but I’m not done with them yet — they still need proper styling and behavior. Next, I need to fix the media query nesting so the mobile-only styles actually stay inside the mobile block, then test the responsive layout properly using the browser’s device toolbar. After that, I want to add a hover effect (maybe a small zoom or glow) on the project images for a bit more polish. Once the responsive design feels solid, I’ll call this v1 complete 🎉"}, {"post_id": 68787, "ts": "2026-09-15T19:07:46Z", "hours": 0.2667, "text": "I began working on responsive design today. I added a @media (max-width: 600px) query and started adjusting the quote’s font size for smaller screens — it’s not finished yet, but it’s a start. While going through my file, I realised a bunch of the mobile‑only styles accidentally ended up outside the media query’s closing brace at line 67."}, {"post_id": 68229, "ts": "2026-09-14T18:56:30Z", "hours": 0.4025, "text": "I added proper styling for my quote section, fixed the spacing, and made the text look more readable. I also added a clean line-height to my list in the About section so it doesn’t look cramped anymore. Then I updated the Projects section so my Hackpad screenshots have consistent sizing, margins, and a soft shadow to make them stand out.While doing this, I realized I had accidentally deleted my in the HTML earlier, so I rebuilt it and made sure it matched the CSS selector. After fixing the typos and reconnecting everything, the page finally looks structured and smooth. Next: I want to finish styling the header, add animations to the nav links, and keep improving the aesthetic of the whole site."}, {"post_id": 67462, "ts": "2026-09-13T15:59:21Z", "hours": 0.59, "text": "Today I spent time cleaning up my website and fixing some mistakes that were breaking parts of my layout. I started by going through my HTML and found a few small typos that were causing issues — things like tytle instead of title, herf instead of href, and scr instead of src. After correcting those, my images finally started showing up properly.I also redid my entire CSS file from scratch. I reorganized everything, added an animated gradient background, and made sure the header matched the animation so the whole site feels connected. I added glass‑effect sections using backdrop-filter, fixed my color palette, and cleaned up the spacing so everything looks smoother.My project folder is now properly structured with an images folder containing all my Hackpad screenshots, and my style.css file is finally readable and not chaotic. Seeing the animated background working in VS Code made me feel like the site is actually coming together.Next: I want to keep improving the aesthetic, maybe add glowing text or animated nav links, and continue documenting my Hackpad build with more screenshots."}, {"post_id": 66511, "ts": "2026-09-12T10:58:15Z", "hours": 0.6039, "text": "Today I worked on my personal website again and rewrote my About and Projects sections from scratch. I fixed a bunch of small mistakes, including spelling errors, messy tags, and sections that were in the wrong place. I’m trying to make my layout cleaner and more readable as I learn HTML and CSS.I added a proper About Me section with a short intro and a small list of personal details. I also started the Projects section and wrote a bit about my Hackpad build so I can add progress images later.School has been taking up most of my time, so I haven’t been able to do as much Hack Club stuff recently, but I’m still trying to make progress whenever I get a moment.I’m open to any criticism or help — if anyone sees something I can improve, feel free to tell me. I’m still learning through trial and error and trying to build my own style as I go.Next: finish styling these sections and keep improving the structure of the page."}, {"post_id": 66116, "ts": "2026-09-11T18:40:52Z", "hours": 0.3053, "text": "Today I went back into my website project and re‑did my HTML sections from scratch. I realised some of my tags were out of place and the structure wasn’t making sense, so I restarted the layout to make it cleaner. I added my quote section again, fixed my header/nav placement, and tried to make the page flow better before I keep building more parts.I haven’t been able to do much Hack Club stuff this week because of school — homework and lessons have been draining me — but I’m still trying to make progress whenever I get a bit of time.I’m open to any criticism or help if anyone sees something I can improve. I’m still learning HTML/CSS slowly, so feedback actually helps me understand things better.Next step: finish the About section and start organising my CSS properly."}, {"post_id": 60341, "ts": "2026-09-02T16:53:19Z", "hours": 3.0031, "text": "For the past few days I’ve been learning how to build a website. I’m still new to coding but I’m slowly understanding things and fixing my mistakes. it’s actually fun even though it takes time."}]...
|
Title: Me by @nai123 | Stardance
Devlogs:
For the Title: Me by @nai123 | Stardance
Devlogs:
For the past few days I’ve been learning how to build a website. I’m still new to coding but I’m slowly understanding things and fixing my mistakes. it’s actually fun even though it takes time.
Today I went back into my website project and re‑did my HTML sections from scratch. I realised some of my tags were out of place and the structure wasn’t making sense, so I restarted the layout to make it cleaner. I added my quote section again, fixed my header/nav placement, and tried to make the page flow better before I keep building more parts.I haven’t been able to do much Hack Club stuff this week because of school — homework and lessons have been draining me — but I’m still trying to make progress whenever I get a bit of time.I’m open to any criticism or help if anyone sees something I can improve. I’m still learning HTML/CSS slowly, so feedback actually helps me understand things better.Next step: finish the About section and start organising my CSS properly.
Today I worked on my personal website again and rewrote my About and Projects sections from scratch. I fixed a bunch of small mistakes, including spelling errors, messy tags, and sections that were in the wrong place. I’m trying to make my layout cleaner and more readable as I learn HTML and CSS.I added a proper About Me section with a short intro and a small list of personal details. I also started the Projects section and wrote a bit about my Hackpad build so I can add progress images later.School has been taking up most of my time, so I haven’t been able to do as much Hack Club stuff recently, but I’m still trying to make progress whenever I get a moment.I’m open to any criticism or help — if anyone sees something I can improve, feel free to tell me. I’m still learning through trial and error and trying to build my own style as I go.Next: finish styling these sections and keep improving the structure of the page.
Today I spent time cleaning up my website and fixing some mistakes that were breaking parts of my layout. I started by going through my HTML and found a few small typos that were causing issues — things like tytle instead of title, herf instead of href, and scr instead of src. After correcting those, my images finally started showing up properly.I also redid my entire CSS file from scratch. I reorganized everything, added an animated gradient background, and made sure the header matched the animation so the whole site feels connected. I added glass‑effect sections using backdrop-filter, fixed my color palette, and cleaned up the spacing so everything looks smoother.My project folder is now properly structured with an images folder containing all my Hackpad screenshots, and my style.css file is finally readable and not chaotic. Seeing the animated background working in VS Code made me feel like the site is actually coming together.Next: I want to keep improving the aesthetic, maybe add glowing text or animated nav links, and continue documenting my Hackpad build with more screenshots.
I added proper styling for my quote section, fixed the spacing, and made the text look more readable. I also added a clean line-height to my list in the About section so it doesn’t look cramped anymore. Then I updated the Projects section so my Hackpad screenshots have consistent sizing, margins, and a soft shadow to make them stand out.While doing this, I realized I had accidentally deleted my in the HTML earlier, so I rebuilt it and made sure it matched the CSS selector. After fixing the typos and reconnecting everything, the page finally looks structured and smooth. Next: I want to finish styling the header, add animations to the nav links, and keep improving the aesthetic of the whole site.
I began working on responsive design today. I added a @media (max-width: 600px) query and started adjusting the quote’s font size for smaller screens — it’s not finished yet, but it’s a start. While going through my file, I realised a bunch of the mobile‑only styles accidentally ended up outside the media query’s closing brace at line 67.
I mixed up compound selectors a few times — like writing #about, #projects h2 when I actually meant #about h2, #projects h2. I also accidentally left most of my mobile‑only CSS rules outside the media query’s closing brace, which made those styles apply to every screen size instead of just phones. I ran into a few small typos too (like heade instead of header, missing semicolons, and max-width: 100 instead of 100%). I also started adding tab-style navigation elements, but I’m not done with them yet — they still need proper styling and behavior. Next, I need to fix the media query nesting so the mobile-only styles actually stay inside the mobile block, then test the responsive layout properly using the browser’s device toolbar. After that, I want to add a hover effect (maybe a small zoom or glow) on the project images for a bit more polish. Once the responsive design feels solid, I’ll call this v1 complete 🎉
Today I went back to my project and realised something weird — I genuinely thought I had already finished most of my HTML, but when I opened the file, almost everything was gone. I don’t know if I forgot to save or if VS Code just didn’t keep it, but I had to rewrite the whole structure again.I rebuilt my Qur’an quote section, added my About Me text and list, set up the tab buttons in the header, and recreated the Projects section. While doing that, I ran into a few small mistakes: mixing up selectors (#about, #projects h2 instead of #about h2, #projects h2), letting my mobile‑only CSS rules sit outside the media query, and classic typos like heade and max-width: 100.I also started adding tab elements, but they’re not finished yet — they still need proper styling and behaviour.Next, I want to fix the media query nesting, test the responsive layout with the device toolbar, and add a small hover effect on the project images. Once everything feels stable, I’ll call this v1 done 🎉...
|
1792637597.4230072
|
1793242397.4230072
|
|
66131
|
Web Cube by @Lorenzoczk | Stardance
|
Lorenzoczk
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T20:44:18Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a site—or rather, a web page, something that runs directly in the browser and has some functionality. I’m proud to have committed to this and finished it; I hope it gets approved, as this is one of my first challenges. Just a quick note: I’m from Brazil and use Google Translate to write better English. I’m not entirely sure, but I think the way it alters my text might look like AI-generated content, so I ask you to take that into consideration.", "repo": "https://github.com/lczk9999/Web-Cube", "demo": "https://lczk9999.github.io/Web-Cube/"}]...
|
[{"post_id": 74638, "ts": "202 [{"post_id": 74638, "ts": "2026-09-27T20:40:23Z", "hours": 3.4469, "text": "I’ve finally finished; I hope it gets approved."}]...
|
Title: Web Cube by @Lorenzoczk | Stardance
Devlog Title: Web Cube by @Lorenzoczk | Stardance
Devlogs:
I’ve finally finished; I hope it gets approved.
Ships:
I created a site—or rather, a web page, something that runs directly in the browser and has some functionality. I’m proud to have committed to this and finished it; I hope it gets approved, as this is one of my first challenges. Just a quick note: I’m from Brazil and use Google Translate to write better English. I’m not entirely sure, but I think the way it alters my text might look like AI-generated content, so I ask you to take that into consideration....
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1793216900.5731068
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1793303300.5731068
|
|
66382
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Why Do Leaves Fall (Game Jam) by @Guragam | Starda Why Do Leaves Fall (Game Jam) by @Guragam | Stardance...
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Guragam
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1
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5.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T20:53:14Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It is a game Made for a GAme Jam hosted in the Jam Game in Slack and it was a really fun 3 days and really stressful.. The game Shows the Journey of a leaf and how a tree nourishes it and how the leaf hold on to the tree even in the harshest condition but at the end it has to let go, it cant hold onto it forever. it symbolizes how in life also sometimes we have to let our precious things go. The wind and rain mechanic and other were difficult to implement also The Constant Bug fixes and stuff was really tough but i am glad i pulled thorugh All you need to know is where are arrow keys", "repo": "https://github.com/guragam-singh/Why-Do-Leaves-Fall-Game-Jam-", "demo": "https://arhaanarora.itch.io/why-do-leaves-fall"}]...
|
[{"post_id": 74642, "ts": "202 [{"post_id": 74642, "ts": "2026-09-27T20:43:44Z", "hours": 5.4886, "text": "Working On Adding Rain and Wind assets"}]...
|
Title: Why Do Leaves Fall (Game Jam) by @Guragam | Title: Why Do Leaves Fall (Game Jam) by @Guragam | Stardance
Devlogs:
Working On Adding Rain and Wind assets
Ships:
It is a game Made for a GAme Jam hosted in the Jam Game in Slack and it was a really fun 3 days and really stressful.. The game Shows the Journey of a leaf and how a tree nourishes it and how the leaf hold on to the tree even in the harshest condition but at the end it has to let go, it cant hold onto it forever. it symbolizes how in life also sometimes we have to let our precious things go. The wind and rain mechanic and other were difficult to implement also The Constant Bug fixes and stuff was really tough but i am glad i pulled thorugh All you need to know is where are arrow keys...
|
1793216949.9663196
|
1793303349.9663196
|
|
48109
|
Driver for DIY 6-Axis Robotic Arm by @Hummelkoenig Driver for DIY 6-Axis Robotic Arm by @Hummelkoenig | Stardance...
|
Hummelkoenig
|
0
|
24.97
|
0
|
[]
|
[{"post_id": 74649, "ts": "202 [{"post_id": 74649, "ts": "2026-09-27T21:01:40Z", "hours": 14.0586, "text": "Update 5 I was coding the software for the Raspberry Pi 5 and Pico. For communication, I set up a communication protocol with an exact syntax so that the programs can understand the commands. The Pico has all the commands as inputs, converts them into pulse signals, handles all the parallel pulses, and keeps the Pi updated on the status of the components. The Pi hosts a website on localhost:5000 where the user can enter all the data and select the mode. The Pi then converts the inputs into a command and sends it to the Pico. In the future, the Pi will create a digital clone of the arm, where you can simply enter the coordinates and the Pi will handle all the calculations for the kinematics. I also wired all the necessary connections, but I didn’t get a chance to CNC-cut the other parts of the case. For the base plate, I 3D-printed one. Luckily, my print bed was just big enough by a few millimeters. Next, I will try to get everything working together and make a video of it to submit. Sadly, I won’t be able to finish everything in the next few days before the deadline."}, {"post_id": 51952, "ts": "2026-08-21T22:19:59Z", "hours": 6.7428, "text": "Update 4 The last few days, I was designing the case and fixing bugs and problems on my PCB. First, I laid out all the components I need to minimise the space and wiring. I came up with the idea that I could use the power supply (the silver shiny metal box) as the base and put the stepper drivers (the black boxes with the green connectors, TB6600s) on top, facing upwards with the connectors on top. This way they are compact and easy to wire. I only had to find a way to attach them to something underneath, so I designed a layer between the top of the power supply and the feet of the drivers. The Raspberry Pi (the red and white box) is almost the same size as one driver, so I can put it at the front of the line of drivers. The same goes for the PCB I designed. I also had to keep in mind that the USB cable needs space and that the Raspberry Pi 5 is powered via USB-C on the top. While planning the box, I noticed that I also have to cool the drivers. Luckily, I found some old PC fans in my storage with almost the perfect dimensions: 80 × 80 × 20 mm. They were really practical because I had some space left on the left side of the drivers, and one fan can provide airflow for three of the six drivers. So I was really lucky that I already had two of them. The only problem I will have with them is connecting them. One fan only has two wires, 12 V and GND. That’s not really a problem; I just have to add another voltage level to the box. The other fan has four wires, which is a bit more complex. I haven’t done the research on that yet, but I will hopefully figure it out. I know that two of the wires are 12 V and GND, and the other two are for PWM/control and RPM feedback. I still had some GPIOs left on my PCB, so I also added connectors for them, which could be really helpful for controlling the fans. I’m not sure yet if or how I can use them, though. If you know anything about this or have some ideas, I would be happy to get some comments, so please write something if you want! After figuring out the layout, I opened Fusion 360. I was also thinking about which material I should use for the case. 3D printing would be easy, but at this size it would take a long time, use a lot of filament, and my 3D printer is too small anyway. So what other options do I have? Metal would also be a good material, but I can’t weld or bend it, and CNC machining metal would be expensive and heavy for something that doesn’t really need to be made out of metal. So there was one final option: WOOD. My father has some plywood lying around, so it would basically cost me nothing and is relatively easy to work with. Unfortunately, I’m sometimes a perfectionist when my German side kicks in, and I’m also not the best at woodworking. But I can do CAD. So I came up with the idea that wood could actually work if I can find somebody with a CNC machine to cut it. Disclaimer: I haven’t asked anybody yet, but next Tuesday I’m going to ask around at the local workshop to see if I can use a CNC machine there. Otherwise, I might have to wait until the end of the holidays in three weeks and ask my teacher. But like I said, I already designed the whole box. I used the layout I figured out, the dimensions of all the components, and a wall thickness of 9 mm, based on the plywood I have available. Instead of just putting everything into a simple rectangular box, I designed the inside around the components themselves. This should keep everything in place and hopefully make the wiring cleaner. I also added ventilation slots to the case so the air from the fans has a way to move through the enclosure instead of just blowing against the drivers. I also already added all the holes at their hopefully perfect positions. I will use M3 and M4 screws, as well as some wood screws that I will hopefully find somewhere in the box in the garage."}, {"post_id": 47725, "ts": "2026-08-15T20:32:27Z", "hours": 2.6733, "text": "PCB Design I designed the PCB, trying to keep all components as compact and close together as possible. I had some difficulties deciding on the layout, especially because of the position of the USB port, where a cable will need to be connected later. I also had to consider the appropriate trace widths for the different signals and power connections. Later, I added M3 mounting holes to make it possible to securely mount the PCB."}, {"post_id": 47482, "ts": "2026-08-15T12:39:28Z", "hours": 0.35, "text": "I wrote down the plan based on all the thoughts and little sketches that were scattered around my desk. Explanation: The robot arm has six stepper motors for its six degrees of freedom (DOF). These motors require drivers, so I will use six TB6600 stepper motor drivers. I chose them because they are reliable, can handle the voltage and current required by my stepper motors, and I already had bought six of them for this project. I also tested TMC2209 drivers from BigTreeTech, but I could not get them to work reliably with my Arduino and the stepper motors I bought. During testing, I also fried several of the drivers. The stepper drivers are controlled by a motion controller based on a Raspberry Pi Pico. It calculates the required steps and speeds based on commands received from the RP5 via USB and sends the corresponding STEP/DIR signals to the drivers. The Raspberry Pi Pico is powered through a DC-DC buck converter. I chose this setup because I am concerned about potentially damaging the RP5. The Pico is also connected to seven limit switches, which are used to home the robot arm. I have seven switches because I had one pin spare, which I plan to use for another function later. In addition, the controller has an enable-control LED and three servo outputs, which I will need for additional functions and could connect because I still had three GPIO pins available. The six stepper drivers are powered by a 500 W, 24 V, 21 A power supply."}, {"post_id": 47453, "ts": "2026-08-15T11:51:47Z", "hours": 1.1492, "text": "I was drawing circuit diagram from part research and sketches assigning the footprints. Sadly I wasn’t Recording my self doing all the research, I was making a plan searching for parts testet some things, but thes like 5 h don’t count now what is realy sad. Now I will make the sketches go online and I explain more the plan befor i proceed with desining the PCB."}]...
|
Title: Driver for DIY 6-Axis Robotic Arm by @Humme Title: Driver for DIY 6-Axis Robotic Arm by @Hummelkoenig | Stardance
Devlogs:
I was drawing circuit diagram from part research and sketches assigning the footprints. Sadly I wasn’t Recording my self doing all the research, I was making a plan searching for parts testet some things, but thes like 5 h don’t count now what is realy sad. Now I will make the sketches go online and I explain more the plan befor i proceed with desining the PCB.
I wrote down the plan based on all the thoughts and little sketches that were scattered around my desk. Explanation: The robot arm has six stepper motors for its six degrees of freedom (DOF). These motors require drivers, so I will use six TB6600 stepper motor drivers. I chose them because they are reliable, can handle the voltage and current required by my stepper motors, and I already had bought six of them for this project. I also tested TMC2209 drivers from BigTreeTech, but I could not get them to work reliably with my Arduino and the stepper motors I bought. During testing, I also fried several of the drivers. The stepper drivers are controlled by a motion controller based on a Raspberry Pi Pico. It calculates the required steps and speeds based on commands received from the RP5 via USB and sends the corresponding STEP/DIR signals to the drivers. The Raspberry Pi Pico is powered through a DC-DC buck converter. I chose this setup because I am concerned about potentially damaging the RP5. The Pico is also connected to seven limit switches, which are used to home the robot arm. I have seven switches because I had one pin spare, which I plan to use for another function later. In addition, the controller has an enable-control LED and three servo outputs, which I will need for additional functions and could connect because I still had three GPIO pins available. The six stepper drivers are powered by a 500 W, 24 V, 21 A power supply.
PCB Design I designed the PCB, trying to keep all components as compact and close together as possible. I had some difficulties deciding on the layout, especially because of the position of the USB port, where a cable will need to be connected later. I also had to consider the appropriate trace widths for the different signals and power connections. Later, I added M3 mounting holes to make it possible to securely mount the PCB.
Update 4 The last few days, I was designing the case and fixing bugs and problems on my PCB. First, I laid out all the components I need to minimise the space and wiring. I came up with the idea that I could use the power supply (the silver shiny metal box) as the base and put the stepper drivers (the black boxes with the green connectors, TB6600s) on top, facing upwards with the connectors on top. This way they are compact and easy to wire. I only had to find a way to attach them to something underneath, so I designed a layer between the top of the power supply and the feet of the drivers. The Raspberry Pi (the red and white box) is almost the same size as one driver, so I can put it at the front of the line of drivers. The same goes for the PCB I designed. I also had to keep in mind that the USB cable needs space and that the Raspberry Pi 5 is powered via USB-C on the top. While planning the box, I noticed that I also have to cool the drivers. Luckily, I found some old PC fans in my storage with almost the perfect dimensions: 80 × 80 × 20 mm. They were really practical because I had some space left on the left side of the drivers, and one fan can provide airflow for three of the six drivers. So I was really lucky that I already had two of them. The only problem I will have with them is connecting them. One fan only has two wires, 12 V and GND. That’s not really a problem; I just have to add another voltage level to the box. The other fan has four wires, which is a bit more complex. I haven’t done the research on that yet, but I will hopefully figure it out. I know that two of the wires are 12 V and GND, and the other two are for PWM/control and RPM feedback. I still had some GPIOs left on my PCB, so I also added connectors for them, which could be really helpful for controlling the fans. I’m not sure yet if or how I can use them, though. If you know anything about this or have some ideas, I would be happy to get some comments, so please write something if you want! After figuring out the layout, I opened Fusion 360. I was also thinking about which material I should use for the case. 3D printing would be easy, but at this size it would take a long time, use a lot of filament, and my 3D printer is too small anyway. So what other options do I have? Metal would also be a good material, but I can’t weld or bend it, and CNC machining metal would be expensive and heavy for something that doesn’t really need to be made out of metal. So there was one final option: WOOD. My father has some plywood lying around, so it would basically cost me nothing and is relatively easy to work with. Unfortunately, I’m sometimes a perfectionist when my German side kicks in, and I’m also not the best at woodworking. But I can do CAD. So I came up with the idea that wood could actually work if I can find somebody with a CNC machine to cut it. Disclaimer: I haven’t asked anybody yet, but next Tuesday I’m going to ask around at the local workshop to see if I can use a CNC machine there. Otherwise, I might have to wait until the end of the holidays in three weeks and ask my teacher. But like I said, I already designed the whole box. I used the layout I figured out, the dimensions of all the components, and a wall thickness of 9 mm, based on the plywood I have available. Instead of just putting everything into a simple rectangular box, I designed the inside around the components themselves. This should keep everything in place and hopefully make the wiring cleaner. I also added ventilation slots to the case so the air from the fans has a way to move through the enclosure instead of just blowing against the drivers. I also already added all the holes at their hopefully perfect positions. I will use M3 and M4 screws, as well as some wood screws that I will hopefully find somewhere in the box in the garage.
Update 5 I was coding the software for the Raspberry Pi 5 and Pico. For communication, I set up a communication protocol with an exact syntax so that the programs can understand the commands. The Pico has all the commands as inputs, converts them into pulse signals, handles all the parallel pulses, and keeps the Pi updated on the status of the components. The Pi hosts a website on localhost:5000 where the user can enter all the data and select the mode. The Pi then converts the inputs into a command and sends it to the Pico. In the future, the Pi will create a digital clone of the arm, where you can simply enter the coordinates and the Pi will handle all the calculations for the kinematics. I also wired all the necessary connections, but I didn’t get a chance to CNC-cut the other parts of the case. For the base plate, I 3D-printed one. Luckily, my print bed was just big enough by a few millimeters. Next, I will try to get everything working together and make a video of it to submit. Sadly, I won’t be able to finish everything in the next few days before the deadline....
|
1793213394.2358124
|
1793818194.2358124
|
|
66369
|
USB Rubber Ducky by @juusojuusto | Stardance
|
juusojuusto
|
0
|
0.39
|
0
|
[]
|
[{"post_id": 74651, "ts": "202 [{"post_id": 74651, "ts": "2026-09-27T21:12:20Z", "hours": 0.3925, "text": "I’m building a custom Rubber Ducky device powered by an ESP32, with USB, Wi-Fi, Boot and Reset buttons and a RGB LED"}]...
|
Title: USB Rubber Ducky by @juusojuusto | Stardanc Title: USB Rubber Ducky by @juusojuusto | Stardance
Devlogs:
I’m building a custom Rubber Ducky device powered by an ESP32, with USB, Wi-Fi, Boot and Reset buttons and a RGB LED...
|
1793098266.538997
|
1793703066.538997
|
|
64219
|
Green triangle by @Lorenzoczk | Stardance
|
Lorenzoczk
|
2
|
13.0
|
8
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T21:21:11Z", "hours": 7.0, "multiplier": 1.11, "payout": 8, "blessing": "neutral", "text": "Oi, esse é o meu projeto, já é a quinta vez que eu envio ele, espero que esteja tudo certo. Ele é basicamente uma página da web com algumas funcionalidades interessantes e eu não sei se já foi aprovado ou não, eu queria que vocês me respondessem isso, é algo muito importante. Na parte do Hacktime estão três projetos, mas o único de verdade é o triângulo verde. E só aproveitando, eu não estou conseguindo avaliar projetos e pegar meus pontos, pois está falando que não tem projetos para serem avaliados, então seria legal se vocês tirassem essa etapa de avaliação. Por favor, me mandem uma notificação tirando minhas dúvidas.", "repo": "https://github.com/lczk9999/Green-triangle-page-V2", "demo": "https://lczk9999.github.io/Green-triangle-page-V2/"}, {"ship_num": 2, "ts": "2026-09-20T22:48:21Z", "hours": 6.0, "multiplier": 1.73, "payout": 0, "blessing": "neutral", "text": "What did you make?I successfully completed the challenge by building a WebOS interface. While it shares some basic structures with other projects, I focused on creating a very clean, minimalist, and simple layout. It features a sleek black theme with neon green accents, and includes a notepad, a timer, and a search tab for links. As my unique feature, I integrated a mini-game where you control a triangle and have to jump over incoming red squares.What was challenging?The hardest part was definitely the design process. Since UI design is not my strongest suit and I am still learning, I even used an AI assistant to help me refine the visual style. Thanks to Arcade, I’m developing my skills very well and managed to overcome this obstacle.What are you proud of?I am really proud of the final look of the interface. I wanted a project that wasn’t visually overloaded but looked highly polished. Even though it is simple, the textures and the neon green theme turned out beautiful, and I’m proud that I managed to deliver exactly what the challenge required.What should people know so they can test your project?It is a simple and straightforward site. You can interact with the basic widgets like the notepad and timer, use the link search bar, and play the triangle obstacle mini-game directly in one of the windows!", "repo": "https://github.com/lczk9999/Green-triangle-page-V2", "demo": "https://lczk9999.github.io/Green-triangle-page-V2/"}]...
|
[{"post_id": 74654, "ts": "202 [{"post_id": 74654, "ts": "2026-09-27T21:27:15Z", "hours": 4.8678, "text": "Yes, I added one more function to restart and I changed the search bar to now be three buttons for you to choose."}, {"post_id": 72297, "ts": "2026-09-22T16:35:02Z", "hours": 1.3061, "text": "I’m having to rewrite all the code."}, {"post_id": 71956, "ts": "2026-09-21T21:04:02Z", "hours": 0.6597, "text": "I’ve now added more elements to the design and background, tweaked the triangle game, and expanded my README."}, {"post_id": 71498, "ts": "2026-09-20T22:37:28Z", "hours": 6.0328, "text": "First part done."}]...
|
Title: Green triangle by @Lorenzoczk | Stardance
Title: Green triangle by @Lorenzoczk | Stardance
Devlogs:
First part done.
I’ve now added more elements to the design and background, tweaked the triangle game, and expanded my README.
I’m having to rewrite all the code.
Yes, I added one more function to restart and I changed the search bar to now be three buttons for you to choose.
Ships:
What did you make?I successfully completed the challenge by building a WebOS interface. While it shares some basic structures with other projects, I focused on creating a very clean, minimalist, and simple layout. It features a sleek black theme with neon green accents, and includes a notepad, a timer, and a search tab for links. As my unique feature, I integrated a mini-game where you control a triangle and have to jump over incoming red squares.What was challenging?The hardest part was definitely the design process. Since UI design is not my strongest suit and I am still learning, I even used an AI assistant to help me refine the visual style. Thanks to Arcade, I’m developing my skills very well and managed to overcome this obstacle.What are you proud of?I am really proud of the final look of the interface. I wanted a project that wasn’t visually overloaded but looked highly polished. Even though it is simple, the textures and the neon green theme turned out beautiful, and I’m proud that I managed to deliver exactly what the challenge required.What should people know so they can test your project?It is a simple and straightforward site. You can interact with the basic widgets like the notepad and timer, use the link search bar, and play the triangle obstacle mini-game directly in one of the windows!
Oi, esse é o meu projeto, já é a quinta vez que eu envio ele, espero que esteja tudo certo. Ele é basicamente uma página da web com algumas funcionalidades interessantes e eu não sei se já foi aprovado ou não, eu queria que vocês me respondessem isso, é algo muito importante. Na parte do Hacktime estão três projetos, mas o único de verdade é o triângulo verde. E só aproveitando, eu não estou conseguindo avaliar projetos e pegar meus pontos, pois está falando que não tem projetos para serem avaliados, então seria legal se vocês tirassem essa etapa de avaliação. Por favor, me mandem uma notificação tirando minhas dúvidas....
|
1793213526.6220772
|
1793299926.6220772
|
|
62111
|
HoloX by @Kxrtik1315 | Stardance
|
Kxrtik1315
|
1
|
6.55
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T12:45:00Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built The Parallax Node, which is basically a dope digital terminal portfolio to flex my hardware and software projects like the KAR & EVE Lab. Ngl, avoiding heavy frameworks and coding it purely in vanilla HTML, CSS, and JS was crazy hard. The biggest pain was building that custom HTML5 Canvas particle engine entirely from scratch. Figuring out the exact math so the background nodes calculate distance and dynamically connect to my cursor without lagging the whole site was lowkey a massive headache, fr. I’m proud asf of how the glassmorphism UI turned out, tbh. Layering those deep blur filters over the canvas creates this insane 3D depth effect that looks awesome. Lemme tell you how to test it: just pull up the live link on a desktop rn and move your mouse to watch the nodes track you!", "repo": "https://github.com/Kxrtik13-A19/HoloX", "demo": "https://kxrtik13-a19.github.io/HoloX/"}]...
|
[{"post_id": 74655, "ts": "202 [{"post_id": 74655, "ts": "2026-09-27T21:30:20Z", "hours": 1.6069, "text": "Added new section called “facts”, changed design and layout, added text under Discover California!"}, {"post_id": 71506, "ts": "2026-09-20T23:23:18Z", "hours": 3.9428, "text": "Totally changed my personal website!"}, {"post_id": 68036, "ts": "2026-09-14T12:36:07Z", "hours": 1.4375, "text": "Finally After Rapid Coding! My Personal Website Is Completed! :)"}]...
|
Title: HoloX by @Kxrtik1315 | Stardance
Devlogs:
Title: HoloX by @Kxrtik1315 | Stardance
Devlogs:
Finally After Rapid Coding! My Personal Website Is Completed! :)
Totally changed my personal website!
Added new section called “facts”, changed design and layout, added text under Discover California!
Ships:
I built The Parallax Node, which is basically a dope digital terminal portfolio to flex my hardware and software projects like the KAR & EVE Lab. Ngl, avoiding heavy frameworks and coding it purely in vanilla HTML, CSS, and JS was crazy hard. The biggest pain was building that custom HTML5 Canvas particle engine entirely from scratch. Figuring out the exact math so the background nodes calculate distance and dynamically connect to my cursor without lagging the whole site was lowkey a massive headache, fr. I’m proud asf of how the glassmorphism UI turned out, tbh. Layering those deep blur filters over the canvas creates this insane 3D depth effect that looks awesome. Lemme tell you how to test it: just pull up the live link on a desktop rn and move your mouse to watch the nodes track you!...
|
1793209922.0582008
|
1793296322.0582008
|
|
61836
|
analog overdrive guitar pedal by @Elia_Piagentini analog overdrive guitar pedal by @Elia_Piagentini | Stardance...
|
Elia_Piagentini
|
0
|
5.56
|
0
|
[]
|
[{"post_id": 74656, "ts": "202 [{"post_id": 74656, "ts": "2026-09-27T21:31:05Z", "hours": 1.15, "text": "case going well"}, {"post_id": 74154, "ts": "2026-09-26T19:49:50Z", "hours": 2.5908, "text": "pcb done starting with cad"}, {"post_id": 68824, "ts": "2026-09-15T20:17:11Z", "hours": 0.3167, "text": "starting to arrange pcb"}, {"post_id": 67636, "ts": "2026-09-13T19:41:22Z", "hours": 1.5072, "text": "first devlog - added overdrive pedal"}]...
|
Title: analog overdrive guitar pedal by @Elia_Piag Title: analog overdrive guitar pedal by @Elia_Piagentini | Stardance
Devlogs:
first devlog - added overdrive pedal
starting to arrange pcb
pcb done starting with cad
case going well...
|
1793040881.1796358
|
1793645681.1796358
|
|
44313
|
Cube Matcher by @LCdev1234 | Stardance
|
LCdev1234
|
1
|
60.0
|
1031
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T23:19:21Z", "hours": 60.0, "multiplier": 17.28, "payout": 1031, "blessing": "neutral", "text": "This is Cube Matcher, a strategy puzzle game in wich you need to move a 3x3 cube to match a shown pattern, but the problem is that there are zombies climbing the walls that move toward you each time you take an action!! So you need to be careful about how many actions you take before having to knock them. The most challenging part of my project was making the 3D cube and the player interactions. This was becouse I decided to make the 3D system in my game from scratch, so I had to add projections, and deal with the cube coordinates of each point (that were a lot), and for the player interactions the most difficult part was knowing when the player and the cube needed to perform an interaction becouse I needed to add a fake movement (the animation) for the action not to see so quickly, so i needed to sync the animation with the real position. In the end the project turned out like I imagined from the beggining just changing some small concepts for the game to be fun and fair.", "repo": "https://github.com/LCdev1234/Cube-Matcher", "demo": "https://lcdev1234.itch.io/cube-matcher"}]...
|
[{"post_id": 74659, "ts": "202 [{"post_id": 74659, "ts": "2026-09-27T21:44:20Z", "hours": 4.0744, "text": "Devlog #12: Final devlog Added a in-game tutorial and music and sounds. I finally finished making the game!! For the last modifications I added the tutorial of the game with the instructions and example videos to show how everything works. I also added background music and sound effects, it was difficult finding the ones that fit best my game, but I was able to find some really good ones."}, {"post_id": 74159, "ts": "2026-09-26T19:58:35Z", "hours": 2.6803, "text": "Devlog #11 Finished adding the menus to the game!!"}, {"post_id": 73837, "ts": "2026-09-26T03:59:13Z", "hours": 2.8544, "text": "Devlog #10 I added the zombies actual movement to the game, each times the player makes an action the zombies take a few steps. I also added the death screen and the “Play Again” button alredy works. While adding this, I changed a name of a git commit and it merged with the one i was currently working on - I tried to undo what I had done, but I coudnt fix it, I even through I was going to have to code the last parts of the game again, but I was able to fix it using the integrate Copilot AI integrated in VS code."}, {"post_id": 73753, "ts": "2026-09-25T21:11:48Z", "hours": 8.365, "text": "Devlog #9 Added the zombies to the game. The zombies werent so difficult to code. The only problems I had were some interactions with the player or cube. One of the things that took me the most time was making the zombies follow the player when they were on the top, it turned out that one of my lines of code to keep the zombies in their column when climbing, was the problem."}, {"post_id": 72434, "ts": "2026-09-22T22:58:16Z", "hours": 4.725, "text": "Devlog #8 I added the code to check if the upper face pattern of the cube matches the one shown, and I was finally able to tried solving it myself. When doing so I notice that it is a little hard (at least for me) to solve the cube, and adding zombies as I originally planned would not make a lot of sense, so i decided it to change the idea a little bit, instead of the zombies climbing the wall and stopping them and be able to fitgh them once they were on top (the original idea), I will add the zombies so they slowly move when the player slides or rotates the cube and once the zombie is on top the player is basicly dead."}, {"post_id": 70940, "ts": "2026-09-20T02:34:15Z", "hours": 3.9314, "text": "Devlog #7 Added the sliding stickers cube mechanic. The dificult part wasn’t making the stickers change place, it was the sticker movement animation, witch took took the most hours to code. This was becouse i needed to be show a false player and sticker movement while still having the real position variables and once the animation ended record the new position."}, {"post_id": 68940, "ts": "2026-09-16T02:39:43Z", "hours": 6.1658, "text": "Devlog #6 This time, I mostly just added some small changes and fixes, some of the more important changes are: I changed the player textures to a simple white square with eyes, this was just becouse I am not good drawing and making the animations was too dificult, to make the square a little more alive, I added some squishing to its animation using code I added some invisible walls around the player so it dont fall off the cube, but I made so when the rubik cube is rotating the player could fall if not careful I also made some small fixes to some problems I find along the way while making all of this changes"}, {"post_id": 63633, "ts": "2026-09-07T15:41:05Z", "hours": 9.5733, "text": "Devlog #5 I couldn’t advance as fast with the project because of school but now I was able to make the player be able to interact with the cube (rotating it), it was a little hard specially the parts before actually making the interactions that were upgrading the collision system, because before the collision system was only “not fall down past certain y level” which means it didn’t have to see anything with the cube, with the upgraded collisions now it depends on the cube and even when its rotated it can collide normally, also I changed a little bit the jumping so now it has a little cooldown so it can’t be spammed and for rotating the cube I made it so the player needs to jump twice in less than a certain time for it to rotate. I think that the rotation interaction already works well I will next add a solving system and maybe add a new interaction mechanic with the cube."}, {"post_id": 47221, "ts": "2026-08-15T00:12:05Z", "hours": 5.6078, "text": "Devlog #4 Hi there! I took a little more time on this part of the code mainly because I added something that broke the code, and i coudnt find the evil piece of code, but I finally got it working. I just added the player on top of the cube, added some pretty much basic physics that include jumping and walking. For the walking i made it so the controls always move where the camera is viewing not the actual game coordinates, it just means that the player walks forward, backward, and to the sides no matter how the cube is rotated. I also added basic collision system which I am in the process of upgrading, once I get the collisions working better I will desing the other player animations because right now is just a idle animation replaying no matter what. Those are the main features i added aside from fixing some bugs that my code had, next I will be adding some of the main mechanics of the game (rotating the cube) so that the player can start making some actions. Thanks for reading"}, {"post_id": 44366, "ts": "2026-08-10T02:28:58Z", "hours": 4.1247, "text": "Devlog #3 I alredy added the cube textures, and divided the cube into a 3x3 grid, I also added rubiks cube-style rotations and the different color textures. I decided to give the textures that hand painted style becouse I think it seems cool!!. This ended up being more time consuming than I expected, and still needs some work. For now the code just defines the starting colors and lets me rotate the different parts of the cube freely. However I still need to make the rotation permanent and to stored in the cube colors. With this I finally finished the basics of the cube, so I can alredy start working on the player next. The player will be able to interact with the cube so I can finally start working with the real game mechanics."}, {"post_id": 43476, "ts": "2026-08-08T19:23:15Z", "hours": 4.7336, "text": "Devlog #2 I was alredy able to add textures to the 3d cube!! It was more difficult that i expected, i needed to add texture layering so the faces dont overlap each other, and I had to learn how to use mesh2d to render the image texture in the cube. There is still a little visual problem, but its not ver noticible, so I’ll leave it as is for now. My next steps will be to add the Rubik cube rotations and the real and final textures for the cube."}, {"post_id": 42246, "ts": "2026-08-06T21:18:45Z", "hours": 2.7878, "text": "Devlog #1 Hello there! i finally managed to render a 3d cube for the game i just starting working on. I know its simple for now, but next i’ll add textures and the rubik’s cube movement. The game is basically about completing a cube face with a random generated pattern while some little monsters try to stop you… Its still work in progress, and i’ll show more as the idea becomes clearer and the game takes shape."}]...
|
Title: Cube Matcher by @LCdev1234 | Stardance
Dev Title: Cube Matcher by @LCdev1234 | Stardance
Devlogs:
Devlog #1 Hello there! i finally managed to render a 3d cube for the game i just starting working on. I know its simple for now, but next i’ll add textures and the rubik’s cube movement. The game is basically about completing a cube face with a random generated pattern while some little monsters try to stop you… Its still work in progress, and i’ll show more as the idea becomes clearer and the game takes shape.
Devlog #2 I was alredy able to add textures to the 3d cube!! It was more difficult that i expected, i needed to add texture layering so the faces dont overlap each other, and I had to learn how to use mesh2d to render the image texture in the cube. There is still a little visual problem, but its not ver noticible, so I’ll leave it as is for now. My next steps will be to add the Rubik cube rotations and the real and final textures for the cube.
Devlog #3 I alredy added the cube textures, and divided the cube into a 3x3 grid, I also added rubiks cube-style rotations and the different color textures. I decided to give the textures that hand painted style becouse I think it seems cool!!. This ended up being more time consuming than I expected, and still needs some work. For now the code just defines the starting colors and lets me rotate the different parts of the cube freely. However I still need to make the rotation permanent and to stored in the cube colors. With this I finally finished the basics of the cube, so I can alredy start working on the player next. The player will be able to interact with the cube so I can finally start working with the real game mechanics.
Devlog #4 Hi there! I took a little more time on this part of the code mainly because I added something that broke the code, and i coudnt find the evil piece of code, but I finally got it working. I just added the player on top of the cube, added some pretty much basic physics that include jumping and walking. For the walking i made it so the controls always move where the camera is viewing not the actual game coordinates, it just means that the player walks forward, backward, and to the sides no matter how the cube is rotated. I also added basic collision system which I am in the process of upgrading, once I get the collisions working better I will desing the other player animations because right now is just a idle animation replaying no matter what. Those are the main features i added aside from fixing some bugs that my code had, next I will be adding some of the main mechanics of the game (rotating the cube) so that the player can start making some actions. Thanks for reading
Devlog #5 I couldn’t advance as fast with the project because of school but now I was able to make the player be able to interact with the cube (rotating it), it was a little hard specially the parts before actually making the interactions that were upgrading the collision system, because before the collision system was only “not fall down past certain y level” which means it didn’t have to see anything with the cube, with the upgraded collisions now it depends on the cube and even when its rotated it can collide normally, also I changed a little bit the jumping so now it has a little cooldown so it can’t be spammed and for rotating the cube I made it so the player needs to jump twice in less than a certain time for it to rotate. I think that the rotation interaction already works well I will next add a solving system and maybe add a new interaction mechanic with the cube.
Devlog #6 This time, I mostly just added some small changes and fixes, some of the more important changes are: I changed the player textures to a simple white square with eyes, this was just becouse I am not good drawing and making the animations was too dificult, to make the square a little more alive, I added some squishing to its animation using code I added some invisible walls around the player so it dont fall off the cube, but I made so when the rubik cube is rotating the player could fall if not careful I also made some small fixes to some problems I find along the way while making all of this changes
Devlog #7 Added the sliding stickers cube mechanic. The dificult part wasn’t making the stickers change place, it was the sticker movement animation, witch took took the most hours to code. This was becouse i needed to be show a false player and sticker movement while still having the real position variables and once the animation ended record the new position.
Devlog #8 I added the code to check if the upper face pattern of the cube matches the one shown, and I was finally able to tried solving it myself. When doing so I notice that it is a little hard (at least for me) to solve the cube, and adding zombies as I originally planned would not make a lot of sense, so i decided it to change the idea a little bit, instead of the zombies climbing the wall and stopping them and be able to fitgh them once they were on top (the original idea), I will add the zombies so they slowly move when the player slides or rotates the cube and once the zombie is on top the player is basicly dead.
Devlog #9 Added the zombies to the game. The zombies werent so difficult to code. The only problems I had were some interactions with the player or cube. One of the things that took me the most time was making the zombies follow the player when they were on the top, it turned out that one of my lines of code to keep the zombies in their column when climbing, was the problem.
Devlog #10 I added the zombies actual movement to the game, each times the player makes an action the zombies take a few steps. I also added the death screen and the “Play Again” button alredy works. While adding this, I changed a name of a git commit and it merged with the one i was currently working on - I tried to undo what I had done, but I coudnt fix it, I even through I was going to have to code the last parts of the game again, but I was able to fix it using the integrate Copilot AI integrated in VS code.
Devlog #11 Finished adding the menus to the game!!
Devlog #12: Final devlog Added a in-game tutorial and music and sounds. I finally finished making the game!! For the last modifications I added the tutorial of the game with the instructions and example videos to show how everything works. I also added background music and sound effects, it was difficult finding the ones that fit best my game, but I was able to find some really good ones.
Ships:
This is Cube Matcher, a strategy puzzle game in wich you need to move a 3x3 cube to match a shown pattern, but the problem is that there are zombies climbing the walls that move toward you each time you take an action!! So you need to be careful about how many actions you take before having to knock them. The most challenging part of my project was making the 3D cube and the player interactions. This was becouse I decided to make the 3D system in my game from scratch, so I had to add projections, and deal with the cube coordinates of each point (that were a lot), and for the player interactions the most difficult part was knowing when the player and the cube needed to perform an interaction becouse I needed to add a fake movement (the animation) for the action not to see so quickly, so i needed to sync the animation with the real position. In the end the project turned out like I imagined from the beggining just changing some small concepts for the game to be fun and fair....
|
1793148644.5409997
|
1793235044.5409997
|
|
7795
|
Universe Sandbox by @harsi_s_d | Stardance
|
harsi_s_d
|
0
|
6.45
|
0
|
[]
|
[{"post_id": 7466, "ts": "2026 [{"post_id": 7466, "ts": "2026-06-12T13:34:33Z", "hours": 4.1539, "text": "Update: The physics N-Body Logic is finally completed I have successfully integrated the high-performance Rust-based physics engine with our 3D visualization layer. It’s going to take me just 1–2 more days to wrap up the interface and final visual touches. I can’t wait to get this into your hands—the current simulation is absolutely bonkers. Stay tuned!"}, {"post_id": 4914, "ts": "2026-06-08T14:35:32Z", "hours": 2.2944, "text": "Hey everyone! Here is a quick update on my current progress building out the core mechanics for my Universe Sandbox simulator. The main goal of this project is to allow players to create, manipulate, and observe stellar bodies interacting with realistic gravitational physics. What’s Completed So Far: Base Engine Architecture: Initialized the fundamental loop structure to handle real-time rendering. Vector Math Foundation: Scripted basic 2D/3D coordinate matrices so objects can understand positions and relative velocities in space. Asset Loading Pipeline: Successfully imported default spherical meshes to represent stars, planets, and minor asteroids. I am currently tackling the absolute heart of the simulation, the N-Body Gravitational Physics. Instead of just animating planets moving in basic hardcoded circles, I am implementing Newton’s Law of Universal Gravitation. Every object in the sandbox will exert a pulling force on every other object based on its mass and distance. Once the gravitational physics are locked down and stable, I’ll be moving on to: Orbital Path Visuals, Collision Event Triggers, User Interface Controls. (The GUI isn’t great rn, I haven’t rlly focused on the frontend yet but dw, the final project will look rlly good)"}]...
|
Title: Universe Sandbox by @harsi_s_d | Stardance
Title: Universe Sandbox by @harsi_s_d | Stardance
Devlogs:
Hey everyone! Here is a quick update on my current progress building out the core mechanics for my Universe Sandbox simulator. The main goal of this project is to allow players to create, manipulate, and observe stellar bodies interacting with realistic gravitational physics. What’s Completed So Far: Base Engine Architecture: Initialized the fundamental loop structure to handle real-time rendering. Vector Math Foundation: Scripted basic 2D/3D coordinate matrices so objects can understand positions and relative velocities in space. Asset Loading Pipeline: Successfully imported default spherical meshes to represent stars, planets, and minor asteroids. I am currently tackling the absolute heart of the simulation, the N-Body Gravitational Physics. Instead of just animating planets moving in basic hardcoded circles, I am implementing Newton’s Law of Universal Gravitation. Every object in the sandbox will exert a pulling force on every other object based on its mass and distance. Once the gravitational physics are locked down and stable, I’ll be moving on to: Orbital Path Visuals, Collision Event Triggers, User Interface Controls. (The GUI isn’t great rn, I haven’t rlly focused on the frontend yet but dw, the final project will look rlly good)
Update: The physics N-Body Logic is finally completed I have successfully integrated the high-performance Rust-based physics engine with our 3D visualization layer. It’s going to take me just 1–2 more days to wrap up the interface and final visual touches. I can’t wait to get this into your hands—the current simulation is absolutely bonkers. Stay tuned!...
|
1793149005.788303
|
1793753805.788303
|
|
65889
|
The Juice by @BombJuice | Stardance
|
BombJuice
|
1
|
2.89
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T17:24:22Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own personal website. Aligning the images was a little challenging, but I was super proud with the final product. Check out each section!", "repo": "https://github.com/bomb-juice/personal-site", "demo": "https://bomb-juice.github.io/personal-site/"}]...
|
[{"post_id": 74660, "ts": "202 [{"post_id": 74660, "ts": "2026-09-27T21:46:36Z", "hours": 0.8942, "text": "Added more information text variety glow effect on headers background gifs with link embed"}, {"post_id": 74237, "ts": "2026-09-27T00:52:54Z", "hours": 1.9025, "text": "Just finished my first HTML/CSS personal site!"}]...
|
Title: The Juice by @BombJuice | Stardance
Devlog Title: The Juice by @BombJuice | Stardance
Devlogs:
Just finished my first HTML/CSS personal site!
Added more information text variety glow effect on headers background gifs with link embed
Ships:
I made my own personal website. Aligning the images was a little challenging, but I was super proud with the final product. Check out each section!...
|
1793216833.5053525
|
1793303233.5053525
|
|
66373
|
rocket by @e__l | Stardance
|
e__l
|
0
|
38.47
|
0
|
[]
|
[{"post_id": 74666, "ts": "202 [{"post_id": 74666, "ts": "2026-09-27T22:30:43Z", "hours": 38.4683, "text": "made a 3d rocket simulator"}]...
|
Title: rocket by @e__l | Stardance
Devlogs:
made Title: rocket by @e__l | Stardance
Devlogs:
made a 3d rocket simulator...
|
1793098276.3496318
|
1793703076.3496318
|
|
56718
|
emma's site by @emma | Stardance
|
emma
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T23:37:08Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finished everything up and figured out GitHub Pages again! This is my favorite iteration of the emma personal website so far, let’s see if I’ll make another next year :D", "repo": "https://github.com/prplwtf/prpl.wtf", "demo": "https://prpl.wtf"}]...
|
[{"post_id": 74672, "ts": "202 [{"post_id": 74672, "ts": "2026-09-27T23:34:40Z", "hours": 3.9367, "text": "i may or may not have done a lot of stuff and kinda forgot to devlog - anyhow, it’s publicly available now and i finished making markdown components"}, {"post_id": 60788, "ts": "2026-09-03T11:48:26Z", "hours": 1.7458, "text": "I took some time to make this nice micro-interaction. This copies the link to the heading you have hovered to your clipboard, in the context of a blog post."}, {"post_id": 60141, "ts": "2026-09-02T10:07:04Z", "hours": 0.535, "text": "Working on the blog post view and styling markdown components so everything looks nice and tidy!"}, {"post_id": 59884, "ts": "2026-09-01T21:30:27Z", "hours": 1.72, "text": "I did some work on the blog page. The blog side of things should be fairly minimal, as effects shouldn’t be distracting people from reading a post, but also not too minimal for it not to fit the design language I’m going for. I settled for something simple with nice, snappy, hover animations. Oh right, I also worked on a fancy animation that followed your mouse on the homepage but I ended up throwing it away as it was a bit too much."}, {"post_id": 59612, "ts": "2026-09-01T15:05:26Z", "hours": 2.6161, "text": "Finally, I finished the works page. I wanted to create some project-specific pages but I convinced myself not to. Next up, I might add a blog."}, {"post_id": 58862, "ts": "2026-08-31T13:16:53Z", "hours": 0.5347, "text": "Been working on the works page! I’m considering either linking everything to their GitHub repositories or creating dedicated pages for them 🤷♀️"}, {"post_id": 58820, "ts": "2026-08-31T12:25:59Z", "hours": 5.1419, "text": "I’ve been working on my personal website for the past few days and I think the homepage is pretty much done, take a peek :)"}]...
|
Title: emma's site by @emma | Stardance
Devlo Title: emma's site by @emma | Stardance
Devlogs:
I’ve been working on my personal website for the past few days and I think the homepage is pretty much done, take a peek :)
Been working on the works page! I’m considering either linking everything to their GitHub repositories or creating dedicated pages for them 🤷♀️
Finally, I finished the works page. I wanted to create some project-specific pages but I convinced myself not to. Next up, I might add a blog.
I did some work on the blog page. The blog side of things should be fairly minimal, as effects shouldn’t be distracting people from reading a post, but also not too minimal for it not to fit the design language I’m going for. I settled for something simple with nice, snappy, hover animations. Oh right, I also worked on a fancy animation that followed your mouse on the homepage but I ended up throwing it away as it was a bit too much.
Working on the blog post view and styling markdown components so everything looks nice and tidy!
I took some time to make this nice micro-interaction. This copies the link to the heading you have hovered to your clipboard, in the context of a blog post.
i may or may not have done a lot of stuff and kinda forgot to devlog - anyhow, it’s publicly available now and i finished making markdown components
Ships:
I finished everything up and figured out GitHub Pages again! This is my favorite iteration of the emma personal website so far, let’s see if I’ll make another next year :D...
|
1793152145.065328
|
1793238545.065328
|
|
26071
|
Paint The Galaxy by @aditi1781 | Stardance
|
aditi1781
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T14:41:22Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Paint the Galaxy is a JWST-inspired infrared image mixer to create your own false-color space image.", "repo": "https://github.com/aditiahuja230-rgb/painttheuniverse", "demo": "https://aditiahuja230-rgb.github.io/painttheuniverse/index.html"}]...
|
[{"post_id": 74673, "ts": "202 [{"post_id": 74673, "ts": "2026-09-27T23:35:15Z", "hours": 3.765, "text": "Done with a simple html page to host my JWST images. Next, I will be looking to make the page dynamic to fetch latest JWST images"}]...
|
Title: Paint The Galaxy by @aditi1781 | Stardance
Title: Paint The Galaxy by @aditi1781 | Stardance
Devlogs:
Done with a simple html page to host my JWST images. Next, I will be looking to make the page dynamic to fetch latest JWST images
Ships:
Paint the Galaxy is a JWST-inspired infrared image mixer to create your own false-color space image....
|
1793148737.7111733
|
1793235137.7111733
|
|
61981
|
las teclas by @Vini_dev | Stardance
|
Vini_dev
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T00:58:51Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a macropad called MarcinhoPad (I couldn’t think of what to call it, so I decided to combine my name with the word ‘pad’ at the end). This project really challenged me, as it was the first ‘big’ project I’ve ever made. But the most annoying thing that gave me a huge headache was the LEDs. Man, it felt like nothing was working! I would run the ERC and it gave so many errors, so many errors, that I almost gave up on the project, but I decided to just remove them—didn’t want any more headaches, lol. Not to mention the 3D modeling: I spent two nights without sleep just thinking about it. Before going to school, I would make use of the 1 hour I had, get up, and turn on the PC right away to try to finish the model. Same thing when I got back, exhausted and only thinking about sleep, but there I was, learning 3D modeling, lol. Now, what made me think ‘I’m the man’ the most—my ego totally inflated when I finished the project and it got approved. Man, my heart raced with joy, I saw that my hard work paid off! Ah, I was almost forgetting, lol: to test the project, all you need is Arduino IDE installed. Connect the board to your computer’s USB, clone my repository, and flash my code.", "repo": "https://github.com/Developer-Vini/MarcinhoPad", "demo": ""}]...
|
[{"post_id": 74675, "ts": "202 [{"post_id": 74675, "ts": "2026-09-27T23:40:24Z", "hours": 1.0117, "text": "I went to see if it would actually work; I managed to mount the 3D parts on the board to test everything, and I made a few tweaks. I think I’ll go for a unique design—I’m thinking of making it all black; it’s going to look awesome."}, {"post_id": 70908, "ts": "2026-09-20T00:28:59Z", "hours": 0.5489, "text": "Finished!"}, {"post_id": 70294, "ts": "2026-09-18T21:46:34Z", "hours": 1.5661, "text": "Trying to model the case (it’s proving very difficult)."}, {"post_id": 69899, "ts": "2026-09-18T01:08:57Z", "hours": 0.505, "text": "What a beautiful PCB!"}, {"post_id": 69414, "ts": "2026-09-17T00:28:16Z", "hours": 0.8728, "text": "finished!!"}, {"post_id": 69376, "ts": "2026-09-16T22:36:50Z", "hours": 2.135, "text": "I decided to remove the LEDs; I’m going to do it without them. Connecting the LEDs was proving too difficult, so I preferred to leave them out. The important thing is that it works. The PCB is already complete; now I just need to adjust a few things and transfer it to the case."}, {"post_id": 69241, "ts": "2026-09-16T17:26:35Z", "hours": 2.7272, "text": "I finished the schematic and I’m going to the PCB, now I just have to decide what I want to do haha, I’m very indecisive, I have to see the layout."}, {"post_id": 68918, "ts": "2026-09-16T01:29:57Z", "hours": 1.9889, "text": "Yo guys, I was studying how I could do the hackpad scheme, man, think of a work that is giving, but it’s gonna work out, there’s no rush."}, {"post_id": 67760, "ts": "2026-09-14T00:25:31Z", "hours": 0.3833, "text": "i was preparing the work environment to begin development."}]...
|
Title: las teclas by @Vini_dev | Stardance
Devlog Title: las teclas by @Vini_dev | Stardance
Devlogs:
i was preparing the work environment to begin development.
Yo guys, I was studying how I could do the hackpad scheme, man, think of a work that is giving, but it’s gonna work out, there’s no rush.
I finished the schematic and I’m going to the PCB, now I just have to decide what I want to do haha, I’m very indecisive, I have to see the layout.
I decided to remove the LEDs; I’m going to do it without them. Connecting the LEDs was proving too difficult, so I preferred to leave them out. The important thing is that it works. The PCB is already complete; now I just need to adjust a few things and transfer it to the case.
finished!!
What a beautiful PCB!
Trying to model the case (it’s proving very difficult).
Finished!
I went to see if it would actually work; I managed to mount the 3D parts on the board to test everything, and I made a few tweaks. I think I’ll go for a unique design—I’m thinking of making it all black; it’s going to look awesome.
Ships:
I created a macropad called MarcinhoPad (I couldn’t think of what to call it, so I decided to combine my name with the word ‘pad’ at the end). This project really challenged me, as it was the first ‘big’ project I’ve ever made. But the most annoying thing that gave me a huge headache was the LEDs. Man, it felt like nothing was working! I would run the ERC and it gave so many errors, so many errors, that I almost gave up on the project, but I decided to just remove them—didn’t want any more headaches, lol. Not to mention the 3D modeling: I spent two nights without sleep just thinking about it. Before going to school, I would make use of the 1 hour I had, get up, and turn on the PC right away to try to finish the model. Same thing when I got back, exhausted and only thinking about sleep, but there I was, learning 3D modeling, lol. Now, what made me think ‘I’m the man’ the most—my ego totally inflated when I finished the project and it got approved. Man, my heart raced with joy, I saw that my hard work paid off! Ah, I was almost forgetting, lol: to test the project, all you need is Arduino IDE installed. Connect the board to your computer’s USB, clone my repository, and flash my code....
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1793209869.93672
|
1793296269.93672
|
|
42770
|
Clawed mobile robot by @Tunmi | Stardance
|
Tunmi
|
0
|
10.01
|
0
|
[]
|
[{"post_id": 74685, "ts": "202 [{"post_id": 74685, "ts": "2026-09-28T00:11:38Z", "hours": 3.9669, "text": "Well uh. Did a bunch of stuff. Wiring, soldering. The whole lot. Final assembly of the drive train, wired abd soldered the battery pack and connected to the TB6612FNG, alongside the motor wire groups. Connected the TB6612FNG to the arduino via jumper. Coded a simple forward and backward test on the arduino IDE. It worked. I’m going to bed."}, {"post_id": 61889, "ts": "2026-09-05T01:48:00Z", "hours": 2.4333, "text": "Chassis disassembled and Wiring and wiring plan about 80% of the way done. Planning component layout as well. Soldering TB6612FNG motor driveer header pins and some wires together and some other stuff that I can’t be asked to mention. Just a bunch of wires. Anyway. it’s 3am Goodnight"}, {"post_id": 44043, "ts": "2026-08-09T15:37:34Z", "hours": 1.1975, "text": "Dismantled the chassis to replace the broken motor and did a bit of wiring plan. Ummmmmm yeah. Cya"}, {"post_id": 43974, "ts": "2026-08-09T13:29:29Z", "hours": 2.4167, "text": "Right. Sooo. Writing this again because for SOME reason, my first devlog didn’t save so now I have to do this again. First session went almost perfect. Assembled the chassis for the robot HOWEVER, one of the motors snapped so I had to get a replacement. At the time of writing this, the replacement has arrived which is great. Alright that’s it. Time for the next one"}]...
|
Title: Clawed mobile robot by @Tunmi | Stardance
Title: Clawed mobile robot by @Tunmi | Stardance
Devlogs:
Right. Sooo. Writing this again because for SOME reason, my first devlog didn’t save so now I have to do this again. First session went almost perfect. Assembled the chassis for the robot HOWEVER, one of the motors snapped so I had to get a replacement. At the time of writing this, the replacement has arrived which is great. Alright that’s it. Time for the next one
Dismantled the chassis to replace the broken motor and did a bit of wiring plan. Ummmmmm yeah. Cya
Chassis disassembled and Wiring and wiring plan about 80% of the way done. Planning component layout as well. Soldering TB6612FNG motor driveer header pins and some wires together and some other stuff that I can’t be asked to mention. Just a bunch of wires. Anyway. it’s 3am Goodnight
Well uh. Did a bunch of stuff. Wiring, soldering. The whole lot. Final assembly of the drive train, wired abd soldered the battery pack and connected to the TB6612FNG, alongside the motor wire groups. Connected the TB6612FNG to the arduino via jumper. Coded a simple forward and backward test on the arduino IDE. It worked. I’m going to bed....
|
1793188457.9281309
|
1793793257.9281309
|
|
21776
|
python Terminal multitool by @robopugo | Stardance
|
robopugo
|
0
|
100.46
|
0
|
[]
|
[{"post_id": 74687, "ts": "202 [{"post_id": 74687, "ts": "2026-09-28T00:14:07Z", "hours": 2.3161, "text": "added some file based commands (ls, pwd, cd.) to the repl, and created this cool colorized ascii img shower, as shown in img. Also finally reached 100hrs on this project, yipee!, some stats: over 100 functions, and over 4.5k lines (only 600 are empty), 57 imports, rougley 50% of functions have doc-strings and typed args, and over 3k word of documentation in the code. 19 classes. All in python."}, {"post_id": 73695, "ts": "2026-09-25T18:36:24Z", "hours": 0.8197, "text": "A pretty easy feature that makes it significantly smoother and better. For example –A which doesn’t clear the screen, nor prints the help text. Overall pretty good QOL feature for the repl. (python)"}, {"post_id": 72941, "ts": "2026-09-24T02:42:33Z", "hours": 1.0939, "text": "added finishing touches to the markdown renderer. And went ahead and made another cool func that shows the dependencies of a function. Which was a pretty fun challenge. Also good news stardance is being extended to oct. 31. What team are you? (python)"}, {"post_id": 72462, "ts": "2026-09-23T00:52:34Z", "hours": 1.6061, "text": "I got themes working for the markdown renderer, but I got to lock in on everything else since Stardance is almost over. (video is bright.) (python)"}, {"post_id": 71380, "ts": "2026-09-20T18:32:51Z", "hours": 2.2656, "text": "made a readme veiwer similar to glow, that is fully customizable. supports h1-h6 p, lists, quotes, bold, italic, crossed, code inline, code blocks, and highlighted text. Main challenge was doing it without regex’s. (python)"}, {"post_id": 70697, "ts": "2026-09-19T16:33:43Z", "hours": 2.5603, "text": "created this cool little form that you can fill out for a function to auto generate a docstring for it by default coppies it to clipboard but you can also have it auto write it in file. (i will admit i had to use some ai to figure out how to get it to write in file) (python)"}, {"post_id": 69297, "ts": "2026-09-16T19:21:29Z", "hours": 2.0033, "text": "added a favorites menu, and the ability to add functions to the favorites. Also added .ax and .ay . (python)"}, {"post_id": 66142, "ts": "2026-09-11T19:27:48Z", "hours": 0.6558, "text": ".mx was a fun new challenge after my little break from the tool, like .my it shows multiple docs, also supports the multi run, next feature to add is text warping. Hopefully I can get in 5hrs soon so i can get the limited stickers. :) (python)"}, {"post_id": 65530, "ts": "2026-09-10T18:44:46Z", "hours": 0.5775, "text": "it looks a lot better in the terminal but i made a big clock widget."}, {"post_id": 65130, "ts": "2026-09-10T01:49:46Z", "hours": 0.5306, "text": "small devlog, so one thing about my project is that it’s built to help others make tui’s, but not all projects are in python, so how did I learn to make this well I started here: https://gist.github.com/fnky/458719343aabd01cfb17a3a4f7296797 , ANSI escape codes are just cli terminal coloring, add in some unicode and you got a cool stylized thingy. The img is an example of something I quickly built to showcase how much tui’s improve visuals, check it out here: https://codehs.com/sandbox/robopugo/gfojafowj/run . It’s still in python. Just wanted to share how I got introduced to Tui’s since I figured others might also want to find a way to get started."}, {"post_id": 64507, "ts": "2026-09-08T23:21:15Z", "hours": 8.0453, "text": "[this will be a longer devlog]. So what are these 2 things, and what do they have to do with stylized docs, glad you asked. After designing a stylized help func, I made a main menu / repl that shows you the names of all the functions and you can type the name to see its stylized doc card. The first img shows all of the names of the functions in my module currently, the second shows all of the helper funcs / commands in the repl. (not all are implemented, but most are). The main features I like are that it’s stateful with a back command, and the .run command which lets you run the example code right there. I uploaded a long form video to my YT channel if you want to see it in action: https://youtu.be/niP3qDd2KkY"}, {"post_id": 53249, "ts": "2026-08-23T18:08:17Z", "hours": 1.6172, "text": "made the border a gradient, which honestly, just looks really good. Now going to work on the menu."}, {"post_id": 53086, "ts": "2026-08-23T14:46:16Z", "hours": 4.8411, "text": "Hello, been a while, but I’m finally happy with it, so some context: python has these things called doc-strings which are basically special comments in a function that explain what the function does and how to use it, you can see this with the help() function. I wanted to make my own version, but stylized, and i succeeded, and mine is pretty dynamic. How it works: it uses a list of headers to make sections and then styles them based on indentation. (also shows color palate in bottom right). Planning on making some sort of menu to easily read these."}, {"post_id": 48254, "ts": "2026-08-16T15:40:00Z", "hours": 1.1075, "text": "started to mess with fonts and sadly a lot of fonts don’t support “\\n”, but this one does, and i used wrap to apply the 4 color gradient to it, planning on working on adding the random text, and maybe another loading throbber of sorts. (python)"}, {"post_id": 46636, "ts": "2026-08-14T01:06:04Z", "hours": 1.2514, "text": "added a wrap func that is used to dynamically apply colors to strings, allowing you to easily print text that’s color is a gradient. (python)"}, {"post_id": 44356, "ts": "2026-08-10T02:03:15Z", "hours": 0.4517, "text": "I haven’t really documented this on star dance, but you can use ascii (or any color type or set of symbols, or even just data) in the gradients instead of rgb…"}, {"post_id": 44331, "ts": "2026-08-10T00:48:40Z", "hours": 2.0283, "text": "made a multi positional interpolated gradient in python, simply put, a gradient where you can have any amount of colors and you can pick their position."}, {"post_id": 43027, "ts": "2026-08-08T02:27:09Z", "hours": 5.0992, "text": "a terminal 4 color gradient that uses bilinear interpolation and ANSI. Also made a 1d gradient tool, and both can be used for data gradients. (python)"}, {"post_id": 41393, "ts": "2026-08-05T16:03:38Z", "hours": 4.8672, "text": "donut i made that uses ANSI instead of Ascii to render. (python)"}, {"post_id": 40451, "ts": "2026-08-03T23:35:41Z", "hours": 0.8589, "text": "I think i speak computer now… reading terminal chars and converting to rgb, was easy…."}, {"post_id": 40420, "ts": "2026-08-03T22:14:26Z", "hours": 3.2111, "text": "was organizing my code and starting to add documentation, but got sidetracked and made this cool loading bar. Also im looking into adding ideas from https://charm.land/ but in python. (python)"}, {"post_id": 39587, "ts": "2026-08-02T17:42:08Z", "hours": 0.6153, "text": "21 demos completed, (defiantly not enough), added better char reading and the abilityto read words on the terminal, for better input options. (python)"}, {"post_id": 39189, "ts": "2026-08-01T23:51:39Z", "hours": 1.7586, "text": "finished up the clock then made a rhythm game. Planning on adding more features too it soon."}, {"post_id": 36716, "ts": "2026-07-28T23:05:45Z", "hours": 0.4114, "text": "clock works a lot better now, actually rotates properly, and hour is smoother."}, {"post_id": 36447, "ts": "2026-07-28T16:03:08Z", "hours": 1.3456, "text": "been a while since my last devlog, recently made a cool clock, based on realtime."}, {"post_id": 32116, "ts": "2026-07-21T01:50:24Z", "hours": 0.9439, "text": "got some plans, and started to go deep into the rabbit hole…"}, {"post_id": 29186, "ts": "2026-07-15T22:24:35Z", "hours": 1.0206, "text": "yay!, 40+ dependencies."}, {"post_id": 28972, "ts": "2026-07-15T16:20:22Z", "hours": 4.1825, "text": "created a screen mirror demo that i used to create a video for stardance socials: https://www.youtube.com/shorts/hIqH1Aea_eg and a basic windows spotlight img fetcher to have more imgs to showcase working in terminal, and started working on a quiz generator that could be used for better terminal install wizards, cool quizzes, or settings menus."}, {"post_id": 27706, "ts": "2026-07-13T14:31:29Z", "hours": 2.6381, "text": "added a video renderer, sadly text is pretty illegable on it, but it’s rendering them in the terminal so. Also has ability to pause videos as shown in the video with “ “, and even unpause, the video was downloaded with a another tool in this multitool im making. The video rendering uses sixel. (python)"}, {"post_id": 27235, "ts": "2026-07-12T16:53:20Z", "hours": 0.6825, "text": "got a .gif to load and run in the terminal (python), using sixtel."}, {"post_id": 27190, "ts": "2026-07-12T15:02:48Z", "hours": 1.2111, "text": "my dogo printed out with python, using sixtel."}, {"post_id": 26823, "ts": "2026-07-11T20:44:02Z", "hours": 0.9311, "text": "started to work on the dynamic window system more. But is verry much a wip, for the foreseeable future, but kinda works well enough to be functional for now."}, {"post_id": 24961, "ts": "2026-07-08T21:00:13Z", "hours": 0.6175, "text": "not much, just added loading text, so that when you load up the app, it doesn’t just freeze while figuring out what types your disks are. Also made it check for new disks every 10s."}, {"post_id": 24363, "ts": "2026-07-07T21:31:38Z", "hours": 4.3692, "text": "added this box, which grabs your memory stats, and disk stats, and is compatible with all themes."}, {"post_id": 23503, "ts": "2026-07-06T14:57:30Z", "hours": 1.9622, "text": "It’s starting to come together, and look really good, the top is a CPU usage visualizer, with a core by core view. Time in top center, and the bottom, is a cava-like audio visualizer (has it’s own demo too). Planning on adding coloring to the audio visualizer next, followed by more util functions. (python)"}, {"post_id": 22898, "ts": "2026-07-05T15:15:25Z", "hours": 2.0142, "text": "added the ability to switch themes with k, l and favorite themes with j, and also added a way to play music and download music through yt-dlp. (python)"}, {"post_id": 22197, "ts": "2026-07-04T15:30:43Z", "hours": 1.3022, "text": "here’s the nord theme in use, i “borrowed” some themes from btop’s repo, and have configured my current code to use the colors dynamically."}, {"post_id": 22158, "ts": "2026-07-04T14:07:07Z", "hours": 1.9108, "text": "Made a cool theme selector / preview, that allows you to view .theme files in the terminal, with arrow key navigation. left and right to switch the theme your viewing, up to favorite, and down to quit. I also made a custom debug theme for better contrast."}, {"post_id": 21571, "ts": "2026-07-03T16:27:40Z", "hours": 2.895, "text": "spent roughly 3 hours, making the CPU graph, might make it a gradient, or just move on to one of the other boxes. (python)"}, {"post_id": 13996, "ts": "2026-06-22T23:30:42Z", "hours": 2.9417, "text": "created the first square / section in my btop clone demo, gets info using winreg and psutil. (python)"}, {"post_id": 13455, "ts": "2026-06-22T01:10:12Z", "hours": 5.6906, "text": "I’ve been working on a custom box drawer, that works by giving it a list of corners and the length between them (sides) to draw a box with Unicode chars. Along with a couple of functions to get data from your pc, and a btop4win clone, (img) currently just have the outline and top bar, though."}, {"post_id": 12815, "ts": "2026-06-20T23:36:17Z", "hours": 1.0661, "text": "added another demo: were you can move your cursor with arrow keys, or just click where you want to type to start typing at that location, and if you middle click it will erase. It also uses the ‘esc’ key to exit. (python)"}, {"post_id": 12716, "ts": "2026-06-20T19:30:11Z", "hours": 0.9069, "text": "created a random based themed draw."}, {"post_id": 12674, "ts": "2026-06-20T18:21:21Z", "hours": 0.9928, "text": "added a canvas class with some drawing tools, like line, rect, circle."}, {"post_id": 12628, "ts": "2026-06-20T17:02:24Z", "hours": 1.2578, "text": "created a flipper zero cli."}, {"post_id": 12554, "ts": "2026-06-20T14:38:32Z", "hours": 2.5325, "text": "Finally, was able to add controller inputs, and handling for multiple inputs simultaniously, the img below shows me using both the left stick and right stick of a controller at the same time. Only using python, and the inputs module."}, {"post_id": 12141, "ts": "2026-06-19T20:48:24Z", "hours": 0.8978, "text": "added yet another demo, that allows you to place a constantly updating clock (as shown below) anywhere in your terminal window with python alone."}, {"post_id": 12081, "ts": "2026-06-19T18:33:35Z", "hours": 0.7272, "text": "made yet another demo, LC is left click, RC is right click, SU is scroll up, SD is scroll down, MC is middle click."}, {"post_id": 11998, "ts": "2026-06-19T16:03:02Z", "hours": 2.3969, "text": "just finished making another demo, how it works is you click on the x’s to increase your score and you can type “q” to quit and see stats. Had a lot of trouble making sure everything was cross terminal."}, {"post_id": 11512, "ts": "2026-06-18T20:04:49Z", "hours": 1.5133, "text": "added all core utility functions, plan on creating more demos, and useful functions next."}, {"post_id": 11386, "ts": "2026-06-18T17:03:50Z", "hours": 0.9169, "text": "created 2 demo func’s to show colors, and created a cursor class, that can control the cursor"}]...
|
Title: python Terminal multitool by @robopugo | St Title: python Terminal multitool by @robopugo | Stardance
Devlogs:
created 2 demo func’s to show colors, and created a cursor class, that can control the cursor
added all core utility functions, plan on creating more demos, and useful functions next.
just finished making another demo, how it works is you click on the x’s to increase your score and you can type “q” to quit and see stats. Had a lot of trouble making sure everything was cross terminal.
made yet another demo, LC is left click, RC is right click, SU is scroll up, SD is scroll down, MC is middle click.
added yet another demo, that allows you to place a constantly updating clock (as shown below) anywhere in your terminal window with python alone.
Finally, was able to add controller inputs, and handling for multiple inputs simultaniously, the img below shows me using both the left stick and right stick of a controller at the same time. Only using python, and the inputs module.
created a flipper zero cli.
added a canvas class with some drawing tools, like line, rect, circle.
created a random based themed draw.
added another demo: were you can move your cursor with arrow keys, or just click where you want to type to start typing at that location, and if you middle click it will erase. It also uses the ‘esc’ key to exit. (python)
I’ve been working on a custom box drawer, that works by giving it a list of corners and the length between them (sides) to draw a box with Unicode chars. Along with a couple of functions to get data from your pc, and a btop4win clone, (img) currently just have the outline and top bar, though.
created the first square / section in my btop clone demo, gets info using winreg and psutil. (python)
spent roughly 3 hours, making the CPU graph, might make it a gradient, or just move on to one of the other boxes. (python)
Made a cool theme selector / preview, that allows you to view .theme files in the terminal, with arrow key navigation. left and right to switch the theme your viewing, up to favorite, and down to quit. I also made a custom debug theme for better contrast.
here’s the nord theme in use, i “borrowed” some themes from btop’s repo, and have configured my current code to use the colors dynamically.
added the ability to switch themes with k, l and favorite themes with j, and also added a way to play music and download music through yt-dlp. (python)
It’s starting to come together, and look really good, the top is a CPU usage visualizer, with a core by core view. Time in top center, and the bottom, is a cava-like audio visualizer (has it’s own demo too). Planning on adding coloring to the audio visualizer next, followed by more util functions. (python)
added this box, which grabs your memory stats, and disk stats, and is compatible with all themes.
not much, just added loading text, so that when you load up the app, it doesn’t just freeze while figuring out what types your disks are. Also made it check for new disks every 10s.
started to work on the dynamic window system more. But is verry much a wip, for the foreseeable future, but kinda works well enough to be functional for now.
my dogo printed out with python, using sixtel.
got a .gif to load and run in the terminal (python), using sixtel.
added a video renderer, sadly text is pretty illegable on it, but it’s rendering them in the terminal so. Also has ability to pause videos as shown in the video with “ “, and even unpause, the video was downloaded with a another tool in this multitool im making. The video rendering uses sixel. (python)
created a screen mirror demo that i used to create a video for stardance socials: https://www.youtube.com/shorts/hIqH1Aea_eg and a basic windows spotlight img fetcher to have more imgs to showcase working in terminal, and started working on a quiz generator that could be used for better terminal install wizards, cool quizzes, or settings menus.
yay!, 40+ dependencies.
got some plans, and started to go deep into the rabbit hole…
been a while since my last devlog, recently made a cool clock, based on realtime.
clock works a lot better now, actually rotates properly, and hour is smoother.
finished up the clock then made a rhythm game. Planning on adding more features too it soon.
21 demos completed, (defiantly not enough), added better char reading and the abilityto read words on the terminal, for better input options. (python)
was organizing my code and starting to add documentation, but got sidetracked and made this cool loading bar. Also im looking into adding ideas from https://charm.land/ but in python. (python)
I think i speak computer now… reading terminal chars and converting to rgb, was easy….
donut i made that uses ANSI instead of Ascii to render. (python)
a terminal 4 color gradient that uses bilinear interpolation and ANSI. Also made a 1d gradient tool, and both can be used for data gradients. (python)
made a multi positional interpolated gradient in python, simply put, a gradient where you can have any amount of colors and you can pick their position.
I haven’t really documented this on star dance, but you can use ascii (or any color type or set of symbols, or even just data) in the gradients instead of rgb…
added a wrap func that is used to dynamically apply colors to strings, allowing you to easily print text that’s color is a gradient. (python)
started to mess with fonts and sadly a lot of fonts don’t support “\n”, but this one does, and i used wrap to apply the 4 color gradient to it, planning on working on adding the random text, and maybe another loading throbber of sorts. (python)
Hello, been a while, but I’m finally happy with it, so some context: python has these things called doc-strings which are basically special comments in a function that explain what the function does and how to use it, you can see this with the help() function. I wanted to make my own version, but stylized, and i succeeded, and mine is pretty dynamic. How it works: it uses a list of headers to make sections and then styles them based on indentation. (also shows color palate in bottom right). Planning on making some sort of menu to easily read these.
made the border a gradient, which honestly, just looks really good. Now going to work on the menu.
[this will be a longer devlog]. So what are these 2 things, and what do they have to do with stylized docs, glad you asked. After designing a stylized help func, I made a main menu / repl that shows you the names of all the functions and you can type the name to see its stylized doc card. The first img shows all of the names of the functions in my module currently, the second shows all of the helper funcs / commands in the repl. (not all are implemented, but most are). The main features I like are that it’s stateful with a back command, and the .run command which lets you run the example code right there. I uploaded a long form video to my YT channel if you want to see it in action: https://youtu.be/niP3qDd2KkY
small devlog, so one thing about my project is that it’s built to help others make tui’s, but not all projects are in python, so how did I learn to make this well I started here: https://gist.github.com/fnky/458719343aabd01cfb17a3a4f7296797 , ANSI escape codes are just cli terminal coloring, add in some unicode and you got a cool stylized thingy. The img is an example of something I quickly built to showcase how much tui’s improve visuals, check it out here: https://codehs.com/sandbox/robopugo/gfojafowj/run . It’s still in python. Just wanted to share how I got introduced to Tui’s since I figured others might also want to find a way to get started.
it looks a lot better in the terminal but i made a big clock widget.
.mx was a fun new challenge after my little break from the tool, like .my it shows multiple docs, also supports the multi run, next feature to add is text warping. Hopefully I can get in 5hrs soon so i can get the limited stickers. :) (python)
added a favorites menu, and the ability to add functions to the favorites. Also added .ax and .ay . (python)
created this cool little form that you can fill out for a function to auto generate a docstring for it by default coppies it to clipboard but you can also have it auto write it in file. (i will admit i had to use some ai to figure out how to get it to write in file) (python)
made a readme veiwer similar to glow, that is fully customizable. supports h1-h6 p, lists, quotes, bold, italic, crossed, code inline, code blocks, and highlighted text. Main challenge was doing it without regex’s. (python)
I got themes working for the markdown renderer, but I got to lock in on everything else since Stardance is almost over. (video is bright.) (python)
added finishing touches to the markdown renderer. And went ahead and made another cool func that shows the dependencies of a function. Which was a pretty fun challenge. Also good news stardance is being extended to oct. 31. What team are you? (python)
A pretty easy feature that makes it significantly smoother and better. For example –A which doesn’t clear the screen, nor prints the help text. Overall pretty good QOL feature for the repl. (python)
added some file based commands (ls, pwd, cd.) to the repl, and created this cool colorized ascii img shower, as shown in img. Also finally reached 100hrs on this project, yipee!, some stats: over 100 functions, and over 4.5k lines (only 600 are empty), 57 imports, rougley 50% of functions have doc-strings and typed args, and over 3k word of documentation in the code. 19 classes. All in python....
|
1792637644.3863997
|
1793242444.3863997
|
|
53943
|
Speedtickers by @juanes | Stardance
|
juanes
|
0
|
202.27
|
0
|
[]
|
[{"post_id": 74689, "ts": "202 [{"post_id": 74689, "ts": "2026-09-28T00:20:58Z", "hours": 9.7158, "text": "made a custom shader for the 2nd world that adds a fake lightning effect to the tiles. Also made custom backgrounds for the bsides"}, {"post_id": 73347, "ts": "2026-09-24T23:18:57Z", "hours": 2.4997, "text": "reworked more bside levels; added lights/normal maps, and expanded the mockups of the 2nd world"}, {"post_id": 72890, "ts": "2026-09-23T23:34:51Z", "hours": 9.0025, "text": "Started working on the new bside levels(Gameboy, Snes, and alt pallete style) and made the mockups for the 2nd world. Made around 10 new levels, and reworked around 10 old ones"}, {"post_id": 72008, "ts": "2026-09-22T00:11:03Z", "hours": 12.0467, "text": "added 3 new gameboy kaizo levels; the 1st boss sprites now use normal maps; also made some general bug fixes for an expo"}, {"post_id": 69880, "ts": "2026-09-18T00:05:03Z", "hours": 9.5719, "text": "Reworked the intro for the Game. The player shadow now changes color and opacity depending on the movement across the screen, and speed, from the Player. Started developing the cutscenes for the game. The Replays in the game can now use all the items the player can(Rails, keys, etc)"}, {"post_id": 61204, "ts": "2026-09-04T00:54:33Z", "hours": 2.3258, "text": "Added more ui/dialogs to the Editor. The Editor save/load dialog now works."}, {"post_id": 56856, "ts": "2026-08-28T20:17:43Z", "hours": 1.9317, "text": "The level editor now saves correctly every autotile terrain(For some reason the slide/slam autotiles sometimes aren’t saved correctly)"}, {"post_id": 54080, "ts": "2026-08-24T21:12:18Z", "hours": 155.1767, "text": "Finished the initial ver of the Level Editor Save Feature. (Most of the hours were logged previously to Beest)"}]...
|
Title: Speedtickers by @juanes | Stardance
Devlog Title: Speedtickers by @juanes | Stardance
Devlogs:
Finished the initial ver of the Level Editor Save Feature. (Most of the hours were logged previously to Beest)
The level editor now saves correctly every autotile terrain(For some reason the slide/slam autotiles sometimes aren’t saved correctly)
Added more ui/dialogs to the Editor. The Editor save/load dialog now works.
Reworked the intro for the Game. The player shadow now changes color and opacity depending on the movement across the screen, and speed, from the Player. Started developing the cutscenes for the game. The Replays in the game can now use all the items the player can(Rails, keys, etc)
added 3 new gameboy kaizo levels; the 1st boss sprites now use normal maps; also made some general bug fixes for an expo
Started working on the new bside levels(Gameboy, Snes, and alt pallete style) and made the mockups for the 2nd world. Made around 10 new levels, and reworked around 10 old ones
reworked more bside levels; added lights/normal maps, and expanded the mockups of the 2nd world
made a custom shader for the 2nd world that adds a fake lightning effect to the tiles. Also made custom backgrounds for the bsides...
|
1792770475.3417456
|
1793375275.3417456
|
|
6244
|
vidHand by @mahmedd | Stardance
|
mahmedd
|
0
|
1.61
|
0
|
[]
|
[{"post_id": 7469, "ts": "2026 [{"post_id": 7469, "ts": "2026-06-12T13:37:49Z", "hours": 1.2869, "text": "Done defining models and interfaces for database."}, {"post_id": 7384, "ts": "2026-06-12T09:48:16Z", "hours": 0.3278, "text": "Making a minimalist video sharing webapp to learn about advance authentication, user routing and video handling from cloud."}]...
|
Title: vidHand by @mahmedd | Stardance
Devlogs:
M Title: vidHand by @mahmedd | Stardance
Devlogs:
Making a minimalist video sharing webapp to learn about advance authentication, user routing and video handling from cloud.
Done defining models and interfaces for database....
|
1792709660.6355686
|
1793314460.6355686
|
|
36694
|
Timetablr by @SunnyFlops | Stardance
|
SunnyFlops
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T00:36:40Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This app is very applike in the way that it is an app! Typically in the past I usually never used a timetable app because they were quite cumbersome to set up and use, so I decided to make a solution that felt quick and right for me personally. While my solution may not be the best fit for absolutely everyone, I think it’s certainly unique and worthwile. I found myself sideloading the app and genuinely using it on my phone, which was way more convenient than memorising off my school’s portal every morning. A video demonstration can be found on the previous devlog. Requires sideloading and trusting to work on an iPhone. The IPA file only works on iOS 26 and higher, will fix this later.", "repo": "https://github.com/SunnyFloppyDiskStudios/timetablr", "demo": "https://github.com/SunnyFloppyDiskStudios/timetablr/releases/tag/1.0"}]...
|
[{"post_id": 74690, "ts": "202 [{"post_id": 74690, "ts": "2026-09-28T00:28:14Z", "hours": 10.9881, "text": "it’s finisheddddddddddddd you can do all sorts of timetably stuff with it and um i didn’t do a very good job at documenting the development process but like it’s pretty good i think and it works so like yea it is working now so cool story but yeah feature list: timetable timetable setup process (set up a day “structure” which is the order of class/breaks and then add classes) edit mode settings multi-week timetables (i.e. week A, week B) automagically cycle between multiweek timetables (fancy) lots of overrides for stuff and generally easy to use. since my last devlog i have since added… everything that a timetable app needs! You can add classes, breaks, everything, and the setup process flows quite nicely I think."}, {"post_id": 46579, "ts": "2026-08-13T22:13:13Z", "hours": 6.1889, "text": "how have i not done a devlog yet wow that’s crazy ummm you can like. set up teh timeable and you can set dates and creat classes but you can’t actually like. set the classses into the times that you choose so like you can’t actually time your table with this app yet but it will soon time the table because I am being forced to create this app it has to be done because otherwise I will explode eyah so soon enoigh you’ll be able to actually set your timetable up but for now you can just go between views it’s kinda cool tbh I’ve set some default variables but it works nicely and soon enough it will be done so yeah. why is there no spellcheck here help."}]...
|
Title: Timetablr by @SunnyFlops | Stardance
Devlo Title: Timetablr by @SunnyFlops | Stardance
Devlogs:
how have i not done a devlog yet wow that’s crazy ummm you can like. set up teh timeable and you can set dates and creat classes but you can’t actually like. set the classses into the times that you choose so like you can’t actually time your table with this app yet but it will soon time the table because I am being forced to create this app it has to be done because otherwise I will explode eyah so soon enoigh you’ll be able to actually set your timetable up but for now you can just go between views it’s kinda cool tbh I’ve set some default variables but it works nicely and soon enough it will be done so yeah. why is there no spellcheck here help.
it’s finisheddddddddddddd you can do all sorts of timetably stuff with it and um i didn’t do a very good job at documenting the development process but like it’s pretty good i think and it works so like yea it is working now so cool story but yeah feature list: timetable timetable setup process (set up a day “structure” which is the order of class/breaks and then add classes) edit mode settings multi-week timetables (i.e. week A, week B) automagically cycle between multiweek timetables (fancy) lots of overrides for stuff and generally easy to use. since my last devlog i have since added… everything that a timetable app needs! You can add classes, breaks, everything, and the setup process flows quite nicely I think.
Ships:
This app is very applike in the way that it is an app! Typically in the past I usually never used a timetable app because they were quite cumbersome to set up and use, so I decided to make a solution that felt quick and right for me personally. While my solution may not be the best fit for absolutely everyone, I think it’s certainly unique and worthwile. I found myself sideloading the app and genuinely using it on my phone, which was way more convenient than memorising off my school’s portal every morning. A video demonstration can be found on the previous devlog. Requires sideloading and trusting to work on an iPhone. The IPA file only works on iOS 26 and higher, will fix this later....
|
1793148773.8445525
|
1793235173.8445525
|
|
2879
|
productive home by @Tony1292 | Stardance
|
Tony1292
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T01:07:48Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a website that solves most of my family problems. The point is that you don’t forget anything and the whole family works together. This website will help your family. This was such a helpful project becasue it shows that coding and being on the computer in not a waste of time as my family says but can solve real promblems.", "repo": "https://github.com/tonymurilloambriz-bit/My-personal-webiste", "demo": "https://hom22.oneapp.dev/"}]...
|
[{"post_id": 74694, "ts": "202 [{"post_id": 74694, "ts": "2026-09-28T00:42:32Z", "hours": 0.5506, "text": "I have finished my project I have finished the chores and the shopping list section of the website. I have really enjoyed this project."}, {"post_id": 47188, "ts": "2026-08-14T22:20:39Z", "hours": 1.1003, "text": "I have made some more changes on the colors but it will be hard to make the chores list an shopping list. Since I decided to make all the apps. The reason why it took so long was that I did not save the code and will big brain me lost the code."}, {"post_id": 7218, "ts": "2026-06-12T01:33:32Z", "hours": 1.3825, "text": "I was able to make the website look more modern and overall better looking. Before I did this I accidentally deleted the tab where I had my code and I did not save the code."}, {"post_id": 5160, "ts": "2026-06-08T20:54:21Z", "hours": 2.7561, "text": "I made the chore app with Lovable.AI and put it into the html file so know when you click on the chore menu it takes you there. The next step is to add a button in the Lovable app so you can go back to the main menu."}, {"post_id": 4532, "ts": "2026-06-07T21:29:51Z", "hours": 1.1172, "text": "So I made the main home page with html but the apps inside the website where made by me using lovable.AI. So the main website is all most ready."}, {"post_id": 3751, "ts": "2026-06-06T20:00:00Z", "hours": 1.0525, "text": "I got the button to work for one of the menu icons. But now I know how to do the rest. So now when you click on the chores word, it brings you to the chores page."}, {"post_id": 3205, "ts": "2026-06-06T01:11:34Z", "hours": 1.3958, "text": "I got the the buttons to work so when you click the button it brings you to another page."}, {"post_id": 2978, "ts": "2026-06-05T22:02:21Z", "hours": 1.0089, "text": "So I am making a website where the user lists what is needed in the house like food or basic supplies. So when the user runs out of the supplies they will mark it as needed. there will also be a section for chores so you can add the family and each person has chores they have to complete before the day ends."}]...
|
Title: productive home by @Tony1292 | Stardance
D Title: productive home by @Tony1292 | Stardance
Devlogs:
So I am making a website where the user lists what is needed in the house like food or basic supplies. So when the user runs out of the supplies they will mark it as needed. there will also be a section for chores so you can add the family and each person has chores they have to complete before the day ends.
I got the the buttons to work so when you click the button it brings you to another page.
I got the button to work for one of the menu icons. But now I know how to do the rest. So now when you click on the chores word, it brings you to the chores page.
So I made the main home page with html but the apps inside the website where made by me using lovable.AI. So the main website is all most ready.
I made the chore app with Lovable.AI and put it into the html file so know when you click on the chore menu it takes you there. The next step is to add a button in the Lovable app so you can go back to the main menu.
I was able to make the website look more modern and overall better looking. Before I did this I accidentally deleted the tab where I had my code and I did not save the code.
I have made some more changes on the colors but it will be hard to make the chores list an shopping list. Since I decided to make all the apps. The reason why it took so long was that I did not save the code and will big brain me lost the code.
I have finished my project I have finished the chores and the shopping list section of the website. I have really enjoyed this project.
Ships:
I have made a website that solves most of my family problems. The point is that you don’t forget anything and the whole family works together. This website will help your family. This was such a helpful project becasue it shows that coding and being on the computer in not a waste of time as my family says but can solve real promblems....
|
1793152546.0708766
|
1793238946.0708766
|
|
65845
|
My Portfolio by @sikcube | Stardance
|
sikcube
|
1
|
22.0
|
41
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T01:13:23Z", "hours": 22.0, "multiplier": 3.44, "payout": 41, "blessing": "neutral", "text": "This is My Portfolio, I love my profile picture and I wanted to have a website themed on that. And it’s a cool way to see how Stardance works. The most difficult thing was remenber to use Astro, and have a clear idea for the project. I don’t know if it’s legal to submit all the time of this project. Why? Because this was made for Mancondo. But it was closed and this is a way to try to earn something from the time spent on the project. https://macondo.hackclub.com/projects/8428", "repo": "https://github.com/SiKCube/my-portfolio", "demo": "https://sikcube.vercel.app/"}]...
|
[{"post_id": 74695, "ts": "202 [{"post_id": 74695, "ts": "2026-09-28T00:58:05Z", "hours": 0.5603, "text": "Added images for project card, yes kinda simple"}, {"post_id": 74686, "ts": "2026-09-28T00:13:53Z", "hours": 1.2728, "text": "Added More languages English and Spanish, I did a simple dropdown, that changes the URL based on the data."}, {"post_id": 73834, "ts": "2026-09-26T03:46:04Z", "hours": 20.2475, "text": "Adding English and Spanish routes, via the i18n routing in Astro, it was defining the new content but in English (before was on Spanish). Tomorrow I’ll add a component that changes the Language URL."}]...
|
Title: My Portfolio by @sikcube | Stardance
Devlo Title: My Portfolio by @sikcube | Stardance
Devlogs:
Adding English and Spanish routes, via the i18n routing in Astro, it was defining the new content but in English (before was on Spanish). Tomorrow I’ll add a component that changes the Language URL.
Added More languages English and Spanish, I did a simple dropdown, that changes the URL based on the data.
Added images for project card, yes kinda simple
Ships:
This is My Portfolio, I love my profile picture and I wanted to have a website themed on that. And it’s a cool way to see how Stardance works. The most difficult thing was remenber to use Astro, and have a clear idea for the project. I don’t know if it’s legal to submit all the time of this project. Why? Because this was made for Mancondo. But it was closed and this is a way to try to earn something from the time spent on the project. https://macondo.hackclub.com/projects/8428...
|
1793213819.0377805
|
1793300219.0377805
|
|
63945
|
Velocity Deck by @hurshilbaviskar | Stardance
|
hurshilbaviskar
|
0
|
4.8
|
0
|
[]
|
[{"post_id": 74697, "ts": "202 [{"post_id": 74697, "ts": "2026-09-28T01:00:45Z", "hours": 0.9736, "text": "Just finished the 3D model of my macropad of the keyswitches. Im unsure if ill add the 3d models of the rotary encoders with it too but that will be a later problem lol. I tried fiddling with the footprint libraries in KiCad but couldn’t get the switch to save the Cherry MX step file. So I just manually but the step file in for each individual key switch and but the model for the board as well. After all that I’m finally ready to get a 3D printerd case going which will take a while. I’m thinking ill make it themed on my favorite album Currents by Tame impala so excited to see how that will turn out!"}, {"post_id": 72956, "ts": "2026-09-24T03:25:31Z", "hours": 1.8558, "text": "Finished my first ever PCB finally! I learned a lot in this process even though its literally the most basic PCB macropad you can do lol. I learned how the electronics work together/ how to tracing in between the footprints. I learned how important it was to align + organize everything accordingly so that your tracing can be done super easily. I also got to learn how to debug a little as I couldn’t trace my rotary encoders because my KB2040 did not have the right pads assigned to it in the footprint so I had to learn how to use footprint editor. Now Im really excited for the next steps and especially the cad as thats where I get to be really creative."}, {"post_id": 72414, "ts": "2026-09-22T21:29:06Z", "hours": 1.9728, "text": "Velocity Deck - Reworked the whole schematic - Now working on the PCB traces!"}]...
|
Title: Velocity Deck by @hurshilbaviskar | Stardan Title: Velocity Deck by @hurshilbaviskar | Stardance
Devlogs:
Velocity Deck - Reworked the whole schematic - Now working on the PCB traces!
Finished my first ever PCB finally! I learned a lot in this process even though its literally the most basic PCB macropad you can do lol. I learned how the electronics work together/ how to tracing in between the footprints. I learned how important it was to align + organize everything accordingly so that your tracing can be done super easily. I also got to learn how to debug a little as I couldn’t trace my rotary encoders because my KB2040 did not have the right pads assigned to it in the footprint so I had to learn how to use footprint editor. Now Im really excited for the next steps and especially the cad as thats where I get to be really creative.
Just finished the 3D model of my macropad of the keyswitches. Im unsure if ill add the 3d models of the rotary encoders with it too but that will be a later problem lol. I tried fiddling with the footprint libraries in KiCad but couldn’t get the switch to save the Cherry MX step file. So I just manually but the step file in for each individual key switch and but the model for the board as well. After all that I’m finally ready to get a 3D printerd case going which will take a while. I’m thinking ill make it themed on my favorite album Currents by Tame impala so excited to see how that will turn out!...
|
1793055227.4761758
|
1793660027.4761758
|
|
42229
|
Storm Glide by @thenetheritedog | Stardance
|
thenetheritedog
|
1
|
69.0
|
430
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T01:20:17Z", "hours": 69.0, "multiplier": 6.27, "payout": 430, "blessing": "neutral", "text": "Storm glide is a 3D action platformer where you are gliding down a stormy mountain. In order to do you must use the caves meaning you must keep your glider intact and avoid the obstacles. Holding onto the glider will cause it to fall faster meaning you have to manage how long you stay on it. Your able to grapple and wall run for extra help. You can test it in the Itch.io page on your web, however it needs a PC to run with keyboard and mouse. The struggles of creation were just as expected with how games are made and were in the beginning mostly physics related. They were fixed through trial and error or just left out of the final game. Originally the glider would of had mechanics where you go glide and then soar by pulling back up which never made it to the final game. The models were relatively easy to make however the first design of the character was a cat. Also I had major issues with making the music so it ended up not being the best. I am proud of the renders. Apparently they reminded people so much of the PS1 that a bad edit of one render on a PS1 disc holder was enough for people to think it was real. Even if sent into an art channel. I am also proud of the controls and how fun it was even though it took so long to get the levels right. I don’t know much about how to ship these games to be honest, I have turned in 1 other project and it got lower results due to lack of dev logging and history so hopefully the read me and other stuff is good enough for this.", "repo": "https://github.com/thenetheritedog/StarDance-Platformer", "demo": "https://netheritedog.itch.io/storm-glide"}]...
|
[{"post_id": 74700, "ts": "202 [{"post_id": 74700, "ts": "2026-09-28T01:09:28Z", "hours": 7.1181, "text": "It has been completed the and is on Itch.io We have added decorations and a win screen. Everything that was used for debugging is removed. The game is able to be played on web and everything is now over. It is all done"}, {"post_id": 70437, "ts": "2026-09-19T05:59:06Z", "hours": 8.6503, "text": "Levels are made I honestly forgot to track unity time so it’s a lot more time then actually logged. Ok first of all we have a win screen added and a new glider model, next we have a lock on indicator for your grapple. Bugs: Physics bugs exist and make me mad Potential solutions: Remove rotating player model on sloped surfaces. limit slopes. ignore it. I am probably going to finish it this weekend as I just want the CPU grant at this point. Also I did a lot of shader testing and this was the best i could do"}, {"post_id": 48682, "ts": "2026-08-17T05:53:35Z", "hours": 4.5081, "text": "NEW LEVELS, now when you reach the end of a level with your glider you win the level. This is done by just deleting the level and finding the level with the next number in the resources.load. I feel as if I am another 10-20 hours away from finishing this as I still need more levels. Better visuals for said levels. Title screen and maybe some simple 90s CGI animations. A new PS1 filter . And maybe a wind mechanic? I’ll keep you all updated on this. Also there is a release to test this"}, {"post_id": 46569, "ts": "2026-08-13T21:54:55Z", "hours": 8.1131, "text": "Storm Glide has a new banner and new levels are in the works. Also a CGI character built for renders is made using high subdivision counts, procedural texturing, procedural effects and a rendering system that is low intensive to really recreate that 90s CGI look"}, {"post_id": 44879, "ts": "2026-08-10T22:25:28Z", "hours": 6.7169, "text": "While I did not finish the cave like I said I would I did make a prerelease build available now and add a pause menu. I will either make a title screen next or the cave. Please check it out I want play testers, however it does not work on the web. I just realized the pause menu is broken so I’ll fix that too"}, {"post_id": 43811, "ts": "2026-08-09T07:38:03Z", "hours": 6.8208, "text": "It took me a while but I finished the animations and had to fight unity about the way the animations were shown however it is done. For some reason Unity instead of making forward for the animation what I said in the modeling program just made up forward based on the hip rotation? So I fixed that by changing import settings. Model is based off a paraglider I thought of in my head and the animations show that. I was going to make a glider animation but the grapple animation already fits with it so I might not. Slight CRT filter added will refine, stone texture as place holder I will make a new cave for the next devlog, maybe I’ll also fix the glider. I’m tired as hell so I’m going to bed now"}, {"post_id": 43177, "ts": "2026-08-08T09:20:56Z", "hours": 4.7072, "text": "Music and Model have been actually added into the game. So in the game now you have some visuals and audio to look at besides the most basic things. Animations are not finished and should end up being finished tomorrow. The running, walking and idle are in the game though. Music is probably final unless I really hate it. Also in the video you can see spikes and the void killing you."}, {"post_id": 42451, "ts": "2026-08-07T05:40:44Z", "hours": 2.2183, "text": "Spikes, effects and speed lines have been added. A song and model are in progress I am nearing the end of the features I want to add to the game. Next I will work on the visuals and story. Story is currently you are performing a stunt where you paraglide through a storm. In order to do this you are going through caves down a mountain. I will probably refine both the model and music but for now they work. Spikes are just if you hit them it resets everything, speedlines and running smoke are both particles, speedlines just being out of view at lower FOVs which go up as you gain speed. Smoke becomes more and more the faster you go. Gliding can go through spikes (Will change but rn need for testing levels) Also I added a cat model project I was thinking of adding into the game so I got the time from it, so a half hour of this was from that."}, {"post_id": 41851, "ts": "2026-08-06T10:12:52Z", "hours": 5.1969, "text": "Glider and Grapple update. What was added Well I have added a glider that you can grapple on to, increasing the weight and falling speed of it while doing so. You also can use your speed to push it faster. The grapple also now has a normal stat that lets me set the players rotation once in it allowing for smoother wall running. Reason why it took so long I wanted some aerodynamic glider but got stuck between it being overpowered, broken, or not fun in its intended use. Game idea is now Decided You are a mountain climber needing to get down, you have a glider however due to the storm you cannot dive through normally meaning you have to go down the mountain through the caves. The deeper you go the more you unveil. Next is probably music."}, {"post_id": 40602, "ts": "2026-08-04T08:05:22Z", "hours": 5.2825, "text": "Grappling hook added, polished, terrain testing and a new obstacle course added…. also I tried fixing slopes again and they still are alright So I currently don’t know what to add next or what the main character will be, I have an old model I might be able to use that I made for a different game that I didn’t finish. I did turn it in however as part of a website so I might not be able to use it. My ideas for what next will be added is particles, character, environment and maybe some new cool ability. Issues: Wallrun acts weird on curved surfaces Slopes are still buggy Camera is a bit weird I will probably start a thread on slack about this. I don’t have a clue what to do for 3d platforming. (Maybe something involving a mountain and gliding?) Hard to keep motivation, might just deal with the weird bugs and wait to fix them. Probably will do music or art next devlog."}, {"post_id": 39329, "ts": "2026-08-02T07:37:15Z", "hours": 6.4725, "text": "Wall slide is here, slopes also have been fixed and give you a velocity boost to show you gaining speed while going down and losing speed going up. Otherwise I have a cat model made but I don’t know if imma keep it."}, {"post_id": 38469, "ts": "2026-07-31T21:10:23Z", "hours": 2.8192, "text": "Basic controls added. Character can move jump, hold jump, walk up and down slopes, turn camera and have a little bit of time after falling to jump (coyote time). Next I will probably add a sprint. fix up collision issues and make a model for the character."}]...
|
Title: Storm Glide by @thenetheritedog | Stardance Title: Storm Glide by @thenetheritedog | Stardance
Devlogs:
Basic controls added. Character can move jump, hold jump, walk up and down slopes, turn camera and have a little bit of time after falling to jump (coyote time). Next I will probably add a sprint. fix up collision issues and make a model for the character.
Wall slide is here, slopes also have been fixed and give you a velocity boost to show you gaining speed while going down and losing speed going up. Otherwise I have a cat model made but I don’t know if imma keep it.
Grappling hook added, polished, terrain testing and a new obstacle course added…. also I tried fixing slopes again and they still are alright So I currently don’t know what to add next or what the main character will be, I have an old model I might be able to use that I made for a different game that I didn’t finish. I did turn it in however as part of a website so I might not be able to use it. My ideas for what next will be added is particles, character, environment and maybe some new cool ability. Issues: Wallrun acts weird on curved surfaces Slopes are still buggy Camera is a bit weird I will probably start a thread on slack about this. I don’t have a clue what to do for 3d platforming. (Maybe something involving a mountain and gliding?) Hard to keep motivation, might just deal with the weird bugs and wait to fix them. Probably will do music or art next devlog.
Glider and Grapple update. What was added Well I have added a glider that you can grapple on to, increasing the weight and falling speed of it while doing so. You also can use your speed to push it faster. The grapple also now has a normal stat that lets me set the players rotation once in it allowing for smoother wall running. Reason why it took so long I wanted some aerodynamic glider but got stuck between it being overpowered, broken, or not fun in its intended use. Game idea is now Decided You are a mountain climber needing to get down, you have a glider however due to the storm you cannot dive through normally meaning you have to go down the mountain through the caves. The deeper you go the more you unveil. Next is probably music.
Spikes, effects and speed lines have been added. A song and model are in progress I am nearing the end of the features I want to add to the game. Next I will work on the visuals and story. Story is currently you are performing a stunt where you paraglide through a storm. In order to do this you are going through caves down a mountain. I will probably refine both the model and music but for now they work. Spikes are just if you hit them it resets everything, speedlines and running smoke are both particles, speedlines just being out of view at lower FOVs which go up as you gain speed. Smoke becomes more and more the faster you go. Gliding can go through spikes (Will change but rn need for testing levels) Also I added a cat model project I was thinking of adding into the game so I got the time from it, so a half hour of this was from that.
Music and Model have been actually added into the game. So in the game now you have some visuals and audio to look at besides the most basic things. Animations are not finished and should end up being finished tomorrow. The running, walking and idle are in the game though. Music is probably final unless I really hate it. Also in the video you can see spikes and the void killing you.
It took me a while but I finished the animations and had to fight unity about the way the animations were shown however it is done. For some reason Unity instead of making forward for the animation what I said in the modeling program just made up forward based on the hip rotation? So I fixed that by changing import settings. Model is based off a paraglider I thought of in my head and the animations show that. I was going to make a glider animation but the grapple animation already fits with it so I might not. Slight CRT filter added will refine, stone texture as place holder I will make a new cave for the next devlog, maybe I’ll also fix the glider. I’m tired as hell so I’m going to bed now
While I did not finish the cave like I said I would I did make a prerelease build available now and add a pause menu. I will either make a title screen next or the cave. Please check it out I want play testers, however it does not work on the web. I just realized the pause menu is broken so I’ll fix that too
Storm Glide has a new banner and new levels are in the works. Also a CGI character built for renders is made using high subdivision counts, procedural texturing, procedural effects and a rendering system that is low intensive to really recreate that 90s CGI look
NEW LEVELS, now when you reach the end of a level with your glider you win the level. This is done by just deleting the level and finding the level with the next number in the resources.load. I feel as if I am another 10-20 hours away from finishing this as I still need more levels. Better visuals for said levels. Title screen and maybe some simple 90s CGI animations. A new PS1 filter . And maybe a wind mechanic? I’ll keep you all updated on this. Also there is a release to test this
Levels are made I honestly forgot to track unity time so it’s a lot more time then actually logged. Ok first of all we have a win screen added and a new glider model, next we have a lock on indicator for your grapple. Bugs: Physics bugs exist and make me mad Potential solutions: Remove rotating player model on sloped surfaces. limit slopes. ignore it. I am probably going to finish it this weekend as I just want the CPU grant at this point. Also I did a lot of shader testing and this was the best i could do
It has been completed the and is on Itch.io We have added decorations and a win screen. Everything that was used for debugging is removed. The game is able to be played on web and everything is now over. It is all done
Ships:
Storm glide is a 3D action platformer where you are gliding down a stormy mountain. In order to do you must use the caves meaning you must keep your glider intact and avoid the obstacles. Holding onto the glider will cause it to fall faster meaning you have to manage how long you stay on it. Your able to grapple and wall run for extra help. You can test it in the Itch.io page on your web, however it needs a PC to run with keyboard and mouse. The struggles of creation were just as expected with how games are made and were in the beginning mostly physics related. They were fixed through trial and error or just left out of the final game. Originally the glider would of had mechanics where you go glide and then soar by pulling back up which never made it to the final game. The models were relatively easy to make however the first design of the character was a cat. Also I had major issues with making the music so it ended up not being the best. I am proud of the renders. Apparently they reminded people so much of the PS1 that a bad edit of one render on a PS1 disc holder was enough for people to think it was real. Even if sent into an art channel. I am also proud of the controls and how fun it was even though it took so long to get the levels right. I don’t know much about how to ship these games to be honest, I have turned in 1 other project and it got lower results due to lack of dev logging and history so hopefully the read me and other stuff is good enough for this....
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1793145185.793208
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1793231585.793208
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66249
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BlokaCARE by @bloka_blesson | Stardance
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bloka_blesson
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0
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0.29
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0
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[]
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[{"post_id": 74702, "ts": "202 [{"post_id": 74702, "ts": "2026-09-28T01:09:52Z", "hours": 0.2914, "text": "A nice project ai"}]...
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Title: BlokaCARE by @bloka_blesson | Stardance
De Title: BlokaCARE by @bloka_blesson | Stardance
Devlogs:
A nice project ai...
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1793094926.0223753
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1793699726.0223753
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64602
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My own site! by @arnavseth | Stardance
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arnavseth
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T00:41:24Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom website for myself were i can display to anyone, it was hard to get the background matrix rain to get working, and i am proud of the result", "repo": "https://github.com/arnavseth12/Mywebsite", "demo": "https://arnavseth12.github.io/Mywebsite/"}]...
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[{"post_id": 74705, "ts": "202 [{"post_id": 74705, "ts": "2026-09-28T01:16:37Z", "hours": 2.6889, "text": "Finished the site i went for a new terminal type look"}, {"post_id": 72877, "ts": "2026-09-23T22:30:03Z", "hours": 2.8633, "text": "Finished the homepage and the map working on a game inside the site"}]...
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Title: My own site! by @arnavseth | Stardance
Dev Title: My own site! by @arnavseth | Stardance
Devlogs:
Finished the homepage and the map working on a game inside the site
Finished the site i went for a new terminal type look
Ships:
I made a custom website for myself were i can display to anyone, it was hard to get the background matrix rain to get working, and i am proud of the result...
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1793213614.5371282
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1793300014.5371282
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65145
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Receipt by @govindrkumar | Stardance
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govindrkumar
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T01:20:32Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hack club challenge", "repo": "https://github.com/govindrkumar/receipt", "demo": "https://private-user-images.githubusercontent.com/76465140/658122564-3d42d9fa-5ce9-4f78-85d9-d41a1de1c637.png?jwt=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3OTA1NTg1ODUsIm5iZiI6MTc5MDU1ODI4NSwicGF0aCI6Ii83NjQ2NTE0MC82NTgxMjI1NjQtM2Q0MmQ5ZmEtNWNlOS00Zjc4LTg1ZDktZDQxYTFkZTFjNjM3LnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNjA5MjglMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjYwOTI4VDAxMTgwNVomWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPTdmNWE3NzcwNGY2OWVjNDhkNDk2MGYwYzFjNjQ4ZWNhYTZkMmUwYzhhOTYzM2MyYTI4MTAxZmJjOWI0NWVkNzMmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JnJlc3BvbnNlLWNvbnRlbnQtdHlwZT1pbWFnZSUyRnBuZyJ9.nfokstDwnqTY-IVCC7XQ3hhCTHOOdO7WU3xTP0x10M8"}]...
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[{"post_id": 74706, "ts": "202 [{"post_id": 74706, "ts": "2026-09-28T01:19:04Z", "hours": 2.9508, "text": "Devlog2 : Completed the challenge….."}, {"post_id": 72955, "ts": "2026-09-24T03:22:17Z", "hours": 0.4111, "text": "DID something"}]...
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Title: Receipt by @govindrkumar | Stardance
Devlo Title: Receipt by @govindrkumar | Stardance
Devlogs:
DID something
Devlog2 : Completed the challenge…..
Ships:
Hack club challenge...
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1793213698.1006298
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1793300098.1006298
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66413
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Unity tutorial minigames by @Triter12hi | Stardanc Unity tutorial minigames by @Triter12hi | Stardance...
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Triter12hi
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T01:19:52Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This isn’t a project, its a milestone in learning, rate on how well you think i learned unity esenstials", "repo": "https://github.com/Triter12hi/Tutorial-minigames", "demo": "https://play.unity.com/api/v1/games/game/accd4cd2-94cf-4460-b071-a98fe3c4a954/build/latest/frame"}]...
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[{"post_id": 74710, "ts": "202 [{"post_id": 74710, "ts": "2026-09-28T01:24:39Z", "hours": 0.4711, "text": "Ok this is just for stardust cause well.. just look at my description will ship soon"}]...
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Title: Unity tutorial minigames by @Triter12hi | S Title: Unity tutorial minigames by @Triter12hi | Stardance
Devlogs:
Ok this is just for stardust cause well.. just look at my description will ship soon
Ships:
This isn’t a project, its a milestone in learning, rate on how well you think i learned unity esenstials...
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1793216951.860715
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1793303351.860715
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65980
|
Clock by @abhinav2026 | Stardance
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abhinav2026
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0
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2.0
|
0
|
[]
|
[{"post_id": 74713, "ts": "202 [{"post_id": 74713, "ts": "2026-09-28T01:38:44Z", "hours": 1.9975, "text": "I finished my schematic, PCB, and am almost done with the CAD. I didn’t record most of it because when i tried to open KICAD my computer kept on crashing so i moved to my brothers. It was working fine on there and I was almost done with my CAD but then my brother took his computer so I had to restart on my moms computer. I was so tired and needed to get it done by today so I sadly didn’t record anything. If Stardance doesn’t count this then oh well at least I learned."}]...
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Title: Clock by @abhinav2026 | Stardance
Devlogs: Title: Clock by @abhinav2026 | Stardance
Devlogs:
I finished my schematic, PCB, and am almost done with the CAD. I didn’t record most of it because when i tried to open KICAD my computer kept on crashing so i moved to my brothers. It was working fine on there and I was almost done with my CAD but then my brother took his computer so I had to restart on my moms computer. I was so tired and needed to get it done by today so I sadly didn’t record anything. If Stardance doesn’t count this then oh well at least I learned....
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1793094517.8952048
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1793699317.8952048
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56391
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jam by @tiydwe | Stardance
|
tiydwe
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1
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74.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T03:15:45Z", "hours": 74.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Introducing JAM, a 2D puzzle game based off of creating and modifying road networks to get cars from here to there! In JAM, you build a road network and watch simulated cars try their best to traverse it. Then, you get feedback on your road network and try to make it better! If you want to play JAM, it is incredibly easy! Just follow the quickstart instructions in the README here https://github.com/tiydwe/jam ! JAM is the most challenging, in depth, project I’ve ever done, and I’m proud of it! JAM is built from scratch using C++ and the Simple and Fast Multimedia Library, without any game engine. I’ve learned and grown throughout building this project and many ways. For example, one thing I’m proud of is the underlying abstraction and code structure. I’ve spent countless hours making, learning, and struggling with proper memory management, ownership models, and relationships. Another example is the UI. Although the UI might look a bit simplistic, it was built entirely from basic primitives, without fancy game engine features. Getting the UI functional and good looking was a major challenge for me. After spending over 70 hours on JAM, I’m proud to say that this project has exceeded all of my expectations and been an amazing learning experience!", "repo": "https://github.com/tiydwe/jam", "demo": "https://github.com/tiydwe/jam/releases"}]...
|
[{"post_id": 74715, "ts": "202 [{"post_id": 74715, "ts": "2026-09-28T01:43:45Z", "hours": 1.7006, "text": "Added cars fade out animation Cars now fade out when they despawn and when they reach a destination! So when I sent this to a friend they got confused why cars kept disappearing, so I added this. When a car reaches the destination, the car will fade out green, but if the car despawns because it has no route it will fade out red. This was actually harder than it seems because my code was just basically freeing the car class as soon as the car reached the destination, but I changed the code so it would decrement a counter before deleting itself and use the counter to change the color of the car."}, {"post_id": 73808, "ts": "2026-09-26T02:02:07Z", "hours": 2.2122, "text": "Fixed some copyright issues (oops) and created first release So basically since the beginning of this project, I’ve been just putting ARIAL.TTF in the assets folder. It turns out that thats actually illigal and copyright infringement (oops), so I’ve switched to a different open-source font (and I included the license/attribution). I’ve also cleaned the repository history to remove any lingering font files so I’m not violating copyright or anything. Besides that, I’ve created the first release, v0.1.5 (the 4 before were all broken/tests/copyright font issues). I used AI to help me write the github actions workflow (because like literally NO ONE knows how to do that) and got builds for Linux, MacOS, and Windows. I’ve only tested it on windows so far, but I’ll try and test linux on a VM later. Anyway, I’ll be continuing to work on the game and make some UI/UX improvements."}, {"post_id": 73442, "ts": "2026-09-25T03:14:55Z", "hours": 0.9517, "text": "Improved the title screens, fixed some more bugs Bugs fixed / features added: Added another car type For some reason cars went backward, so I fixed the sprites Added title screen images"}, {"post_id": 72969, "ts": "2026-09-24T04:08:22Z", "hours": 1.5692, "text": "Tried adding buildings, but didn’t work out So I tried putting SimCity style buildings and it didn’t really go very well. I think its mainly because I’m not a good artist The roads aren’t axis aligned and I’m not going to do some crazy work to get all the buildings nicely lined up and angled like City Skylines. Other than that, I also updated the stats screen to make it look better and more easily show the requirements."}, {"post_id": 72903, "ts": "2026-09-24T00:11:43Z", "hours": 1.9867, "text": "Lots of new misc. features! I got some more friends to try my game and got lots of feedback. Here’s what I added: Crosswalks at intersections (makes them look so much better) Cars will show a no route icon if they can’t find a route (now players won’t get stuck wondering why cars arn’t moving) Hovering over cars will show their intended destination. Another level! I’ll keep working on more UI/UX upgrades. The game is looking a lot nicer now too!"}, {"post_id": 72524, "ts": "2026-09-23T04:09:01Z", "hours": 0.7831, "text": "Added some more UI features and fixed misc. bugs So I showed this to some of my friends and got some very helpful feedback especially on UX. Feature improvements: In the simulate window, I added a back button to go back and cancel the simulation so you no longer have to wait for the simulation to finish. When you are building the start of the road, it shows a preview of where the road will be to help with snapping Bugfixes: My buttons were previously accepting any clicks, even when the focus was not on the application, I fixed that by checking the focus of the application before accepting mouse clicks. Road snapping stayed the same distance from intersections even though there might be cases when the user wants to create a road near another road but not directly adjacent. I fixed this by multiplying the snap distance by the zoom factor to get a new corrected version. Overall, I don’t plan to make many more changes and will probably just add another 3-5 levels, work on the title screen, and get the game ready for shipping."}, {"post_id": 71412, "ts": "2026-09-20T19:39:32Z", "hours": 1.2444, "text": "Fixed a few problematic bugs and updated the buttons. There were two major bugs that I fixed today: Lane merging: Cars would often get stuck trying to merge when other cars also wanted to merge. This was because the merging positon was behind the actual car so they were in a deadlock. Fixed it by making sure to actualy update the new merge position if the car still has velocity. Button press: Pressing a button which switched to a new screen would press the button on the new screen directly under the press. This took me embarassly long to debug, mostly because evey time I put a breakpoint, the issue would go away. The fix was changing the initilization of a button from isPressed false to true, which was pretty funny considering I spent 30 minutes debugging this. I also updated the buttons and added a 4th level where cars are going both directions. It’s actually pretty hard to reach the target. I also changed the pathfinding to take into account the speed limit of the road and put penalties for going through routes with more intersections."}, {"post_id": 70974, "ts": "2026-09-20T04:32:09Z", "hours": 3.6283, "text": "Huge UI upgrade and fixed a few small bugs! I’ve added a background, two different car assets, and 3 different levels! I also upgraded the buttons (but I forgot to apply them to the simulation window, so you’ll see them in the next devlog). Additionally, I added dragging in the simulation window, which was in the Editor but not the Simulation for some reason. There were also two major bugs that I fixed today: Broken pathfinding on some cases: I was kind of stupid and had this weird edge case in a set where roads would not insert because the set thought they were equal because of a dumb comparison function, but that is fixed now. It took me way to long to fix this, but at least that’s done now. Cars always faced right (east): If you didn’t notice, in all my previous devlogs, the cars (which were just placeholder red squares) didn’t ever turn, which was kind of silly of me. Luckily, that was pretty easy to fix and I only had to change 3 functions."}, {"post_id": 70398, "ts": "2026-09-19T03:16:36Z", "hours": 1.6942, "text": "Added 3 new road types and updated visuals for the 4-lane road! Well, all 4 road types are now added so I can safely say that I am done with ALL the major parts of the game! Saving/Loading New game Title screen Editor window Simulation End-of-game window I also added anti-aliasing so the roads don’t look so jagged anymore. One lane roads were surprisingly easy (only like 2 easy bugs in the code) because most of the work I already did was generic enough to accept a road with 0 lanes on the left side. The rest of the time will be spent polishing everything up! Here’s my idea list so far: Add backgrounds so everything isn’t all black Change the color palette (those were supposed to be placeholder colors…) Add some more QOL features (i.e. shows if you are building the road before you click) Improve the car visuals (maybe add some random cars if its not to hard) Add audio! Do a bunch of testing to get it ready for shipping If you want to add any more to this list, just tell me."}, {"post_id": 69939, "ts": "2026-09-18T03:04:12Z", "hours": 2.1767, "text": "Added road hitboxes and placement restrictions! Roads can no longer be placed overlapping other roads! Implementing this feature might seem really easy, but actually it was really, really annoying. One main problem was that SFML doesn’t have a native way to check if two sprites/rectangleShapes are intersecting so I had too implment the Separating Axis Theorem to check if two arbitray rectangles are intersecting. I also had some issues with rotating (wrong origin), but thankfully I fixed that pretty quick. Anyway, I think the only thing left is to add all the road types (I’m planning on 1-lane one way, 2-lane one way, 2 lane road, 4 lane road, and maybe 6 lane road) and polish everything up!"}, {"post_id": 69474, "ts": "2026-09-17T04:09:40Z", "hours": 3.6081, "text": "Almost done core game + ui! I spend the last 4 hours working on the UI! So now when you start the game, you will see a simple title screen where you can start a new game from one of the levels (not shown in video) or load a saved game. Then you can go into the core gameplay loop: edit -> simulate -> stats screen (now shows pass/fail based on level conditions!). It was mostly tedious to write every single ui class, but at least I finished most of the UI. The remaining things that I need to do is add more road placement constraints (no overlapping), add more types of roads, and POLISH! I’ll be working on those for the next two weeks until the end of Stardance I guess."}, {"post_id": 68971, "ts": "2026-09-16T04:07:16Z", "hours": 3.555, "text": "Added game saving! Pretty self explanatory I guess? The UI is still pretty horrible, so I’m still going to have to work on that. I couldn’t figure out how to get choose a folder, so I’m just using the portable-file-dialogs library. The file saving is pretty straightforward, you just choose a folder and it saves there. The file format is pretty simple because it only saves the layout you made. Later, I’ll probably polish up the save dialogue and implement loading from the file. I might also work on the level selector screen or the stats screen to show how well you did!"}, {"post_id": 68848, "ts": "2026-09-15T21:12:46Z", "hours": 2.5681, "text": "Added road demolishing! Roads can now be demolished! Also, if you are in demolish mode and you hover over a road, it will highlight the road red. Some roads cannot be demolished, only roads that you placed can be demolished. This feature seems really simple but it was a huge pain to implement, mostly because of the crazy amount of pointers to other objects everywhere. Also, remember how I said I shouldn’t be using size_t for both physical and internal IDs, well that came back to bite me. I spent like an hour debugging that, but at least that’s fixed now!"}, {"post_id": 67846, "ts": "2026-09-14T03:37:33Z", "hours": 2.4819, "text": "Made intersections have some visuals! As you can see in the video, intersections now are filled grey and it actually looks okay. The main issue currently is that if an intersection only has two roads or if the roads are really close together, it causes the polygon to look quite skewed. I’ll probally be working on that next."}, {"post_id": 66941, "ts": "2026-09-12T22:21:13Z", "hours": 2.0508, "text": "Made cars move smoothly at intersections! This was an absolute nightmare to do. Mostly because my previous code was not designed at all to do this. I had to hack together a solution where below a certain threshold the car is in the intersection. This has some side effects of sometimes the car goes slow in the intersection and sometimes fast, but I think its reasonable (tighter curve = slower?). The biggest issue is that my code was designed assuming the two roads on the intersection were symmetrical (idk why i did that) so I had to basically re write the whole intersection code."}, {"post_id": 66333, "ts": "2026-09-12T03:20:36Z", "hours": 1.27, "text": "Fixed my BFS algorithm to use Dijkstra’s now! IDK why but earlier when I first made the BFS I was lazy and just used number of roads. Well, now it uses real road length to calculate distance. I had some problems involving queues and stuff, but it was pretty straightforward to get Dijkstra’s working. The video just shows a case where the old algorithm would choose the super long route because it had less roads, but now it correctly chooses the shorter route."}, {"post_id": 65765, "ts": "2026-09-11T03:46:40Z", "hours": 2.0719, "text": "I was feeling pretty tired today, so I didn’t add any major features and instead focuesd on quality of life stuff. As you can see in the video, the biggest improvements are the road preview and clicking [ESC] cancels building the road. The road preview also shows whether the road is valid. I had a ton of issues with the coordinate systems (there are like 3 different ones! pixels, global, view), but I was able to figure it out. There wasn’t anything very complicated, but next time I’ll add some kind of visuals at intersections and probally work on fixing BFS."}, {"post_id": 65179, "ts": "2026-09-10T03:54:45Z", "hours": 3.1253, "text": "You can now see basic stats once the simulation is done! The video also demonstrates additional features. The UI is still a bit simple, but that isn’t really the number one priority. To do this, I reworked the game loop to use a new state variable to control if the screen would show the editor, simulator, or stats window (notice how it no longer opens a new window). I came across some bugs involving cars going the wrong way on roads and the app crashing if I added a new intersection (that was because I mixed up internal and external IDs). Next, I think I will add a scoring system or a save load system. If you have any ideas on features that you think would make this better (besides the obvious), let me know!"}, {"post_id": 63886, "ts": "2026-09-07T21:57:33Z", "hours": 3.2367, "text": "Now roads can be drawn and it’s looking cool! As you can see in the recording, without drawing the roads, the cars just stop at the intersection because they cannot find any routes (gaps between roads are intersections, I’ll fix that later). By drawing a road, the cars can drive to their destination in the simulation. The biggest issue I had while coding this was mixing up physical IDs and internal IDs, which are not interchangable (I should have probally used a class or struct to represent IDs instead of a raw size_t). Next, I’ll work on making the intersections look better and maybe get some statistics on how well the cars preformed at the end of the simulation!"}, {"post_id": 63245, "ts": "2026-09-06T23:18:58Z", "hours": 1.535, "text": "Added some player controls and separated the editor window and simulation window. As you can see, the simulation now works okay and can be changed to 3 different speeds. I haven’t done too much, but next I will probally fix the roads meeting at the intersections."}, {"post_id": 62688, "ts": "2026-09-06T05:31:03Z", "hours": 5.7889, "text": "I know it doesn’t look like much, but this represents a lot or work and progress. I spent almost 6 hours to refactor my code to use a much cleaner ownership system that should completely prevent memory leaks and have much better separation of the static parts of simulation vs. parts that area ctually getting simulated. In a nutshell, what I did was make two classes, Layout and Simulation. Layout always exists and is the thing that is drawn on screen. Layout doesn’t have any cars or moving stuff and you can edit layout. When you start a simulation a NEW simulation object is created with all the cars which can simulated it. The clean split makes it a lot easier to know everything and edit/save stuff which might be usefull later. I had to do a lot of changing and if you look at the git commit basically every file was modified, but now the architecture is much cleaner. Next, I’ll work on adding the Simulate button and making a new window show up with the cars to simulate it."}, {"post_id": 61974, "ts": "2026-09-05T05:15:06Z", "hours": 3.2656, "text": "Made some progress, but then decided to revert back to yesterday So now I know why smart pointers are discouraged! So my ownership model was really screwed up and super confusing and I had some crazy memory problems and segmentation faults so I reverted back to yesterdays commit and am going to refactor the code to use SMART POINTERS (wow) and have a better ownership model. I feel pretty sad that I basically made no progress with 3 hours of work but I guess I learned something? SO the new plan is that Layout class will handle all things that are static in simulation and are just there (roads and intersections, both physical/logical) and Simulation will only handle all the cars and driving around. The EditorWindow class will have a pointer to (but now own) Layout so it can modify Layout but not Simulation. The SimulationWindow class will have a smart pointer to (and own) a simulation (fresh) and PhysicalCar s. This should help clarify ownership and prevent memory management issues."}, {"post_id": 61269, "ts": "2026-09-04T03:47:53Z", "hours": 5.1006, "text": "More visuals (multiple roads + intersection support) and LOADING PRESETS! I had to refactor a bunch of my code to use stuff allocated on the heap because I, stupidly, decided to initialize a bunch of my objects on the stack in a loop, causing a lot of the pointers to become hanging. Oh well, now I just have to make sure to remember to delete the allocated objects. Some plain and dirty presets can be loaded and the textures look pretty bad, but it will look a lot better pretty soon. I’m going to work on adding the first player interaction: allowing the player to add a road by clicking twice. I expect this might be a bit hard and school’s starting so it will probably be a while before I post another devlog (depending on how hard it is for me to add it) I also might try to get the road offsets and intersections better so it is more playable."}, {"post_id": 60024, "ts": "2026-09-02T03:57:47Z", "hours": 4.4422, "text": "Got some real visuals going! It’s a bit messy but if you look closely you can see the car follow the road (that road is supposed to be a 4 lane road but I didn’t draw it), switch onto a lane on the side, and keep accelerating. The framework has been built to easily expand to different types of roads like one way, 2 lane, 4 lane, etc. Next I’ll start working on getting the car to transition at intersections and finish the simulation portion. Then I can get started on working on the player interaction part!"}, {"post_id": 59324, "ts": "2026-09-01T01:34:13Z", "hours": 2.2528, "text": "Finally got the cars to be a little bit intelligent and traffic lights to actually work Traffic lights The traffic lights now enforce lane rules (cars must be on a certain lane when light is green to go to the next lane). The traffic lights are also auto generated in a bit of a “dumb” way. The traffic light just gives turns to each incoming road to go wherever they want and all other roads cannot go. Later, I might allow valid right turns, but that’s a problem for later. Car pathfinding Although I haven’t implemented the BFS search for the cars, given a route cars will now look ahead to the next intersection and randomly auto merge onto the lane (the cars are more likely to merge when they are closer to the intersection). This is to make sure that cars won’t all merge at the same time, which would be weird."}, {"post_id": 58657, "ts": "2026-08-31T04:38:04Z", "hours": 9.5722, "text": "Started my new video game, JAM JAM is a puzzle video game about solving traffic jams! I don’t have much experience writing video games so this will be a first for me (although I have plenty of regular c++ experience). So far I’ve just written the very very basic car driving logic and have it printed out to the debug console (I plan to add actual graphics once core logic is done). Currently I’ve got simple one-lane roads working and some really stupid intersections, but I’m working on multi-lane roads, merging, traffic light schedules, and cars actually waiting at intersections!"}]...
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Title: jam by @tiydwe | Stardance
Devlogs:
Starte Title: jam by @tiydwe | Stardance
Devlogs:
Started my new video game, JAM JAM is a puzzle video game about solving traffic jams! I don’t have much experience writing video games so this will be a first for me (although I have plenty of regular c++ experience). So far I’ve just written the very very basic car driving logic and have it printed out to the debug console (I plan to add actual graphics once core logic is done). Currently I’ve got simple one-lane roads working and some really stupid intersections, but I’m working on multi-lane roads, merging, traffic light schedules, and cars actually waiting at intersections!
Finally got the cars to be a little bit intelligent and traffic lights to actually work Traffic lights The traffic lights now enforce lane rules (cars must be on a certain lane when light is green to go to the next lane). The traffic lights are also auto generated in a bit of a “dumb” way. The traffic light just gives turns to each incoming road to go wherever they want and all other roads cannot go. Later, I might allow valid right turns, but that’s a problem for later. Car pathfinding Although I haven’t implemented the BFS search for the cars, given a route cars will now look ahead to the next intersection and randomly auto merge onto the lane (the cars are more likely to merge when they are closer to the intersection). This is to make sure that cars won’t all merge at the same time, which would be weird.
Got some real visuals going! It’s a bit messy but if you look closely you can see the car follow the road (that road is supposed to be a 4 lane road but I didn’t draw it), switch onto a lane on the side, and keep accelerating. The framework has been built to easily expand to different types of roads like one way, 2 lane, 4 lane, etc. Next I’ll start working on getting the car to transition at intersections and finish the simulation portion. Then I can get started on working on the player interaction part!
More visuals (multiple roads + intersection support) and LOADING PRESETS! I had to refactor a bunch of my code to use stuff allocated on the heap because I, stupidly, decided to initialize a bunch of my objects on the stack in a loop, causing a lot of the pointers to become hanging. Oh well, now I just have to make sure to remember to delete the allocated objects. Some plain and dirty presets can be loaded and the textures look pretty bad, but it will look a lot better pretty soon. I’m going to work on adding the first player interaction: allowing the player to add a road by clicking twice. I expect this might be a bit hard and school’s starting so it will probably be a while before I post another devlog (depending on how hard it is for me to add it) I also might try to get the road offsets and intersections better so it is more playable.
Made some progress, but then decided to revert back to yesterday So now I know why smart pointers are discouraged! So my ownership model was really screwed up and super confusing and I had some crazy memory problems and segmentation faults so I reverted back to yesterdays commit and am going to refactor the code to use SMART POINTERS (wow) and have a better ownership model. I feel pretty sad that I basically made no progress with 3 hours of work but I guess I learned something? SO the new plan is that Layout class will handle all things that are static in simulation and are just there (roads and intersections, both physical/logical) and Simulation will only handle all the cars and driving around. The EditorWindow class will have a pointer to (but now own) Layout so it can modify Layout but not Simulation. The SimulationWindow class will have a smart pointer to (and own) a simulation (fresh) and PhysicalCar s. This should help clarify ownership and prevent memory management issues.
I know it doesn’t look like much, but this represents a lot or work and progress. I spent almost 6 hours to refactor my code to use a much cleaner ownership system that should completely prevent memory leaks and have much better separation of the static parts of simulation vs. parts that area ctually getting simulated. In a nutshell, what I did was make two classes, Layout and Simulation. Layout always exists and is the thing that is drawn on screen. Layout doesn’t have any cars or moving stuff and you can edit layout. When you start a simulation a NEW simulation object is created with all the cars which can simulated it. The clean split makes it a lot easier to know everything and edit/save stuff which might be usefull later. I had to do a lot of changing and if you look at the git commit basically every file was modified, but now the architecture is much cleaner. Next, I’ll work on adding the Simulate button and making a new window show up with the cars to simulate it.
Added some player controls and separated the editor window and simulation window. As you can see, the simulation now works okay and can be changed to 3 different speeds. I haven’t done too much, but next I will probally fix the roads meeting at the intersections.
Now roads can be drawn and it’s looking cool! As you can see in the recording, without drawing the roads, the cars just stop at the intersection because they cannot find any routes (gaps between roads are intersections, I’ll fix that later). By drawing a road, the cars can drive to their destination in the simulation. The biggest issue I had while coding this was mixing up physical IDs and internal IDs, which are not interchangable (I should have probally used a class or struct to represent IDs instead of a raw size_t). Next, I’ll work on making the intersections look better and maybe get some statistics on how well the cars preformed at the end of the simulation!
You can now see basic stats once the simulation is done! The video also demonstrates additional features. The UI is still a bit simple, but that isn’t really the number one priority. To do this, I reworked the game loop to use a new state variable to control if the screen would show the editor, simulator, or stats window (notice how it no longer opens a new window). I came across some bugs involving cars going the wrong way on roads and the app crashing if I added a new intersection (that was because I mixed up internal and external IDs). Next, I think I will add a scoring system or a save load system. If you have any ideas on features that you think would make this better (besides the obvious), let me know!
I was feeling pretty tired today, so I didn’t add any major features and instead focuesd on quality of life stuff. As you can see in the video, the biggest improvements are the road preview and clicking [ESC] cancels building the road. The road preview also shows whether the road is valid. I had a ton of issues with the coordinate systems (there are like 3 different ones! pixels, global, view), but I was able to figure it out. There wasn’t anything very complicated, but next time I’ll add some kind of visuals at intersections and probally work on fixing BFS.
Fixed my BFS algorithm to use Dijkstra’s now! IDK why but earlier when I first made the BFS I was lazy and just used number of roads. Well, now it uses real road length to calculate distance. I had some problems involving queues and stuff, but it was pretty straightforward to get Dijkstra’s working. The video just shows a case where the old algorithm would choose the super long route because it had less roads, but now it correctly chooses the shorter route.
Made cars move smoothly at intersections! This was an absolute nightmare to do. Mostly because my previous code was not designed at all to do this. I had to hack together a solution where below a certain threshold the car is in the intersection. This has some side effects of sometimes the car goes slow in the intersection and sometimes fast, but I think its reasonable (tighter curve = slower?). The biggest issue is that my code was designed assuming the two roads on the intersection were symmetrical (idk why i did that) so I had to basically re write the whole intersection code.
Made intersections have some visuals! As you can see in the video, intersections now are filled grey and it actually looks okay. The main issue currently is that if an intersection only has two roads or if the roads are really close together, it causes the polygon to look quite skewed. I’ll probally be working on that next.
Added road demolishing! Roads can now be demolished! Also, if you are in demolish mode and you hover over a road, it will highlight the road red. Some roads cannot be demolished, only roads that you placed can be demolished. This feature seems really simple but it was a huge pain to implement, mostly because of the crazy amount of pointers to other objects everywhere. Also, remember how I said I shouldn’t be using size_t for both physical and internal IDs, well that came back to bite me. I spent like an hour debugging that, but at least that’s fixed now!
Added game saving! Pretty self explanatory I guess? The UI is still pretty horrible, so I’m still going to have to work on that. I couldn’t figure out how to get choose a folder, so I’m just using the portable-file-dialogs library. The file saving is pretty straightforward, you just choose a folder and it saves there. The file format is pretty simple because it only saves the layout you made. Later, I’ll probably polish up the save dialogue and implement loading from the file. I might also work on the level selector screen or the stats screen to show how well you did!
Almost done core game + ui! I spend the last 4 hours working on the UI! So now when you start the game, you will see a simple title screen where you can start a new game from one of the levels (not shown in video) or load a saved game. Then you can go into the core gameplay loop: edit -> simulate -> stats screen (now shows pass/fail based on level conditions!). It was mostly tedious to write every single ui class, but at least I finished most of the UI. The remaining things that I need to do is add more road placement constraints (no overlapping), add more types of roads, and POLISH! I’ll be working on those for the next two weeks until the end of Stardance I guess.
Added road hitboxes and placement restrictions! Roads can no longer be placed overlapping other roads! Implementing this feature might seem really easy, but actually it was really, really annoying. One main problem was that SFML doesn’t have a native way to check if two sprites/rectangleShapes are intersecting so I had too implment the Separating Axis Theorem to check if two arbitray rectangles are intersecting. I also had some issues with rotating (wrong origin), but thankfully I fixed that pretty quick. Anyway, I think the only thing left is to add all the road types (I’m planning on 1-lane one way, 2-lane one way, 2 lane road, 4 lane road, and maybe 6 lane road) and polish everything up!
Added 3 new road types and updated visuals for the 4-lane road! Well, all 4 road types are now added so I can safely say that I am done with ALL the major parts of the game! Saving/Loading New game Title screen Editor window Simulation End-of-game window I also added anti-aliasing so the roads don’t look so jagged anymore. One lane roads were surprisingly easy (only like 2 easy bugs in the code) because most of the work I already did was generic enough to accept a road with 0 lanes on the left side. The rest of the time will be spent polishing everything up! Here’s my idea list so far: Add backgrounds so everything isn’t all black Change the color palette (those were supposed to be placeholder colors…) Add some more QOL features (i.e. shows if you are building the road before you click) Improve the car visuals (maybe add some random cars if its not to hard) Add audio! Do a bunch of testing to get it ready for shipping If you want to add any more to this list, just tell me.
Huge UI upgrade and fixed a few small bugs! I’ve added a background, two different car assets, and 3 different levels! I also upgraded the buttons (but I forgot to apply them to the simulation window, so you’ll see them in the next devlog). Additionally, I added dragging in the simulation window, which was in the Editor but not the Simulation for some reason. There were also two major bugs that I fixed today: Broken pathfinding on some cases: I was kind of stupid and had this weird edge case in a set where roads would not insert because the set thought they were equal because of a dumb comparison function, but that is fixed now. It took me way to long to fix this, but at least that’s done now. Cars always faced right (east): If you didn’t notice, in all my previous devlogs, the cars (which were just placeholder red squares) didn’t ever turn, which was kind of silly of me. Luckily, that was pretty easy to fix and I only had to change 3 functions.
Fixed a few problematic bugs and updated the buttons. There were two major bugs that I fixed today: Lane merging: Cars would often get stuck trying to merge when other cars also wanted to merge. This was because the merging positon was behind the actual car so they were in a deadlock. Fixed it by making sure to actualy update the new merge position if the car still has velocity. Button press: Pressing a button which switched to a new screen would press the button on the new screen directly under the press. This took me embarassly long to debug, mostly because evey time I put a breakpoint, the issue would go away. The fix was changing the initilization of a button from isPressed false to true, which was pretty funny considering I spent 30 minutes debugging this. I also updated the buttons and added a 4th level where cars are going both directions. It’s actually pretty hard to reach the target. I also changed the pathfinding to take into account the speed limit of the road and put penalties for going through routes with more intersections.
Added some more UI features and fixed misc. bugs So I showed this to some of my friends and got some very helpful feedback especially on UX. Feature improvements: In the simulate window, I added a back button to go back and cancel the simulation so you no longer have to wait for the simulation to finish. When you are building the start of the road, it shows a preview of where the road will be to help with snapping Bugfixes: My buttons were previously accepting any clicks, even when the focus was not on the application, I fixed that by checking the focus of the application before accepting mouse clicks. Road snapping stayed the same distance from intersections even though there might be cases when the user wants to create a road near another road but not directly adjacent. I fixed this by multiplying the snap distance by the zoom factor to get a new corrected version. Overall, I don’t plan to make many more changes and will probably just add another 3-5 levels, work on the title screen, and get the game ready for shipping.
Lots of new misc. features! I got some more friends to try my game and got lots of feedback. Here’s what I added: Crosswalks at intersections (makes them look so much better) Cars will show a no route icon if they can’t find a route (now players won’t get stuck wondering why cars arn’t moving) Hovering over cars will show their intended destination. Another level! I’ll keep working on more UI/UX upgrades. The game is looking a lot nicer now too!
Tried adding buildings, but didn’t work out So I tried putting SimCity style buildings and it didn’t really go very well. I think its mainly because I’m not a good artist The roads aren’t axis aligned and I’m not going to do some crazy work to get all the buildings nicely lined up and angled like City Skylines. Other than that, I also updated the stats screen to make it look better and more easily show the requirements.
Improved the title screens, fixed some more bugs Bugs fixed / features added: Added another car type For some reason cars went backward, so I fixed the sprites Added title screen images
Fixed some copyright issues (oops) and created first release So basically since the beginning of this project, I’ve been just putting ARIAL.TTF in the assets folder. It turns out that thats actually illigal and copyright infringement (oops), so I’ve switched to a different open-source font (and I included the license/attribution). I’ve also cleaned the repository history to remove any lingering font files so I’m not violating copyright or anything. Besides that, I’ve created the first release, v0.1.5 (the 4 before were all broken/tests/copyright font issues). I used AI to help me write the github actions workflow (because like literally NO ONE knows how to do that) and got builds for Linux, MacOS, and Windows. I’ve only tested it on windows so far, but I’ll try and test linux on a VM later. Anyway, I’ll be continuing to work on the game and make some UI/UX improvements.
Added cars fade out animation Cars now fade out when they despawn and when they reach a destination! So when I sent this to a friend they got confused why cars kept disappearing, so I added this. When a car reaches the destination, the car will fade out green, but if the car despawns because it has no route it will fade out red. This was actually harder than it seems because my code was just basically freeing the car class as soon as the car reached the destination, but I changed the code so it would decrement a counter before deleting itself and use the counter to change the color of the car.
Ships:
Introducing JAM, a 2D puzzle game based off of creating and modifying road networks to get cars from here to there! In JAM, you build a road network and watch simulated cars try their best to traverse it. Then, you get feedback on your road network and try to make it better! If you want to play JAM, it is incredibly easy! Just follow the quickstart instructions in the README here https://github.com/tiydwe/jam ! JAM is the most challenging, in depth, project I’ve ever done, and I’m proud of it! JAM is built from scratch using C++ and the Simple and Fast Multimedia Library, without any game engine. I’ve learned and grown throughout building this project and many ways. For example, one thing I’m proud of is the underlying abstraction and code structure. I’ve spent countless hours making, learning, and struggling with proper memory management, ownership models, and relationships. Another example is the UI. Although the UI might look a bit simplistic, it was built entirely from basic primitives, without fancy game engine features. Getting the UI functional and good looking was a major challenge for me. After spending over 70 hours on JAM, I’m proud to say that this project has exceeded all of my expectations and been an amazing learning experience!...
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1793152073.8577702
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1793238473.8577702
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53860
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Epic MP3 Player by @Amanojaku | Stardance
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Amanojaku
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1
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12.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T02:22:26Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It uses the dac pin to play audio instead of an actual audio module. Also whenever you plug in earbuds the voltage drops and the program resets which is cool. Its also really quiet and it’s way too big. My CAD is all messed up and nothing fits correctly. Anything but using a pcb", "repo": "https://github.com/zxcvbnmzxcvbnmzxcv/mymp3player", "demo": ""}]...
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[{"post_id": 74719, "ts": "202 [{"post_id": 74719, "ts": "2026-09-28T02:07:29Z", "hours": 3.1833, "text": "Added the menu and a random song feature"}, {"post_id": 66991, "ts": "2026-09-13T00:18:34Z", "hours": 0.9667, "text": "I think it’s too small for an mp3 player I tried really hard to make it as big as I could but now it’s just too portable. Also I didn’t have any buttons so im just gonna use a potentiometer instead."}, {"post_id": 66315, "ts": "2026-09-12T02:30:49Z", "hours": 1.2489, "text": "I like food that is fun to eat. I’d rather eat pasta than noodles because it’s in a nicer shape. I’d rather eat the toblerone chocolate triangular prisms than a cube of chocolate. Cereal is fun to eat. Rice is fun to eat. Hardshell tacos are funner to eat. Cheese in the shape of little circles is more fun to eat."}, {"post_id": 65731, "ts": "2026-09-11T02:14:04Z", "hours": 0.8281, "text": "The pencil is a part of the structural integrity"}, {"post_id": 65119, "ts": "2026-09-10T01:11:20Z", "hours": 4.0808, "text": "3D modeled the case with ports"}, {"post_id": 57732, "ts": "2026-08-30T00:09:59Z", "hours": 0.9, "text": "Adding lcd and battery pack. Bumping the Banjo Kazooie soundtrack in 16-bit audio just like reggie intended"}, {"post_id": 56323, "ts": "2026-08-28T01:47:39Z", "hours": 0.5417, "text": "I need to wire the screen and buttons"}]...
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Title: Epic MP3 Player by @Amanojaku | Stardance
Title: Epic MP3 Player by @Amanojaku | Stardance
Devlogs:
I need to wire the screen and buttons
Adding lcd and battery pack. Bumping the Banjo Kazooie soundtrack in 16-bit audio just like reggie intended
3D modeled the case with ports
The pencil is a part of the structural integrity
I like food that is fun to eat. I’d rather eat pasta than noodles because it’s in a nicer shape. I’d rather eat the toblerone chocolate triangular prisms than a cube of chocolate. Cereal is fun to eat. Rice is fun to eat. Hardshell tacos are funner to eat. Cheese in the shape of little circles is more fun to eat.
I think it’s too small for an mp3 player I tried really hard to make it as big as I could but now it’s just too portable. Also I didn’t have any buttons so im just gonna use a potentiometer instead.
Added the menu and a random song feature
Ships:
It uses the dac pin to play audio instead of an actual audio module. Also whenever you plug in earbuds the voltage drops and the program resets which is cool. Its also really quiet and it’s way too big. My CAD is all messed up and nothing fits correctly. Anything but using a pcb...
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1793152482.0699303
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1793238882.0699303
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57085
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expenditureAI by @ahnafiscool | Stardance
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ahnafiscool
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2
|
14.0
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78
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T12:13:39Z", "hours": 8.0, "multiplier": 4.22, "payout": 35, "blessing": "neutral", "text": "This ship is to account for the few hours I could not log into the previous ship after some changes were requested. I almost forgot about cuz I was working on other YSWSs and stardance is coming to an end too. The major changes I made were updating of the service page with globes and a few redesigns + Added a new homepage/landing page.", "repo": "https://github.com/AhnafPro/ExpenditureAI/", "demo": "https://expenditureai.wasmer.app/"}, {"ship_num": 2, "ts": "2026-09-16T18:31:36Z", "hours": 6.0, "multiplier": 7.37, "payout": 43, "blessing": "neutral", "text": "A simple yet unique project idea that came in my mind at the start of this month has finally reached it’s first milestone. Here it is the first ship and the first beta preview of the project… The challenging part was creating the logic and the algorithm, at first I thought of using some AI api but then I realized that most of the credit would go to the AI not me so I came up with such a plan. The fun part was actually designing the UI of the website because It was cool to experiment with countless design and I’m glad of how it looks now. I’ve tried my best to keep the documentation and presentation side well so that each devlog, readme etc. were easy to understand by a glance. PLEASE 🙏 keep in mind that this project is still in development and for sure lacks options under “active expenses” as it just to give a peek on what I made. So please, do not rate the project negatively saying that there were less options, or outputs were not from real AI etc… Thank You!", "repo": "https://github.com/AhnafPro/ExpenditureAI/", "demo": "https://expenditureai.wasmer.app/"}]...
|
[{"post_id": 74720, "ts": "202 [{"post_id": 74720, "ts": "2026-09-28T02:13:38Z", "hours": 8.3244, "text": "We are almost dead end of the stardance and I hope this is gonna be my last devlog. Last time I had to make changes since AI use went over 30%, so I had to either add new features or rewrite the codes myself. Here are the changes: Added: New landing page (made purely out of HTML/CSS) Custom globe model with major regions marked (Made in sculptGL and textured in Paint3D, used google’s model-viewer to display) Region code legend marked in color emoji squares. Notes (for storing texts in local storage) Rewrote: Currency converter (redesinged with bare HTML/CSS and paired with existing script.) New README (reference from othneildrew/Best-README-Template, and Ileriayo/markdown-badges) note: for now the chart is not functional, I will fix it later."}, {"post_id": 69267, "ts": "2026-09-16T18:16:34Z", "hours": 0.5953, "text": "And here it is, finally forged a clean and simple README.md page. I have not got anything to say since it is the last log before I ship. So better read the ship message or check down other logs…"}, {"post_id": 68520, "ts": "2026-09-15T07:55:10Z", "hours": 0.3878, "text": "I made a small change before the ship. I have added a small widget and a legend for the country codes inside the forcast box. The widget is able to convert the other country rates to USD on a rough estimate. Along with that the forcast changes its currency too now. The analyze button now works manually unlike before where it just instantly show the output. After this I’ll have to upload it to infinity free for the hosting. I might make another log when I’m done writing the README.md. CYA…"}, {"post_id": 68494, "ts": "2026-09-15T07:02:06Z", "hours": 0.3819, "text": "The flowcharts and logic for the food delivery options are done. This one I made it on figma and as you can see it does not look as good as the one on the right (made on draw.io), plus it was kinda sluggish to make it cuz randomly the figma page gets corrupted and the texts get interchanged in the boxes. And the saddest thing was I spent an hour on it but the extension only recorded 22 mins. But, i’ve finally done it. I think I will ship it now for everyone to test it before I progress more into it."}, {"post_id": 67998, "ts": "2026-09-14T10:49:18Z", "hours": 0.2561, "text": "After juggling with lots of tight time management, I was able to finish the algorithm logic for the music subscription options. I made it on draw.io and honestly it was not that quick and easy as it looks. I will be switching to figma for the next data set since doing all these on draw.io won’t log anytime but it will get more complicated make these flowchart compared to how smooth it is on draw. I must get back to make another chart, CYA!"}, {"post_id": 66069, "ts": "2026-09-11T17:15:29Z", "hours": 0.915, "text": "Unfortunately, I had lost my streak… cuz I was having exams and stuff so I could not really do much until today and made a bit of progress on the UI side, nothings yet funtional do but this is how the finsihed UI is gonna look like. I might have to skip few more days until I get enough time to make my own algoritm since I’m not planning to use any kind of pre-made AI apis or any help from someone’s AI. It’s gonna be based on all present/given data. Cya"}, {"post_id": 63097, "ts": "2026-09-06T18:19:27Z", "hours": 1.0053, "text": "Everything is still static, nothing is yet functional but it soon will be. For now I have added heading and other UI components, skeleton etc. I have tried to make it look as professional looking as I can with simple fonts and good placement of texts. I did not make much progress in these days since my exams are coming up and tmrw is my first term exam. Everybody please pray for me, tysm. gtg sleep now, bye"}, {"post_id": 62001, "ts": "2026-09-05T06:31:19Z", "hours": 1.0628, "text": "I have completely made the layout, and I bet it looks really clean. And I have added hover animations to all of it. For the large boxes, those will have a card hover animation where it follows your pointer if you hover over them, and the smaller boxes will have a simple yet smooth pop-up hover animation. I have marked each of the boxes in different colors so that it can be understood what each of the section does: Red: It shows our total cost forecast, month, and what percentage each item costs. Blue: It is where you add your items along with cost. Black: Here is where the algorithm or AI gives the output Yellow: Bar graph comparison between our input and ai/algorithm saving suggestions and shows the total savings amount. cya until next log…"}, {"post_id": 60856, "ts": "2026-09-03T14:13:34Z", "hours": 1.2794, "text": "Just started this project, I am still making the layout and stuffs. I’m thinking of going for a clean, simple and minimalistic design for the site. And I have plans to make a landing page for it later on when I finish the actual project’s site (this one). Though I have to give it a sleek look, I don’t want to make it look dark and boring so there will be little tweaks to the design you might see on next log…"}]...
|
Title: expenditureAI by @ahnafiscool | Stardance
Title: expenditureAI by @ahnafiscool | Stardance
Devlogs:
Just started this project, I am still making the layout and stuffs. I’m thinking of going for a clean, simple and minimalistic design for the site. And I have plans to make a landing page for it later on when I finish the actual project’s site (this one). Though I have to give it a sleek look, I don’t want to make it look dark and boring so there will be little tweaks to the design you might see on next log…
I have completely made the layout, and I bet it looks really clean. And I have added hover animations to all of it. For the large boxes, those will have a card hover animation where it follows your pointer if you hover over them, and the smaller boxes will have a simple yet smooth pop-up hover animation. I have marked each of the boxes in different colors so that it can be understood what each of the section does: Red: It shows our total cost forecast, month, and what percentage each item costs. Blue: It is where you add your items along with cost. Black: Here is where the algorithm or AI gives the output Yellow: Bar graph comparison between our input and ai/algorithm saving suggestions and shows the total savings amount. cya until next log…
Everything is still static, nothing is yet functional but it soon will be. For now I have added heading and other UI components, skeleton etc. I have tried to make it look as professional looking as I can with simple fonts and good placement of texts. I did not make much progress in these days since my exams are coming up and tmrw is my first term exam. Everybody please pray for me, tysm. gtg sleep now, bye
Unfortunately, I had lost my streak… cuz I was having exams and stuff so I could not really do much until today and made a bit of progress on the UI side, nothings yet funtional do but this is how the finsihed UI is gonna look like. I might have to skip few more days until I get enough time to make my own algoritm since I’m not planning to use any kind of pre-made AI apis or any help from someone’s AI. It’s gonna be based on all present/given data. Cya
After juggling with lots of tight time management, I was able to finish the algorithm logic for the music subscription options. I made it on draw.io and honestly it was not that quick and easy as it looks. I will be switching to figma for the next data set since doing all these on draw.io won’t log anytime but it will get more complicated make these flowchart compared to how smooth it is on draw. I must get back to make another chart, CYA!
The flowcharts and logic for the food delivery options are done. This one I made it on figma and as you can see it does not look as good as the one on the right (made on draw.io), plus it was kinda sluggish to make it cuz randomly the figma page gets corrupted and the texts get interchanged in the boxes. And the saddest thing was I spent an hour on it but the extension only recorded 22 mins. But, i’ve finally done it. I think I will ship it now for everyone to test it before I progress more into it.
I made a small change before the ship. I have added a small widget and a legend for the country codes inside the forcast box. The widget is able to convert the other country rates to USD on a rough estimate. Along with that the forcast changes its currency too now. The analyze button now works manually unlike before where it just instantly show the output. After this I’ll have to upload it to infinity free for the hosting. I might make another log when I’m done writing the README.md. CYA…
And here it is, finally forged a clean and simple README.md page. I have not got anything to say since it is the last log before I ship. So better read the ship message or check down other logs…
We are almost dead end of the stardance and I hope this is gonna be my last devlog. Last time I had to make changes since AI use went over 30%, so I had to either add new features or rewrite the codes myself. Here are the changes: Added: New landing page (made purely out of HTML/CSS) Custom globe model with major regions marked (Made in sculptGL and textured in Paint3D, used google’s model-viewer to display) Region code legend marked in color emoji squares. Notes (for storing texts in local storage) Rewrote: Currency converter (redesinged with bare HTML/CSS and paired with existing script.) New README (reference from othneildrew/Best-README-Template, and Ileriayo/markdown-badges) note: for now the chart is not functional, I will fix it later.
Ships:
A simple yet unique project idea that came in my mind at the start of this month has finally reached it’s first milestone. Here it is the first ship and the first beta preview of the project… The challenging part was creating the logic and the algorithm, at first I thought of using some AI api but then I realized that most of the credit would go to the AI not me so I came up with such a plan. The fun part was actually designing the UI of the website because It was cool to experiment with countless design and I’m glad of how it looks now. I’ve tried my best to keep the documentation and presentation side well so that each devlog, readme etc. were easy to understand by a glance. PLEASE 🙏 keep in mind that this project is still in development and for sure lacks options under “active expenses” as it just to give a peek on what I made. So please, do not rate the project negatively saying that there were less options, or outputs were not from real AI etc… Thank You!
This ship is to account for the few hours I could not log into the previous ship after some changes were requested. I almost forgot about cuz I was working on other YSWSs and stardance is coming to an end too. The major changes I made were updating of the service page with globes and a few redesigns + Added a new homepage/landing page....
|
1793152202.613776
|
1793238602.613776
|
|
29073
|
MR. ELECTRIC! by @Nicholas-Reyne | Stardance
|
Nicholas-Reyne
|
2
|
35.0
|
403
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T02:17:38Z", "hours": 9.0, "multiplier": 6.27, "payout": 55, "blessing": "neutral", "text": "I made an electric field simulator, and added two new key features from the last ship. The first being a ring charge, the second being a permittivity changer. I found the physics behind the ring charge to be very challenging, and it required many hours of brainstorming and drafting on paper to figure out. I’m very happy with how it all turned out, and I think the actual html now looks very pretty with the new background and organization!", "repo": "https://github.com/RaduUdrea1/Mr_Electric2", "demo": "https://raduudrea1.github.io/Mr_Electric2/"}, {"ship_num": 2, "ts": "2026-08-29T02:34:50Z", "hours": 26.0, "multiplier": 14.95, "payout": 348, "blessing": "neutral", "text": "I made an electric field simulator. It took about the past two or so months to actually figure out how anything works. It’s designed to help people visualize electric fields when doing electrostatics. It took a long time to learn the HTML, Python and JS to actually code it but I’m proud of the fact that it even exists. Future modes will include more stuff, and I’m happy to get a chance to ship it!", "repo": "https://github.com/RaduUdrea1/Mr_Electric2", "demo": "https://raduudrea1.github.io/Mr_Electric2/"}]...
|
[{"post_id": 74721, "ts": "202 [{"post_id": 74721, "ts": "2026-09-28T02:15:44Z", "hours": 4.9092, "text": "Hello all: I replaced the buggy dirac-delta mode with two new modes. The first is the ring charge mode, this creates a superposition of 36 point charges, which effectively simulates a continuous charged ring (not perfectly, but close enough to minimize error). This is especially useful for physics problems, as tons of them involve ring charges. Next, I added a mode that allowed you to change the permittivity of the space the charge is in, with a handful of presets ranging from the vacuum (free space) to pure water, all the way to titanium dioxide. In so doing, I also modified the guide and physics, enjoy these modes as you please. Furthermore, electric potential and electric potential energy were added to each mode, denoted by variables V and U. More additions to come in the future, stay tuned!"}, {"post_id": 68954, "ts": "2026-09-16T03:25:31Z", "hours": 3.9431, "text": "Hello all: I added a new background to make Mr. Electric feel less bland. I organized the information in the pages into blocks, this way it is easier to read, and less info-dumpy. I introduced a slider mode for the charges as well, this way you could drag the slider along and it would update the charge. Future changes are coming: Potentials, Electric Potential Energy, Better Dirac-Delta and more! Stay tuned!"}, {"post_id": 56994, "ts": "2026-08-29T01:55:13Z", "hours": 4.7481, "text": "Devlog 3: I added the ability to set a probe point on the first three run modes, the probe point will return electric field magnitude at that point, but it will also return the x, y and z components of that magnitude, so that anyone doing electrostatics problems can check their work as well. The graph now takes inputs in nanocoulombs, and it grows when larger inputs are put in, rather than changing the color. Guide and gallery have been updated to include these changes as well. Inputs have also been stacked neatly rather than arrayed one by one. Honest limits: One single color for all the plots, Gaussian mode not yet helpful because it still only contains one charge, and Dirac Delta is still just cosmetic! Future work will fix these!"}, {"post_id": 53475, "ts": "2026-08-24T01:20:19Z", "hours": 13.0117, "text": "It’s been a while since I’ve posted a devlog! This is Mr. Electric updates. I’ve brought the simulator into the html proper with a new simulate page. The code uses python connected to javascript. New features: Smoothed out the html and cleaned up any bugs. Added a simulate.html page where the simulator actually runs using Pyodide. Added dropdown options and menus to input values for the simulator. Future features: Planned expansion of simulator with more probe points, and drag and drop feature for probes. Ability to do actual calculations with the fields, and more dynamic fields that are prettier and smoother. Cleaner html and better style and buttons, including a unified nav style."}, {"post_id": 34082, "ts": "2026-07-24T15:36:43Z", "hours": 8.5542, "text": "This is the first devlog for my Mr. Electric project, its a small scale passion project designed to simulate electric fields with user input. I designed it over the span of about eight hours, alongside working the physics problems myself from Griffiths Electrodynamics Fourth Edition. Cursor assisted in debugging the code. The code uses NumPy, SciPy and Matplotlib. There are a few honest limits: I had to scale the arrows so nothing was generated close to the origin, the result was monstrous arrows because of the divide by zero issue. Dirac Delta is furthermore, simply a cosmetic feature. Dirac Delta represents particles, and graphically it is just an infinitely tall spike, I tried to simulate that in 3d and ended up with the current delta cluster. The project contains four run modes, one charge, two charge, Gaussian sphere plus probe and delta cluster. The main issue for this log was simply setting up the functions, and making sure everything worked! Up next is a public demo, more features, and a heatmap to help indicate relative vector strength."}]...
|
Title: MR. ELECTRIC! by @Nicholas-Reyne | Stardanc Title: MR. ELECTRIC! by @Nicholas-Reyne | Stardance
Devlogs:
This is the first devlog for my Mr. Electric project, its a small scale passion project designed to simulate electric fields with user input. I designed it over the span of about eight hours, alongside working the physics problems myself from Griffiths Electrodynamics Fourth Edition. Cursor assisted in debugging the code. The code uses NumPy, SciPy and Matplotlib. There are a few honest limits: I had to scale the arrows so nothing was generated close to the origin, the result was monstrous arrows because of the divide by zero issue. Dirac Delta is furthermore, simply a cosmetic feature. Dirac Delta represents particles, and graphically it is just an infinitely tall spike, I tried to simulate that in 3d and ended up with the current delta cluster. The project contains four run modes, one charge, two charge, Gaussian sphere plus probe and delta cluster. The main issue for this log was simply setting up the functions, and making sure everything worked! Up next is a public demo, more features, and a heatmap to help indicate relative vector strength.
It’s been a while since I’ve posted a devlog! This is Mr. Electric updates. I’ve brought the simulator into the html proper with a new simulate page. The code uses python connected to javascript. New features: Smoothed out the html and cleaned up any bugs. Added a simulate.html page where the simulator actually runs using Pyodide. Added dropdown options and menus to input values for the simulator. Future features: Planned expansion of simulator with more probe points, and drag and drop feature for probes. Ability to do actual calculations with the fields, and more dynamic fields that are prettier and smoother. Cleaner html and better style and buttons, including a unified nav style.
Devlog 3: I added the ability to set a probe point on the first three run modes, the probe point will return electric field magnitude at that point, but it will also return the x, y and z components of that magnitude, so that anyone doing electrostatics problems can check their work as well. The graph now takes inputs in nanocoulombs, and it grows when larger inputs are put in, rather than changing the color. Guide and gallery have been updated to include these changes as well. Inputs have also been stacked neatly rather than arrayed one by one. Honest limits: One single color for all the plots, Gaussian mode not yet helpful because it still only contains one charge, and Dirac Delta is still just cosmetic! Future work will fix these!
Hello all: I added a new background to make Mr. Electric feel less bland. I organized the information in the pages into blocks, this way it is easier to read, and less info-dumpy. I introduced a slider mode for the charges as well, this way you could drag the slider along and it would update the charge. Future changes are coming: Potentials, Electric Potential Energy, Better Dirac-Delta and more! Stay tuned!
Hello all: I replaced the buggy dirac-delta mode with two new modes. The first is the ring charge mode, this creates a superposition of 36 point charges, which effectively simulates a continuous charged ring (not perfectly, but close enough to minimize error). This is especially useful for physics problems, as tons of them involve ring charges. Next, I added a mode that allowed you to change the permittivity of the space the charge is in, with a handful of presets ranging from the vacuum (free space) to pure water, all the way to titanium dioxide. In so doing, I also modified the guide and physics, enjoy these modes as you please. Furthermore, electric potential and electric potential energy were added to each mode, denoted by variables V and U. More additions to come in the future, stay tuned!
Ships:
I made an electric field simulator. It took about the past two or so months to actually figure out how anything works. It’s designed to help people visualize electric fields when doing electrostatics. It took a long time to learn the HTML, Python and JS to actually code it but I’m proud of the fact that it even exists. Future modes will include more stuff, and I’m happy to get a chance to ship it!
I made an electric field simulator, and added two new key features from the last ship. The first being a ring charge, the second being a permittivity changer. I found the physics behind the ring charge to be very challenging, and it required many hours of brainstorming and drafting on paper to figure out. I’m very happy with how it all turned out, and I think the actual html now looks very pretty with the new background and organization!...
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1793278159.1994803
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1793364559.1994803
|
|
63327
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yes by @rosie123 | Stardance
|
rosie123
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T02:24:11Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "im a beginner so i dont know a lot but i tried my best(:", "repo": "https://github.com/1raselle/boba/commit/4ca04855baa39c12c16a645339e917af25965142#diff-0eb547304658805aad788d320f10bf1f292797b5e6d745a3bf617584da017051", "demo": "https://ideal-disco-p7w6gvr695573rqvg-5501.app.github.dev/"}]...
|
[{"post_id": 74724, "ts": "202 [{"post_id": 74724, "ts": "2026-09-28T02:19:40Z", "hours": 0.3281, "text": "a site abt how boba is made!!!"}, {"post_id": 74716, "ts": "2026-09-28T01:44:32Z", "hours": 1.1403, "text": "a site abt how boba is made!!!"}]...
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Title: yes by @rosie123 | Stardance
Devlogs:
a si Title: yes by @rosie123 | Stardance
Devlogs:
a site abt how boba is made!!!
a site abt how boba is made!!!
Ships:
im a beginner so i dont know a lot but i tried my best(:...
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1793213278.8422067
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1793299678.8422067
|
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14161
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My very own WebOS by @hayun080805 | Stardance
|
hayun080805
|
0
|
2.55
|
0
|
[]
|
[{"post_id": 7473, "ts": "2026 [{"post_id": 7473, "ts": "2026-06-12T13:54:00Z", "hours": 1.2194, "text": "Now, I can move WINDOW! 이제 welcome창을 움직일 수 있어요"}, {"post_id": 6195, "ts": "2026-06-10T12:27:51Z", "hours": 0.9242, "text": "addition : top bar and bottom bar. and GIF and clock. 상, 하단 바 빛 GIF 이미지 추가. 현재 시간에 연동되는 시계 추가"}, {"post_id": 6101, "ts": "2026-06-10T08:12:19Z", "hours": 0.4022, "text": "나의 첫번째 웹 사이트의 기초가 만들어졌어요! my first website."}]...
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Title: My very own WebOS by @hayun080805 | Stardan Title: My very own WebOS by @hayun080805 | Stardance
Devlogs:
나의 첫번째 웹 사이트의 기초가 만들어졌어요! my first website.
addition : top bar and bottom bar. and GIF and clock. 상, 하단 바 빛 GIF 이미지 추가. 현재 시간에 연동되는 시계 추가
Now, I can move WINDOW! 이제 welcome창을 움직일 수 있어요...
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1792706043.7750845
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1793310843.7750845
|
|
66424
|
JSONEditor by @Jwo | Stardance
|
Jwo
|
0
|
1.68
|
0
|
[]
|
[{"post_id": 74731, "ts": "202 [{"post_id": 74731, "ts": "2026-09-28T02:43:57Z", "hours": 1.6767, "text": "A small, browser-based JSON formatter built with HTML, CSS, and JavaScript. I made this project to keep working with JSON simple: paste your JSON, click Format JSON, and get a clean, readable version. It also shows a clear error message when the JSON is not valid."}]...
|
Title: JSONEditor by @Jwo | Stardance
Devlogs:
A Title: JSONEditor by @Jwo | Stardance
Devlogs:
A small, browser-based JSON formatter built with HTML, CSS, and JavaScript. I made this project to keep working with JSON simple: paste your JSON, click Format JSON, and get a clean, readable version. It also shows a clear error message when the JSON is not valid....
|
1793098346.5003018
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1793703146.5003018
|
|
17267
|
Skyx rocket engine by @shivamgupta_official13 | St Skyx rocket engine by @shivamgupta_official13 | Stardance...
|
shivamgupta_official13
|
0
|
0.71
|
0
|
[]
|
[{"post_id": 7474, "ts": "2026 [{"post_id": 7474, "ts": "2026-06-12T13:56:02Z", "hours": 0.7094, "text": "I was working on my sky x rocket eninge and for now I have just made the core base with the perfect width and the hole inside and then nozzle needed it might not look like an much progress for now but I would do the main work in the next devlog and you could see the actual thing what I was trying to do with this project and with blender"}]...
|
Title: Skyx rocket engine by @shivamgupta_official Title: Skyx rocket engine by @shivamgupta_official13 | Stardance
Devlogs:
I was working on my sky x rocket eninge and for now I have just made the core base with the perfect width and the hole inside and then nozzle needed it might not look like an much progress for now but I would do the main work in the next devlog and you could see the actual thing what I was trying to do with this project and with blender...
|
1792745266.7998295
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1793350066.7998295
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57447
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Panda Connector by @itsaperson | Stardance
|
itsaperson
|
0
|
3.03
|
0
|
[]
|
[{"post_id": 74740, "ts": "202 [{"post_id": 74740, "ts": "2026-09-28T03:15:05Z", "hours": 1.6508, "text": "DESIGNING THE CASE After I got the pcb ready and ordered, went on onshape to design the case. But quickly ran into a problem. The panda was an organic shape, so I didn’t know how to get the outlines! Tried using the “use” tool but unfortunately my laptop crashed to many times, so I then gruesomely used the spline tool to manually trace out the panda shape. But in the end, did get the case done, along with some CAD trauma I’ll never forget"}, {"post_id": 74395, "ts": "2026-09-27T09:59:10Z", "hours": 1.0181, "text": "Panda takeover! After my project got rejected, I had a good look on easyeda, and thought that the pcb looked… plain. What’s the point of making a custom pcb if it’s gonna look that boring? So I decided to make it panda themed, and hence call this project panda connector! Had to rewire everything tho which was kinda annoying, but in the end, it was so worth it! Also decided to have a coloured silkscreen (sry hcb but the coloured silkscreen panda just looks so nice!)"}, {"post_id": 60147, "ts": "2026-09-02T10:18:43Z", "hours": 0.3567, "text": "I originally was planning to ship this to macondo, as I was following the macondo tutorial, but unfortunatly it ended, so I’m submitting it to stardance. I followed through the macondo tutorial for the usb hub, working for many hours on EasyEDA, but I didn’t know that lapse existed, so that’s like 5 hours gone to waste. This was my very first project with anything related to pcb, so I was kinda new to the concept. But I got it done, and now I’m up to the ordering stage!"}]...
|
Title: Panda Connector by @itsaperson | Stardance
Title: Panda Connector by @itsaperson | Stardance
Devlogs:
I originally was planning to ship this to macondo, as I was following the macondo tutorial, but unfortunatly it ended, so I’m submitting it to stardance. I followed through the macondo tutorial for the usb hub, working for many hours on EasyEDA, but I didn’t know that lapse existed, so that’s like 5 hours gone to waste. This was my very first project with anything related to pcb, so I was kinda new to the concept. But I got it done, and now I’m up to the ordering stage!
Panda takeover! After my project got rejected, I had a good look on easyeda, and thought that the pcb looked… plain. What’s the point of making a custom pcb if it’s gonna look that boring? So I decided to make it panda themed, and hence call this project panda connector! Had to rewire everything tho which was kinda annoying, but in the end, it was so worth it! Also decided to have a coloured silkscreen (sry hcb but the coloured silkscreen panda just looks so nice!)
DESIGNING THE CASE After I got the pcb ready and ordered, went on onshape to design the case. But quickly ran into a problem. The panda was an organic shape, so I didn’t know how to get the outlines! Tried using the “use” tool but unfortunately my laptop crashed to many times, so I then gruesomely used the spline tool to manually trace out the panda shape. But in the end, did get the case done, along with some CAD trauma I’ll never forget...
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1792705954.0109932
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1793310754.0109932
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5061
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Novara - Learning Website by @Cassetu | Stardance
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Cassetu
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3
|
68.14
|
325
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T03:00:54Z", "hours": 19.0, "multiplier": 12.44, "payout": 121, "blessing": "neutral", "text": "Novara v1.04.67 Novara is a free learning website, It has multiple courses with varying lesson types, so information is presented and tested in many ways. Our Goal: Build a library of curriculums so users can get the same learning opportunities of school, with more ways to learn than reading and note-taking, and at no cost to the users. (Verbatim from homepage) ##New Features from Previous Ship include: NEW UI: Earlier versions were apparently too “ai” so I created a new version that hopefully doesn’t look like ai. Since if people think that any part of the website is ai, the website in the whole is low quality rubbish, which Novara is NOT and will NOT allow itself to be. Inline css has been replaced with classes and seperate css files. Those css files are soon to be further seperated into smaller css files to make css navigation easier. Enhanced Privacy Policy: Now includes direct links allowing users to do self-study as well as a profit section. New Syllabus Flow: Now uses a sidebar with the section names and # of lessons. Clicking on the section opens up the lesson on the right side workspace. Mayor Bob: THE MASCOT TO GUIDE ALL!! He hopefully has more character. (I feel like hes better now but idk) Paced Mode!!!: Lessons lock until you reach the current day’s target, missing a day triggers a review quiz scaled to how long you were gone, and every 7 completed lessons triggers a module exam gate (80% to pass, locks further progress until you clear it). Because it matches the real school format of teaching, and i feel like the information will be better retained by ppl if its taught over several days instead of all being shoved down ur throught. AI Courses: ALL GONE!! Looking for proffesionals in single subjects to assist in new proper course creation. Ai work will never replace us!! URL Routing: You can share links and bookmark pages and since its all the same html file, it wouldn’t work, but now it does bc we have the “?=###” things that work now. ##Difficulties: Forever the bane of my existence, the typos an missing semicolons or braces. Also working through the css to ensure that the content is structured how i like it. Also did a fix where my previous thing would break if a course file was missing when the catalog json had it listed, now it just skips over it. The bonus question was fiting weirdly so i js removed it entirely. At some point i made the dialogue boxes have the typing animation, but i forgot about new lines and whitespaces also have to be considered in that logic, so at some point the dialogue would just trail off the end of the text box lol, without any spaces or new lines. Css bugs also. I js realized i also forgot to style the scrollbars, but ill work on that later. side note: i figured out how to sign my commits using a SHA encryption service so every commit will say “Verified” (ONLY REMAINS ONE AI COURSE THAT IS NOW PROPERLY ATTRIBUTED IN ITS DETAILS MENU, THE AI DISCLAIMER IS DISCONTINUED) README + More Details here: https://github.com/Cassetu/Novara#table-of-contents PRIVACY POLICY: https://cassetu.github.io/Novara/html/privacy.html TRY IT HERE!: https://cassetu.github.io/Novara/index.html (To access full content you must sign in/register, u can trust Novara, and if you don’t, read the Privacy Policy!)", "repo": "https://github.com/Cassetu/Novara", "demo": "https://github.com/Cassetu/Novara#website-usage"}, {"ship_num": 2, "ts": "2026-07-28T04:01:17Z", "hours": 11.0, "multiplier": 9.98, "payout": 105, "blessing": "neutral", "text": "Novara v1.03.97 Novara is a free learning website, It has multiple courses with varying lesson types, so information is presented and tested in many ways. New Features from Previous Ship include: Architecture Simulation: A new lesson type where the user can design an simple floor plan, complete with an accurate scale, rectangle tool, and eraser. Privacy Policy: Users can understand how their data is stored within Novara, and feel safer using the relativly unknown website. New Lesson Flow: Topbar no longer uses Opacity, and instead has a back button neatly placed at the top instead of the usual navigation buttons. Alerts: Almost all of the alerts have been moved to custom inline boxes to be more user intuitive and welcoming. I think i missed a few somewhere here and there tho. AI USAGE DISCLAIMER AI is used in the generation of our courses. We have not yet received assistance from subject-matter experts in developing our curricula. (I’m working on finding people, hopefully soon) To maintain quality, the AI is guided by strict instructions designed to reduce low-quality content (“slop lessons”) and encourage materials that engage students in critical thinking and active learning. Despite these safeguards, mistakes and errors may still occur. If you find an issue, please report it by emailing: [email protected] (Responses take 3-5 business days). Thank you for helping us improve. README + More Details here: https://github.com/Cassetu/Novara#table-of-contents PRIVACY POLICY: https://cassetu.github.io/Novara/html/privacy.html TRY IT HERE!: https://cassetu.github.io/Novara/index.html (To access full content you must sign in/register)", "repo": "https://github.com/Cassetu/Novara", "demo": "https://github.com/Cassetu/Novara#website-usage"}, {"ship_num": 3, "ts": "2026-06-18T15:21:19Z", "hours": 7.0, "multiplier": 14.37, "payout": 99, "blessing": "neutral", "text": "Novara v1.03.56 Novara is a free learning website, It has multiple courses with varying lesson types, so information is presented and tested in many ways. Features include: Focused Learning : Enrollment is limited to a maximum of 3 curriculums at a time to encourage focus and prevent overwhelm. Structured Content : Curriculums contain courses, and courses contain modular lessons. Knowledge Checks : Built-in quizzes to test your knowledge at the end of courses. Progress Tracking : Visual indicators to show completed lessons and remaining coursework. The main architecture is designed using HTML, CSS and JS. Designed to be modular, so adding another course/curriculum is easily done by writing one single json data file. AI USAGE DISCLAIMER AI is used in the generation of our courses. We have not yet received assistance from subject-matter experts in developing our curricula. To maintain quality, the AI is guided by strict instructions designed to reduce low-quality content (“slop lessons”) and encourage materials that engage students in critical thinking and active learning. Despite these safeguards, mistakes and errors may still occur. If you find an issue, please report it by emailing: [email protected] (Responses take 3-5 business days). Thank you for helping us improve. README + More Details here: https://github.com/Cassetu/Novara#table-of-contents TRY IT HERE!: https://cassetu.github.io/Novara/index.html (To access full content you must sign in/register)", "repo": "https://github.com/Cassetu/Novara", "demo": "https://github.com/Cassetu/Novara#website-usage"}]...
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[{"post_id": 74744, "ts": "202 [{"post_id": 74744, "ts": "2026-09-28T03:47:35Z", "hours": 8.6992, "text": "v1.05.77 Site is becoming more usable!! Changes: Has a working branch vs a master branch, so in progress updates will not effect the current version on the web. made image label block logic cleared old logic for renderers did a whole lot of SEO things fix sw.js with real file paths (not the ancient ones) more styling in css node.js to automatically create html things for web crawlers ( auto-generate-curriculum-pages ) update homepage to look wayyy better fully rebuilt practice/exam system for block-based lessons logical fallicies notes lesson end screen with nature Problems Encountered: Incorrect formatting (always happens when u type fast) Bad css Difficult logic with complicated storage format (e.g., looking through .sections, .lessons, etc) check out the latest build: novaraedu.org"}, {"post_id": 70975, "ts": "2026-09-20T04:33:45Z", "hours": 7.0331, "text": "v1.05.26 Site is still somewhat unusable currently Changes: fixed getAllQuestionsForEntry build render functions for all the different block types: renderSubmitBlock , renderMultipleChoiceBLock , etc purged a few bugs yayy moved the workspace thing so it has a new sidebar and is familiar to the course syllabus view. did a whole buncha formatting troubleshooting bought a domain!!!! go to novaraedu.org . which means you can find it on search enginges now (i think)"}, {"post_id": 58235, "ts": "2026-08-30T16:19:55Z", "hours": 2.3939, "text": "v1.04.98 Site is still unusable currently *Continuing the data refactoring, I fixed some of the references in openSyllabus. I also completly removed the faulty references to isBundle() , i accidentaly messed up the case of loadIndex to LoadIndex but luckily a simple glance at the console pinpointed it for me :D (Thank god for descriptive error messages) Added the hackatime lapse links to the notes (since i want to use nice formatting without ai accusations i lowkey need to do that) Started doing notes on “The Science of Logical Reasoning specifically for: Jerome Bruner Theory of Cognitive Development.” Its for building good curriculums and proper teaching, they have this cool thing called a “spiral curriculum” that you should search up. (I’m also trying out a recording timelapse system, that should be better than lapse since lapse only takes like a picture every minute and stiches it together, this takes a picture every second and then compresses it) the video is only of v1.04.97 -> v1.04.98 editing portion Thanks for your support! :D"}, {"post_id": 51423, "ts": "2026-08-21T03:48:03Z", "hours": 3.8747, "text": "v1.04.91 Celebrating my 250th commit!! :D fully deleted the curriculum tool since its frustrating and too hard rn and i’m going to do it later after i do my data refactor removed the ai detector thing, the link still works for now, but I don’t think i want to use it because its too unreliable, and is too much of a project in its own right than a small tool I’m doing a major refactor of my data structure. Previously, my curriculum information all sat in one MASSIVE json. but now i have a complex folder network. Each curriculum will have an index.json file, so the catalog.json routes to the index.json that leads into the courses, then to the sections, and down to the individual lessons. Its kinda like a phonebook… i think. Every lesson will be its own json with its own list of “blocks” that are pieces that i can take apart or put together to make lessons unique! Kinda like its own mini programming language lol. Currently the site is unusable since the course.js isn’t fully complete to understand the new data structure. :P"}, {"post_id": 49323, "ts": "2026-08-18T02:26:42Z", "hours": 2.2892, "text": "v1.04.76 Taking a break from psychology notes to do some coding again. began working on a curriculum tool so educators can easily build em without having to work through the complicated json structure. its a bit hard since i want to export a zip, and im not entirely sure how that would work, and also i need to double check how my course.js processes the json so i can get exactly all the information to put into it. ai detector thing. examines github repositories and find all comments and flags exessive amounts, or exessive explanations in them (classic ai fingerprints) as well as flagging verbose function names and shows the time it would take to make the project at 70 wpm and detects inconsistencies in commit times (eg 1000 new code typed after 2 minutes of another commit that would be flagged) then gives a % of confidence. 0-30% is prob human, 30-50% is mixed unsure, 50-100% is definetly full ai. Before you accuse someone, make sure to do througouh like questioning and interviews and such because this tool is imperfect. This way i can easily identify projects that have disgenuine work and report them to stardance to take care of. ( https://cassetu.github.io/Novara/html/aisubTool.html ) I got gemini to help reformat the code since it was a bit of a mess, dw i had a full disclaimer. (ai vibe coders take notes.) It was a big challenge getting the github token to work, but it functions now and doesn’t steal your information!! :D also i ran my own project through it once, it was clear, and then i ran it again after commiting it, and now it thinks my project is ai, because the code scans for these specific traces, that are present in the code itself, meaning that if it scans itself, it will find everything its looking for. T - T (false positive in the first image) leave a comment to help! thx!"}, {"post_id": 47623, "ts": "2026-08-15T17:08:58Z", "hours": 2.7478, "text": "v1.04.74 EVEN MORE PSYCHOLOGY Covered more things for my next course: “Attachment, Love & Social Dynamics” John Bowlby’s Attachment Theory Internal Working Model (IWM) Adult Attachment Styles (Secure vs. Insecure) (Look at the image) Sternberg’s Triangular Theory of Love Social Exchange Theory (SET) Read the notes!: https://github.com/Cassetu/Novara/blob/master/journal/relationship/notesTheScienceOfRelationships.md#attachment-love--social-dynamics Timelapse: https://lapse.hackclub.com/timelapse/PppFJPZGUgEp https://lapse.hackclub.com/timelapse/YqlfYCCx08j7"}, {"post_id": 46561, "ts": "2026-08-13T21:40:14Z", "hours": 2.5925, "text": "v1.04.72 More psychology hooray Covered more things for my next course: “Stage Models & Communication” Knapp’s Relationship Model Social Penetration Theory Evolutionary Explanation for Physical Attractiveness Johari Window Uncertainty Reduction Theory (URT) Read the notes!: https://github.com/Cassetu/Novara/blob/master/journal/relationship/notesTheScienceOfRelationships.md#stage-models--communication Timelapse: https://lapse.hackclub.com/timelapse/1LwshB7x8AEr https://lapse.hackclub.com/timelapse/ir_E9ROtKHUr I can actually use nice formatting without getting ai accusations cuz i got timelapses lol"}, {"post_id": 45862, "ts": "2026-08-12T16:18:00Z", "hours": 1.5094, "text": "v1.04.69 Yes, i really am studying “The Science of Relationships” to create a curriculum on it. I researched on the Halo Effect, Mere Exposure Effect, Propinquity Effect, and Social Exchange Theory. These are for the first course in the curriculum: Human Attraction & Opportunity. Read the notes: https://github.com/Cassetu/Novara/blob/master/journal/relationship/notesTheScienceOfRelationships.md And Timelapse: https://lapse.hackclub.com/timelapse/cPdZpEF6u5YJ"}, {"post_id": 44035, "ts": "2026-08-09T15:21:36Z", "hours": 3.5253, "text": "v1.04.66 to v1.04.67 | 8-8-26 Moved the return button, description link, and progress bar into the syllabus sidebar instead of a separate meta block up top. Added a course description modal you can open from the sidebar. Reworked the syllabus layout to fill the viewport height properly, cleaned up border and shadow inconsistencies, and shrunk the details modal width. v1.04.65 | 8-8-26 Big CSS pass across course.css , landing.css , and style.css . Reworked the syllabus sidebar to include a course title, progress bar, and a dedicated test button styled with the accent color. v1.04.63 to v1.04.64 | 8-8-26 Removed the old Godot scene renderer, its CSS, and the leftover import in course.js . Not used anymore. (It was made with ai help) v1.04.62 | 8-7-26 Added a line to the landing page footer noting no generative AI was used in building the site. (just need to remove the last ai curriculum.) v1.04.61 | 8-6-26 Cleaned up mainpage CSS spacing and rewrote the landing copy. Turned the trust badge area into a short blurb on why Novara exists, moved the Hackatime badge inline with the time spent text, and added a dedicated trust button linking to the privacy page. Thanks for reading this! Have a good day yall!"}, {"post_id": 42986, "ts": "2026-08-08T00:16:05Z", "hours": 4.3114, "text": "v1.04.56 to v1.04.60 | 8-6-26 Rebuilt the public course catalog page and gave the about page its own CSS file instead of riding on landing styles, plus a new brand lockup (logo + NOVARA wordmark) in the nav headers across pages. Added a goals section to the about page. Added a “don’t trust us, go check yourself” section and a profit disclaimer to the privacy policy. Swapped “we” language for “I” across the README and privacy policy since it’s a solo project and someone got confused. Small homepage copy tweak too, swapped the trust blurb for a direction to the privacy policy and added a “Time Spent” label above the hackatime badge. v1.04.44 to v1.04.55 | 8-5-26 Kept moving inline styles into real CSS classes across course.js (loading states, lesson complete screens, onboarding highlight, dialogue boxes, 404 page). Pulled the privacy policy’s inline style block out into its own privacy.css file. Rebuilt the homepage hero into a two column layout with trust info on one side and quick action buttons on the other, replacing the old split image hero. Changed the footer message, revised the README copy, swapped a few README screenshots, and bumped the hackatime badge color. Now that the inline is gone, it will be easier to adjust the ui. v1.04.36 to v1.04.43 | 8-4-26 Kept clearing inline CSS out of course.js , this round hitting the explorer cards, syllabus sidebar, section buttons, and the course details modal. Added a null check so progress calculation doesn’t break when a course file is missing. Fixed a syntax typo (stray brace) in the syllabus section click handler. Removed the old Godot core AI generated course from the catalog. Added a small watermark comment to files generated by the theme tool, and created a dialog-btn-container class to clean up some remaining inline button styling. I also figured out how to sign my commits using a SHA encryption service so every commit will say “Verified”"}, {"post_id": 41050, "ts": "2026-08-05T00:21:07Z", "hours": 1.8708, "text": "I’ve been testing out some different ui’s, since yall keep saying mine is AI, which I’ll have you know, is not, its called modern. (i have screenshot of testing out an like windows 98 kinda retro ish ui idk what its called.) I do want to know this though, What does a NOT AI ui look like? If my project looks like AI, people will not be keen to trusting my courses, much less learning about them. If you have any ideas, PLEASE WRITE A COMMENT!! :D (Also on progress with Novara: v1.04.29, fix for course.js v1.04.30, adjust length for the standard practice since if you only do one lesson, and then try to do the practice, you’ll answer 30 questions about that one lesson, mostly repeating the same questions. v1.04.31, new mastery icon cuz i forgot to do it earlier v1.04.32, better cover progress with padlock v1.04.33, remove bonus questions, since they kinda fit weirdly and dont really help even if the science is behind it v1.04.33, give Mayor Bob more character cuz he sounds like a robot. v1.04.34, move style.css into css/style.css v1.04.35, new layout for lessons and sections view.)"}, {"post_id": 39205, "ts": "2026-08-02T00:29:05Z", "hours": 4.7878, "text": "v1.04.27 to v1.04.28 | 8-1-26 Merged the practice hub into one combined view across all enrolled curriculums instead of a separate card per course, so standard and survival practice now pull questions from everything you’re enrolled in at once. Added a countdown banner showing when paced mode lessons renew, and cleaned up the settings label wording twice. (cuz i didn’t like how it sounded) v1.04.24 to v1.04.26 | 8-1-26 Paced mode is now fully wired in. Lessons lock until you reach the current day’s target, missing a day triggers a review quiz scaled to how long you were gone, and every 7 completed lessons triggers a module exam gate (80% to pass, locks further progress until you clear it). Also fixed the dialogue box to support multiline text properly and fixed the onboarding highlight so it targets dropdown menus correctly instead of the wrong element. (check image to see how it failed lol) v1.04.19 to v1.04.23 | 8-1-26 Added the paced mode toggle itself (1 lesson a day). Onboarding got swapped from static tooltip cards over to the new dialogue box system, then the dialogue box was made to type itself out letter by letter instead of dumping all the text at once. Along the way: fixed onboarding skipping missing elements, handled rapid clicking through steps, fixed a broken const reference, and fixed reset behavior when onboarding reopens. v1.04.17 to v1.04.18 | 7-31-26 Deleted a pile of AI-generated lesson bundles that were just cluttering the catalog (architecture, conlang-mythology, html-mastery), keeping only a couple test lessons around. Added question pooling so a lesson can define a questionCount and pull a random shuffled slice instead of showing every question every time. v1.04.14 to v1.04.16 | 7-30-26 Rebuilt the about page into proper sectioned content instead of one big hero block, swapped in a new header image, fixed a dumb black border bug on the landing page from a leftover CSS class, and moved the difficulty badge over next to the details button. If you read all this, consider reposting so I can get more attention, thanks!! :D"}, {"post_id": 37956, "ts": "2026-07-31T00:31:16Z", "hours": 4.8406, "text": "v1.04.11 to v1.04.13 | 7-29-26 New course card layout with a proper title/kicker header block and reworked filter buttons, ditching the old boxed style for underline tabs cuz its more dense. Added an orange accent color filled progress bar for anything not enrolled yet. Added a dev time badge to the hero using Hackatime in the main thing. Ripped out the entire theme system, one look only now cuz its better. v1.04.09 to v1.04.10 | 7-29-26 Full hero section overhaul. New copy, new photo instead of the old doorway SVG, new grid layout instead of flexbox, added a soft noise texture to the landing background. (tryina copy like concrete) Fixed a wrong journal link pointing at the wrong repo path. v1.04.06 to v1.04.08 | 7-29-26 Pulled a markdown course entry out of the catalog for good, both the JSON data and the catalog listing. (its not good) Small dropdown structure fix in the topbar CSS. v1.04.04 to v1.04.05 | 7-29-26 Added a course details overlay with author, published/updated dates, and sources. Fixed a typo where the close button ID didn’t match, so the overlay wouldn’t close. (SLOPPY CODDEE FREE MEE FROM ITT AAAAAA) v1.04.03 | 7-29-26 Added URL routing for logged out users. Course catalog and sign in views now update the URL with pushState and respond correctly on refresh, instead of only working for logged in users. Same stuf. v1.03.98 to v1.04.02 | 7-28-26 Reorganized assets into an img subfolder and added minibit sprites. Built a reusable dialogue box component with a typewriter-style next button flow, wired it into the landing page as a mayor NPC introduction, then cleaned up its sizing and added a completion message. Updated INFO.txt to match the actual lesson type naming convention and added entries for architectureSim and cookingSim . Looking for coding profesionalls to help build a curriculum, email me or create an issue on my github!"}, {"post_id": 36128, "ts": "2026-07-28T00:34:46Z", "hours": 7.4111, "text": "Novara Devlog: Architecture Sim Notice, the sim is very sloppy and is most definetly gonna be subject to more additions later. v1.03.97 | 7-25-26 Reworked drawDimension so tick marks always offset perpendicular to the wall, instead of one shared calc for both axes. Room labels now use two separate font scales instead of one. (definetly subject to change) Started tracking a global bounding box so each room draws its own outer footprint dimensions, not just per wall. v1.03.96 | 7-9-26 Added a Rectangle tool (R key) next to the draw tool, so you can drag out four walls at once. Split drawMeasuredLine into drawWall (just the line) and drawDimension (offset line, ticks, label). Added a live HUD showing length and angle in draw mode, or width and height in rect mode, while dragging. v1.03.95 | 7-8-26 Built a real toolbar with pen and eraser buttons with my new assets. Eraser uses point to line distance to find and remove walls. Added a confirm modal before doing the full clearing canvas, and replaced the old gradient fade label background with a plain rect. v1.03.90 to v1.03.94 | 7-7-26 Rewrote room detection as extractRooms using a proper planar graph traversal: build an adjacency list, sort each node’s neighbors by angle, then walk faces with the right hand rule to pull out every enclosed room as its own polygon. This finally supports multiple separate rooms on one canvas. Also fixed a null vs empty array bug, scaled room labels by area, reorganized brand assets, and added eraser, house, and trash icons. (from: https://game-icons.net ) v1.03.87 to v1.03.89 | 7-5-26 First pass at room detection using an adjacency graph, assuming a single closed loop. Fixed several bugs in the adjacency keys and neighbor tracking, added shoelace formula area calculation, and split wall segments at T-intersections so room boundaries follow them correctly. (everything boils down to math and calculations) v1.03.84 to v1.03.86 | 7-3-26 to 7-4-26 Pulled measurement drawing into its own function so every wall, not just the active drag, shows its length. (very crucial) Bumped the grid scale for easier snapping and more detail when i later add features such as chairs and tables that you can drag in. Added a gradient fade behind dimension labels, then small tick marks at each wall end. (visual aids) v1.03.82 to v1.03.83 | 7-1-26 to 7-2-26 Wired the sim into the real course system. added a lesson entry so i can properly test it now, imported the renderer into course.js , and fixed leftover syntax typos. (my work has been a bit sloppy recently) Built the actual studio layout with a brief panel and drafting canvas, then added the mouse listeners for drawing walls, with Shift locking to cardinal directions for more percise drawing. v1.03.79 to v1.03.81 | 6-30-26 Scaffolded the drafting canvas: pixels to feet scale, snap to grid, and the first working render loop with simple grid and stuf. Fixed a small topbar CSS bug where button heights jumped on hover. If you read all this, thanks :D"}, {"post_id": 17391, "ts": "2026-06-28T04:45:21Z", "hours": 1.51, "text": "v1.03.78 | 6-27-26 Refactored how navigation flows when a user enters an active lesson block. Previously, I had the topbar fade down to opacity: 0.5 via a body class state, and a separate, clunky #lesson-back-btn floating fixed at the top-left of the viewport. It wasn’t great, and I thought i could do way better. So instead i cleaned it up, removed the fade, and pretty much “hijacked” the main elements. The standard topbar elements were set to display:none; with the user profile button getting set to half opacity and non-clickable. changed existing #nav-explorer slot by transforming its text to ← Return and changing its weight. also changed the if (!confirm()) basic alert for my better error alert box. duplicated the old alert box and made another for this one, fit with a cancel button and all. The main obstacle was handling the application’s default click-routing initialization handlers. Simply changing the .onclick property didn’t work because hidden layout listeners attached via .addEventListener() were catching the event bubbles and dumping the user back to the main curriculum selector immediately anyway. (because remember were hijacking the explore btn) Fixed it by utilizing Event Capturing: topNavBtn.addEventListener(\"click\", window.activeTopbarGate, true); by passing true, the browser catches the user’s click at the absolute top of the DOM tree before the default routers can see it. Inside the wrapper, i ran e.stopPropagation() to stalls the execution chain while the custom gate logic processes. standard browser alerts freeze javascript synchronously, but custom DOM boxes are asynchronous so a normal return gate wouldn’t cut it. i solved it by wrapping all my navigation cleanup loops inside a functional callback and passing it straight into the dialog box. hit OK, the callback fires and drops you out of the lesson; hit cancel, it just clears the overlay div out of the DOM tree so you can keep working. its like weaving a thread in a spiderweb (T - T) also wut u guys feel about the better formatting lemme know, i don’t want it to sound like i just copy pasted chatgpt but i want to explain it better so im a bit conflicted"}, {"post_id": 12602, "ts": "2026-06-20T16:18:52Z", "hours": 1.6108, "text": "v1.03.65 | 6-20-26 Refactored URL routing logic so it sits in one function routeFromURL making it easier to reuse. Before I just had the code duplicated in two places as a quick implementation, and also the back/forward buttons didn’t do anything because there wasn’t a popstate listener yet. Now i have window.addEventListener(\"popstate\", routeFromURL) to fix that issue. Added a Privacy Policy page matching the Journal Layout, now users can trust Novara (little more than before at least) to keep their information safe when they sign in. Started a test cooking curriculum, using the cookingSim and HeatControl additions. Also added an Abstract0, Abstract1, Abstract2 assets to be used later. Abstract2 already implemented into an 404 page and the practice panel when the user isn’t enrolled in any curriculums. fetchCourseData now wraps its fetch in a try/catch and calls show404() on failure."}, {"post_id": 10280, "ts": "2026-06-16T22:26:00Z", "hours": 2.0617, "text": "v1.03.55 | 6-16-26 I added a new lesson type, “cookingSim”, it currently only has one simulation “heatControl”. Its a simple minigame for monitoring heat. Later I will have several cooking simulations, and use them in a cooking curriculum. The reason for creating special simulations, is because cooking is a visual and hands on thing, you can’t learn to cook by simply reading and answering questions about it. I’m also working on wiring together a way for the url to reflect the current view, that way you can bookmark specific courses or share specific curriculums. The main focus of it is: history.pushState() and window.addEventListener(\"popstate\") . Another important part is this: const params = new URLSearchParams(window.location.search); const view = params.get(“view”); const id = params.get(“id”); so on page load, you can get the right viewport, eg: ?view=syllabus&id=js-course , would show \"syllabus\" and \"js-course\". Since its on page load the code is primarly residing in window.firebaseAuth.onAuthStateChanged since that part automatically signs in the user and skips over the authentication and homepage process if the user has signed in before."}, {"post_id": 8237, "ts": "2026-06-13T18:17:39Z", "hours": 2.1694, "text": "Added a custom theme tool, automatically generates the code so users can easily build a unique & polished ui. Easy access in topbar for signed in users and non-signed in users. Test it out here: https://cassetu.github.io/Novara/html/themeTool.html (STOP CONSOLTING AI FOR THEMES: Too generic Awful “Extreme Glassy Gloss” style Always weirdly rounded corners )"}, {"post_id": 7187, "ts": "2026-06-12T00:15:17Z", "hours": 0.3694, "text": "fixed some bugs as the focus for today (v1.03.37) error overlays were stacking in the DOM, so i made a showError() function instead of copy pasting the same code everywhere also fixed activeCourseRef being stale after practice sessions, was sending users to the wrong place"}, {"post_id": 6562, "ts": "2026-06-11T00:48:52Z", "hours": 1.0597, "text": "Onboarding, 4 cards, teaches user to enroll in curriculums, and navigate the topbar"}, {"post_id": 5754, "ts": "2026-06-09T17:33:47Z", "hours": 0.5056, "text": "Added README.md (And related images) https://github.com/Cassetu/Novara/blob/master/README.md"}, {"post_id": 5716, "ts": "2026-06-09T16:44:04Z", "hours": 0.7136, "text": "Novara is actually a project of mine that I’ve been working on for a while. (Since May 6th) I just got back into it and added an inline alert box, since the native alert box is shown to be less intuitive and more hostile to users. Most Devlogs here will be some form of iteration of my onsite Journal, but more in depth, and more focused."}]...
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Title: Novara - Learning Website by @Cassetu | Sta Title: Novara - Learning Website by @Cassetu | Stardance
Devlogs:
Novara is actually a project of mine that I’ve been working on for a while. (Since May 6th) I just got back into it and added an inline alert box, since the native alert box is shown to be less intuitive and more hostile to users. Most Devlogs here will be some form of iteration of my onsite Journal, but more in depth, and more focused.
Added README.md (And related images) https://github.com/Cassetu/Novara/blob/master/README.md
Onboarding, 4 cards, teaches user to enroll in curriculums, and navigate the topbar
fixed some bugs as the focus for today (v1.03.37) error overlays were stacking in the DOM, so i made a showError() function instead of copy pasting the same code everywhere also fixed activeCourseRef being stale after practice sessions, was sending users to the wrong place
Added a custom theme tool, automatically generates the code so users can easily build a unique & polished ui. Easy access in topbar for signed in users and non-signed in users. Test it out here: https://cassetu.github.io/Novara/html/themeTool.html (STOP CONSOLTING AI FOR THEMES: Too generic Awful “Extreme Glassy Gloss” style Always weirdly rounded corners )
v1.03.55 | 6-16-26 I added a new lesson type, “cookingSim”, it currently only has one simulation “heatControl”. Its a simple minigame for monitoring heat. Later I will have several cooking simulations, and use them in a cooking curriculum. The reason for creating special simulations, is because cooking is a visual and hands on thing, you can’t learn to cook by simply reading and answering questions about it. I’m also working on wiring together a way for the url to reflect the current view, that way you can bookmark specific courses or share specific curriculums. The main focus of it is: history.pushState() and window.addEventListener("popstate") . Another important part is this: const params = new URLSearchParams(window.location.search); const view = params.get(“view”); const id = params.get(“id”); so on page load, you can get the right viewport, eg: ?view=syllabus&id=js-course , would show "syllabus" and "js-course". Since its on page load the code is primarly residing in window.firebaseAuth.onAuthStateChanged since that part automatically signs in the user and skips over the authentication and homepage process if the user has signed in before.
v1.03.65 | 6-20-26 Refactored URL routing logic so it sits in one function routeFromURL making it easier to reuse. Before I just had the code duplicated in two places as a quick implementation, and also the back/forward buttons didn’t do anything because there wasn’t a popstate listener yet. Now i have window.addEventListener("popstate", routeFromURL) to fix that issue. Added a Privacy Policy page matching the Journal Layout, now users can trust Novara (little more than before at least) to keep their information safe when they sign in. Started a test cooking curriculum, using the cookingSim and HeatControl additions. Also added an Abstract0, Abstract1, Abstract2 assets to be used later. Abstract2 already implemented into an 404 page and the practice panel when the user isn’t enrolled in any curriculums. fetchCourseData now wraps its fetch in a try/catch and calls show404() on failure.
v1.03.78 | 6-27-26 Refactored how navigation flows when a user enters an active lesson block. Previously, I had the topbar fade down to opacity: 0.5 via a body class state, and a separate, clunky #lesson-back-btn floating fixed at the top-left of the viewport. It wasn’t great, and I thought i could do way better. So instead i cleaned it up, removed the fade, and pretty much “hijacked” the main elements. The standard topbar elements were set to display:none; with the user profile button getting set to half opacity and non-clickable. changed existing #nav-explorer slot by transforming its text to ← Return and changing its weight. also changed the if (!confirm()) basic alert for my better error alert box. duplicated the old alert box and made another for this one, fit with a cancel button and all. The main obstacle was handling the application’s default click-routing initialization handlers. Simply changing the .onclick property didn’t work because hidden layout listeners attached via .addEventListener() were catching the event bubbles and dumping the user back to the main curriculum selector immediately anyway. (because remember were hijacking the explore btn) Fixed it by utilizing Event Capturing: topNavBtn.addEventListener("click", window.activeTopbarGate, true); by passing true, the browser catches the user’s click at the absolute top of the DOM tree before the default routers can see it. Inside the wrapper, i ran e.stopPropagation() to stalls the execution chain while the custom gate logic processes. standard browser alerts freeze javascript synchronously, but custom DOM boxes are asynchronous so a normal return gate wouldn’t cut it. i solved it by wrapping all my navigation cleanup loops inside a functional callback and passing it straight into the dialog box. hit OK, the callback fires and drops you out of the lesson; hit cancel, it just clears the overlay div out of the DOM tree so you can keep working. its like weaving a thread in a spiderweb (T - T) also wut u guys feel about the better formatting lemme know, i don’t want it to sound like i just copy pasted chatgpt but i want to explain it better so im a bit conflicted
Novara Devlog: Architecture Sim Notice, the sim is very sloppy and is most definetly gonna be subject to more additions later. v1.03.97 | 7-25-26 Reworked drawDimension so tick marks always offset perpendicular to the wall, instead of one shared calc for both axes. Room labels now use two separate font scales instead of one. (definetly subject to change) Started tracking a global bounding box so each room draws its own outer footprint dimensions, not just per wall. v1.03.96 | 7-9-26 Added a Rectangle tool (R key) next to the draw tool, so you can drag out four walls at once. Split drawMeasuredLine into drawWall (just the line) and drawDimension (offset line, ticks, label). Added a live HUD showing length and angle in draw mode, or width and height in rect mode, while dragging. v1.03.95 | 7-8-26 Built a real toolbar with pen and eraser buttons with my new assets. Eraser uses point to line distance to find and remove walls. Added a confirm modal before doing the full clearing canvas, and replaced the old gradient fade label background with a plain rect. v1.03.90 to v1.03.94 | 7-7-26 Rewrote room detection as extractRooms using a proper planar graph traversal: build an adjacency list, sort each node’s neighbors by angle, then walk faces with the right hand rule to pull out every enclosed room as its own polygon. This finally supports multiple separate rooms on one canvas. Also fixed a null vs empty array bug, scaled room labels by area, reorganized brand assets, and added eraser, house, and trash icons. (from: https://game-icons.net ) v1.03.87 to v1.03.89 | 7-5-26 First pass at room detection using an adjacency graph, assuming a single closed loop. Fixed several bugs in the adjacency keys and neighbor tracking, added shoelace formula area calculation, and split wall segments at T-intersections so room boundaries follow them correctly. (everything boils down to math and calculations) v1.03.84 to v1.03.86 | 7-3-26 to 7-4-26 Pulled measurement drawing into its own function so every wall, not just the active drag, shows its length. (very crucial) Bumped the grid scale for easier snapping and more detail when i later add features such as chairs and tables that you can drag in. Added a gradient fade behind dimension labels, then small tick marks at each wall end. (visual aids) v1.03.82 to v1.03.83 | 7-1-26 to 7-2-26 Wired the sim into the real course system. added a lesson entry so i can properly test it now, imported the renderer into course.js , and fixed leftover syntax typos. (my work has been a bit sloppy recently) Built the actual studio layout with a brief panel and drafting canvas, then added the mouse listeners for drawing walls, with Shift locking to cardinal directions for more percise drawing. v1.03.79 to v1.03.81 | 6-30-26 Scaffolded the drafting canvas: pixels to feet scale, snap to grid, and the first working render loop with simple grid and stuf. Fixed a small topbar CSS bug where button heights jumped on hover. If you read all this, thanks :D
v1.04.11 to v1.04.13 | 7-29-26 New course card layout with a proper title/kicker header block and reworked filter buttons, ditching the old boxed style for underline tabs cuz its more dense. Added an orange accent color filled progress bar for anything not enrolled yet. Added a dev time badge to the hero using Hackatime in the main thing. Ripped out the entire theme system, one look only now cuz its better. v1.04.09 to v1.04.10 | 7-29-26 Full hero section overhaul. New copy, new photo instead of the old doorway SVG, new grid layout instead of flexbox, added a soft noise texture to the landing background. (tryina copy like concrete) Fixed a wrong journal link pointing at the wrong repo path. v1.04.06 to v1.04.08 | 7-29-26 Pulled a markdown course entry out of the catalog for good, both the JSON data and the catalog listing. (its not good) Small dropdown structure fix in the topbar CSS. v1.04.04 to v1.04.05 | 7-29-26 Added a course details overlay with author, published/updated dates, and sources. Fixed a typo where the close button ID didn’t match, so the overlay wouldn’t close. (SLOPPY CODDEE FREE MEE FROM ITT AAAAAA) v1.04.03 | 7-29-26 Added URL routing for logged out users. Course catalog and sign in views now update the URL with pushState and respond correctly on refresh, instead of only working for logged in users. Same stuf. v1.03.98 to v1.04.02 | 7-28-26 Reorganized assets into an img subfolder and added minibit sprites. Built a reusable dialogue box component with a typewriter-style next button flow, wired it into the landing page as a mayor NPC introduction, then cleaned up its sizing and added a completion message. Updated INFO.txt to match the actual lesson type naming convention and added entries for architectureSim and cookingSim . Looking for coding profesionalls to help build a curriculum, email me or create an issue on my github!
v1.04.27 to v1.04.28 | 8-1-26 Merged the practice hub into one combined view across all enrolled curriculums instead of a separate card per course, so standard and survival practice now pull questions from everything you’re enrolled in at once. Added a countdown banner showing when paced mode lessons renew, and cleaned up the settings label wording twice. (cuz i didn’t like how it sounded) v1.04.24 to v1.04.26 | 8-1-26 Paced mode is now fully wired in. Lessons lock until you reach the current day’s target, missing a day triggers a review quiz scaled to how long you were gone, and every 7 completed lessons triggers a module exam gate (80% to pass, locks further progress until you clear it). Also fixed the dialogue box to support multiline text properly and fixed the onboarding highlight so it targets dropdown menus correctly instead of the wrong element. (check image to see how it failed lol) v1.04.19 to v1.04.23 | 8-1-26 Added the paced mode toggle itself (1 lesson a day). Onboarding got swapped from static tooltip cards over to the new dialogue box system, then the dialogue box was made to type itself out letter by letter instead of dumping all the text at once. Along the way: fixed onboarding skipping missing elements, handled rapid clicking through steps, fixed a broken const reference, and fixed reset behavior when onboarding reopens. v1.04.17 to v1.04.18 | 7-31-26 Deleted a pile of AI-generated lesson bundles that were just cluttering the catalog (architecture, conlang-mythology, html-mastery), keeping only a couple test lessons around. Added question pooling so a lesson can define a questionCount and pull a random shuffled slice instead of showing every question every time. v1.04.14 to v1.04.16 | 7-30-26 Rebuilt the about page into proper sectioned content instead of one big hero block, swapped in a new header image, fixed a dumb black border bug on the landing page from a leftover CSS class, and moved the difficulty badge over next to the details button. If you read all this, consider reposting so I can get more attention, thanks!! :D
I’ve been testing out some different ui’s, since yall keep saying mine is AI, which I’ll have you know, is not, its called modern. (i have screenshot of testing out an like windows 98 kinda retro ish ui idk what its called.) I do want to know this though, What does a NOT AI ui look like? If my project looks like AI, people will not be keen to trusting my courses, much less learning about them. If you have any ideas, PLEASE WRITE A COMMENT!! :D (Also on progress with Novara: v1.04.29, fix for course.js v1.04.30, adjust length for the standard practice since if you only do one lesson, and then try to do the practice, you’ll answer 30 questions about that one lesson, mostly repeating the same questions. v1.04.31, new mastery icon cuz i forgot to do it earlier v1.04.32, better cover progress with padlock v1.04.33, remove bonus questions, since they kinda fit weirdly and dont really help even if the science is behind it v1.04.33, give Mayor Bob more character cuz he sounds like a robot. v1.04.34, move style.css into css/style.css v1.04.35, new layout for lessons and sections view.)
v1.04.56 to v1.04.60 | 8-6-26 Rebuilt the public course catalog page and gave the about page its own CSS file instead of riding on landing styles, plus a new brand lockup (logo + NOVARA wordmark) in the nav headers across pages. Added a goals section to the about page. Added a “don’t trust us, go check yourself” section and a profit disclaimer to the privacy policy. Swapped “we” language for “I” across the README and privacy policy since it’s a solo project and someone got confused. Small homepage copy tweak too, swapped the trust blurb for a direction to the privacy policy and added a “Time Spent” label above the hackatime badge. v1.04.44 to v1.04.55 | 8-5-26 Kept moving inline styles into real CSS classes across course.js (loading states, lesson complete screens, onboarding highlight, dialogue boxes, 404 page). Pulled the privacy policy’s inline style block out into its own privacy.css file. Rebuilt the homepage hero into a two column layout with trust info on one side and quick action buttons on the other, replacing the old split image hero. Changed the footer message, revised the README copy, swapped a few README screenshots, and bumped the hackatime badge color. Now that the inline is gone, it will be easier to adjust the ui. v1.04.36 to v1.04.43 | 8-4-26 Kept clearing inline CSS out of course.js , this round hitting the explorer cards, syllabus sidebar, section buttons, and the course details modal. Added a null check so progress calculation doesn’t break when a course file is missing. Fixed a syntax typo (stray brace) in the syllabus section click handler. Removed the old Godot core AI generated course from the catalog. Added a small watermark comment to files generated by the theme tool, and created a dialog-btn-container class to clean up some remaining inline button styling. I also figured out how to sign my commits using a SHA encryption service so every commit will say “Verified”
v1.04.66 to v1.04.67 | 8-8-26 Moved the return button, description link, and progress bar into the syllabus sidebar instead of a separate meta block up top. Added a course description modal you can open from the sidebar. Reworked the syllabus layout to fill the viewport height properly, cleaned up border and shadow inconsistencies, and shrunk the details modal width. v1.04.65 | 8-8-26 Big CSS pass across course.css , landing.css , and style.css . Reworked the syllabus sidebar to include a course title, progress bar, and a dedicated test button styled with the accent color. v1.04.63 to v1.04.64 | 8-8-26 Removed the old Godot scene renderer, its CSS, and the leftover import in course.js . Not used anymore. (It was made with ai help) v1.04.62 | 8-7-26 Added a line to the landing page footer noting no generative AI was used in building the site. (just need to remove the last ai curriculum.) v1.04.61 | 8-6-26 Cleaned up mainpage CSS spacing and rewrote the landing copy. Turned the trust badge area into a short blurb on why Novara exists, moved the Hackatime badge inline with the time spent text, and added a dedicated trust button linking to the privacy page. Thanks for reading this! Have a good day yall!
v1.04.69 Yes, i really am studying “The Science of Relationships” to create a curriculum on it. I researched on the Halo Effect, Mere Exposure Effect, Propinquity Effect, and Social Exchange Theory. These are for the first course in the curriculum: Human Attraction & Opportunity. Read the notes: https://github.com/Cassetu/Novara/blob/master/journal/relationship/notesTheScienceOfRelationships.md And Timelapse: https://lapse.hackclub.com/timelapse/cPdZpEF6u5YJ
v1.04.72 More psychology hooray Covered more things for my next course: “Stage Models & Communication” Knapp’s Relationship Model Social Penetration Theory Evolutionary Explanation for Physical Attractiveness Johari Window Uncertainty Reduction Theory (URT) Read the notes!: https://github.com/Cassetu/Novara/blob/master/journal/relationship/notesTheScienceOfRelationships.md#stage-models--communication Timelapse: https://lapse.hackclub.com/timelapse/1LwshB7x8AEr https://lapse.hackclub.com/timelapse/ir_E9ROtKHUr I can actually use nice formatting without getting ai accusations cuz i got timelapses lol
v1.04.74 EVEN MORE PSYCHOLOGY Covered more things for my next course: “Attachment, Love & Social Dynamics” John Bowlby’s Attachment Theory Internal Working Model (IWM) Adult Attachment Styles (Secure vs. Insecure) (Look at the image) Sternberg’s Triangular Theory of Love Social Exchange Theory (SET) Read the notes!: https://github.com/Cassetu/Novara/blob/master/journal/relationship/notesTheScienceOfRelationships.md#attachment-love--social-dynamics Timelapse: https://lapse.hackclub.com/timelapse/PppFJPZGUgEp https://lapse.hackclub.com/timelapse/YqlfYCCx08j7
v1.04.76 Taking a break from psychology notes to do some coding again. began working on a curriculum tool so educators can easily build em without having to work through the complicated json structure. its a bit hard since i want to export a zip, and im not entirely sure how that would work, and also i need to double check how my course.js processes the json so i can get exactly all the information to put into it. ai detector thing. examines github repositories and find all comments and flags exessive amounts, or exessive explanations in them (classic ai fingerprints) as well as flagging verbose function names and shows the time it would take to make the project at 70 wpm and detects inconsistencies in commit times (eg 1000 new code typed after 2 minutes of another commit that would be flagged) then gives a % of confidence. 0-30% is prob human, 30-50% is mixed unsure, 50-100% is definetly full ai. Before you accuse someone, make sure to do througouh like questioning and interviews and such because this tool is imperfect. This way i can easily identify projects that have disgenuine work and report them to stardance to take care of. ( https://cassetu.github.io/Novara/html/aisubTool.html ) I got gemini to help reformat the code since it was a bit of a mess, dw i had a full disclaimer. (ai vibe coders take notes.) It was a big challenge getting the github token to work, but it functions now and doesn’t steal your information!! :D also i ran my own project through it once, it was clear, and then i ran it again after commiting it, and now it thinks my project is ai, because the code scans for these specific traces, that are present in the code itself, meaning that if it scans itself, it will find everything its looking for. T - T (false positive in the first image) leave a comment to help! thx!
v1.04.91 Celebrating my 250th commit!! :D fully deleted the curriculum tool since its frustrating and too hard rn and i’m going to do it later after i do my data refactor removed the ai detector thing, the link still works for now, but I don’t think i want to use it because its too unreliable, and is too much of a project in its own right than a small tool I’m doing a major refactor of my data structure. Previously, my curriculum information all sat in one MASSIVE json. but now i have a complex folder network. Each curriculum will have an index.json file, so the catalog.json routes to the index.json that leads into the courses, then to the sections, and down to the individual lessons. Its kinda like a phonebook… i think. Every lesson will be its own json with its own list of “blocks” that are pieces that i can take apart or put together to make lessons unique! Kinda like its own mini programming language lol. Currently the site is unusable since the course.js isn’t fully complete to understand the new data structure. :P
v1.04.98 Site is still unusable currently *Continuing the data refactoring, I fixed some of the references in openSyllabus. I also completly removed the faulty references to isBundle() , i accidentaly messed up the case of loadIndex to LoadIndex but luckily a simple glance at the console pinpointed it for me :D (Thank god for descriptive error messages) Added the hackatime lapse links to the notes (since i want to use nice formatting without ai accusations i lowkey need to do that) Started doing notes on “The Science of Logical Reasoning specifically for: Jerome Bruner Theory of Cognitive Development.” Its for building good curriculums and proper teaching, they have this cool thing called a “spiral curriculum” that you should search up. (I’m also trying out a recording timelapse system, that should be better than lapse since lapse only takes like a picture every minute and stiches it together, this takes a picture every second and then compresses it) the video is only of v1.04.97 -> v1.04.98 editing portion Thanks for your support! :D
v1.05.26 Site is still somewhat unusable currently Changes: fixed getAllQuestionsForEntry build render functions for all the different block types: renderSubmitBlock , renderMultipleChoiceBLock , etc purged a few bugs yayy moved the workspace thing so it has a new sidebar and is familiar to the course syllabus view. did a whole buncha formatting troubleshooting bought a domain!!!! go to novaraedu.org . which means you can find it on search enginges now (i think)
v1.05.77 Site is becoming more usable!! Changes: Has a working branch vs a master branch, so in progress updates will not effect the current version on the web. made image label block logic cleared old logic for renderers did a whole lot of SEO things fix sw.js with real file paths (not the ancient ones) more styling in css node.js to automatically create html things for web crawlers ( auto-generate-curriculum-pages ) update homepage to look wayyy better fully rebuilt practice/exam system for block-based lessons logical fallicies notes lesson end screen with nature Problems Encountered: Incorrect formatting (always happens when u type fast) Bad css Difficult logic with complicated storage format (e.g., looking through .sections, .lessons, etc) check out the latest build: novaraedu.org
Ships:
Novara v1.03.56 Novara is a free learning website, It has multiple courses with varying lesson types, so information is presented and tested in many ways. Features include: Focused Learning : Enrollment is limited to a maximum of 3 curriculums at a time to encourage focus and prevent overwhelm. Structured Content : Curriculums contain courses, and courses contain modular lessons. Knowledge Checks : Built-in quizzes to test your knowledge at the end of courses. Progress Tracking : Visual indicators to show completed lessons and remaining coursework. The main architecture is designed using HTML, CSS and JS. Designed to be modular, so adding another course/curriculum is easily done by writing one single json data file. AI USAGE DISCLAIMER AI is used in the generation of our courses. We have not yet received assistance from subject-matter experts in developing our curricula. To maintain quality, the AI is guided by strict instructions designed to reduce low-quality content (“slop lessons”) and encourage materials that engage students in critical thinking and active learning. Despite these safeguards, mistakes and errors may still occur. If you find an issue, please report it by emailing: [email protected] (Responses take 3-5 business days). Thank you for helping us improve. README + More Details here: https://github.com/Cassetu/Novara#table-of-contents TRY IT HERE!: https://cassetu.github.io/Novara/index.html (To access full content you must sign in/register)
Novara v1.03.97 Novara is a free learning website, It has multiple courses with varying lesson types, so information is presented and tested in many ways. New Features from Previous Ship include: Architecture Simulation: A new lesson type where the user can design an simple floor plan, complete with an accurate scale, rectangle tool, and eraser. Privacy Policy: Users can understand how their data is stored within Novara, and feel safer using the relativly unknown website. New Lesson Flow: Topbar no longer uses Opacity, and instead has a back button neatly placed at the top instead of the usual navigation buttons. Alerts: Almost all of the alerts have been moved to custom inline boxes to be more user intuitive and welcoming. I think i missed a few somewhere here and there tho. AI USAGE DISCLAIMER AI is used in the generation of our courses. We have not yet received assistance from subject-matter experts in developing our curricula. (I’m working on finding people, hopefully soon) To maintain quality, the AI is guided by strict instructions designed to reduce low-quality content (“slop lessons”) and encourage materials that engage students in critical thinking and active learning. Despite these safeguards, mistakes and errors may still occur. If you find an issue, please report it by emailing: [email protected] (Responses take 3-5 business days). Thank you for helping us improve. README + More Details here: https://github.com/Cassetu/Novara#table-of-contents PRIVACY POLICY: https://cassetu.github.io/Novara/html/privacy.html TRY IT HERE!: https://cassetu.github.io/Novara/index.html (To access full content you must sign in/register)
Novara v1.04.67 Novara is a free learning website, It has multiple courses with varying lesson types, so information is presented and tested in many ways. Our Goal: Build a library of curriculums so users can get the same learning opportunities of school, with more ways to learn than reading and note-taking, and at no cost to the users. (Verbatim from homepage) ##New Features from Previous Ship include: NEW UI: Earlier versions were apparently too “ai” so I created a new version that hopefully doesn’t look like ai. Since if people think that any part of the website is ai, the website in the whole is low quality rubbish, which Novara is NOT and will NOT allow itself to be. Inline css has been replaced with classes and seperate css files. Those css files are soon to be further seperated into smaller css files to make css navigation easier. Enhanced Privacy Policy: Now includes direct links allowing users to do self-study as well as a profit section. New Syllabus Flow: Now uses a sidebar with the section names and # of lessons. Clicking on the section opens up the lesson on the right side workspace. Mayor Bob: THE MASCOT TO GUIDE ALL!! He hopefully has more character. (I feel like hes better now but idk) Paced Mode!!!: Lessons lock until you reach the current day’s target, missing a day triggers a review quiz scaled to how long you were gone, and every 7 completed lessons triggers a module exam gate (80% to pass, locks further progress until you clear it). Because it matches the real school format of teaching, and i feel like the information will be better retained by ppl if its taught over several days instead of all being shoved down ur throught. AI Courses: ALL GONE!! Looking for proffesionals in single subjects to assist in new proper course creation. Ai work will never replace us!! URL Routing: You can share links and bookmark pages and since its all the same html file, it wouldn’t work, but now it does bc we have the “?=###” things that work now. ##Difficulties: Forever the bane of my existence, the typos an missing semicolons or braces. Also working through the css to ensure that the content is structured how i like it. Also did a fix where my previous thing would break if a course file was missing when the catalog json had it listed, now it just skips over it. The bonus question was fiting weirdly so i js removed it entirely. At some point i made the dialogue boxes have the typing animation, but i forgot about new lines and whitespaces also have to be considered in that logic, so at some point the dialogue would just trail off the end of the text box lol, without any spaces or new lines. Css bugs also. I js realized i also forgot to style the scrollbars, but ill work on that later. side note: i figured out how to sign my commits using a SHA encryption service so every commit will say “Verified” (ONLY REMAINS ONE AI COURSE THAT IS NOW PROPERLY ATTRIBUTED IN ITS DETAILS MENU, THE AI DISCLAIMER IS DISCONTINUED) README + More Details here: https://github.com/Cassetu/Novara#table-of-contents PRIVACY POLICY: https://cassetu.github.io/Novara/html/privacy.html TRY IT HERE!: https://cassetu.github.io/Novara/index.html (To access full content you must sign in/register, u can trust Novara, and if you don’t, read the Privacy Policy!)...
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[{"post_id": 74749, "ts": "202 [{"post_id": 74749, "ts": "2026-09-28T04:16:49Z", "hours": 1.3333, "text": "Rewriting a lot so it fits its font from the comics and movies. Adding a lot of different news on the news scroller so it references the comics more. renaming it Stan’s OS. Only real MARVEL fans know who Stan is. Didn’t watch Encore yet, so it won’t touch that. Adding color. Making it more life-like in way. tHE PICTURE under is not a finish product, or the final news, and not a scroller yet. But it is just a prototype version of what the news scroller will say!"}, {"post_id": 53549, "ts": "2026-08-24T04:33:48Z", "hours": 2.935, "text": "I completely rewrote everything. I didn’t like that is was going to be a bland, boring OS. So, I added some spice to it, I added MARVEL to it. I want it to be Marvel themed, since I love Marvel. My favorite character is Spider-Man by the way. But ya, I don’t want a boring OS, I want a Marvel OS. Do not worry it is not even close to being over yet."}, {"post_id": 16459, "ts": "2026-06-26T19:48:19Z", "hours": 0.6667, "text": "Trying to add MrBunny AI, an AI assistant I made, get added to this OS. Try it on: https://mrbunnyai-v2.streamlit.app/"}, {"post_id": 16398, "ts": "2026-06-26T17:59:59Z", "hours": 1.4333, "text": "Working on App-Specific Content"}]...
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Title: MarvelOS by @KoushikT | Stardance
Devlogs: Title: MarvelOS by @KoushikT | Stardance
Devlogs:
Working on App-Specific Content
Trying to add MrBunny AI, an AI assistant I made, get added to this OS. Try it on: https://mrbunnyai-v2.streamlit.app/
I completely rewrote everything. I didn’t like that is was going to be a bland, boring OS. So, I added some spice to it, I added MARVEL to it. I want it to be Marvel themed, since I love Marvel. My favorite character is Spider-Man by the way. But ya, I don’t want a boring OS, I want a Marvel OS. Do not worry it is not even close to being over yet.
Rewriting a lot so it fits its font from the comics and movies. Adding a lot of different news on the news scroller so it references the comics more. renaming it Stan’s OS. Only real MARVEL fans know who Stan is. Didn’t watch Encore yet, so it won’t touch that. Adding color. Making it more life-like in way. tHE PICTURE under is not a finish product, or the final news, and not a scroller yet. But it is just a prototype version of what the news scroller will say!...
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