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67565
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Funky Lil' Custom Keeb by @kryptwire | Stardan Funky Lil' Custom Keeb by @kryptwire | Stardance...
|
kryptwire
|
0
|
8.64
|
0
|
[]
|
[{"post_id": 77433, "ts": "202 [{"post_id": 77433, "ts": "2026-10-06T23:48:20Z", "hours": 1.6322, "text": "day 5 (i think) i also kept on my promise from yesterday and finished up the schematics for the macropad + fixed some errors in my keyboard schematic and am starting the pcb design… is it bad im now thinking about adding LEDs to it..? and opting for hotswap sockets instead??? ahhhhhhhh i keep thinking in circles about all these different features i want but i also need to be realistic i think. ill sleep on it again til next time picture of the macropad schematic because the keyboard pcb is NOT done rn"}, {"post_id": 77205, "ts": "2026-10-06T02:56:46Z", "hours": 2.6708, "text": "day 4… i made good on my promise!!! i did actually pretty up the schematic :) its now much cleaner and makes a bit more sense to look at. i made the exec decision to just make both halves of the keyboard mirrored, since the only difference between them is literally one key (that i could make good use of mind you!) however… my brain started dying like 75% of the way. tomorrow im going to do the final sanity check and then see if i can get this design reviewed while i work on the third piece to the set, my macropad! the big hitch is just getting in the wireless functionality with the battery and board, and making 100000% sure i dont do it awfully wrong–but quite frankly im probably overthinking it and its probably ok setting more promises so that i can hold to deadlines lol, more realistic this time: sanity check the keyb design, start up (and mostly finish since the fundamentals are done with) the macropad! i also want to start up casing design but that might be too ambitious for a school day anyway enough with the rambly devlogs and its time to rest up for day 5!!!"}, {"post_id": 76859, "ts": "2026-10-04T21:04:24Z", "hours": 2.2339, "text": "day 3… yeowch so i decided i was happy with the key layout and things and got to work on the schematic. ummm… let’s say this is the “make it exist before you make it look pretty” phase. i’m a total newbie to kicad so learning how it flows took quite a bit of time, but i do feel much better with it. my major goal for next session is to finalize the schematic design and make it all come together nicely currently, the design would require 4 separate PCBs (not incl. the macropad, which would make it 5 total); connecting the minipcb to the main isn’t an issue for me at the moment, but i’m still debating whether i use a wired or wireless connection between the two boards. i think i’m going to opt for wireless, which introduces power draw as an issue… progress is being made though!! next session i promise promise to bring back a much prettier schematic and (hopefully) be ready to start actually creating the lay out :) my ambition is to have completed the PCB by the end of this week so that i can move on to making the case!"}, {"post_id": 76547, "ts": "2026-10-03T22:09:15Z", "hours": 1.4336, "text": "day 2… still getting used to this site lol, apologies if this is jank i just refined the keyboard design and made an actual key layout. i ended up realizing that there is a lot of functionality missing with only the two split modules, but considering that i have quite small hands, i didnt just want to add more keys to them (compromising the ergonomics which is literally why im making this keyboard) so, i added a third separate board onto the design! nothing fancy, not particularly ergonomic, just your standard full-size numpad + arrows + misc. function keys, along with an extra knob because i wanted some knob functionality. the key layout itself looks a little crazy, though i promise i put a lot of thought into it (this entire hour 30 was spent JUST tweaking the key layout…) im going to sleep on it though, and come back to this when i’ve had some time away to think on it and figure out how to make it a little less sporadic; some of the key placement is “ehh” to me. if you have any suggestions on placements, questions, etc. please send a comment or anything :) i would love some suggestions! P.S. i made a lapse for this one under a different project name :( both of the lapse projects are connected to this so it’s no big deal, but idk how to move them lol… ill figure it out eventually"}, {"post_id": 76257, "ts": "2026-10-02T22:51:34Z", "hours": 0.6667, "text": "hello!! first day on hackclub, first day of project :) so, i felt like i should make a post just to seal the deal that i’m actually getting off my butt and doing this project… ive thought about it for a whiiile ever since i thought about mechanical keyboards, but never found it in myself to do it. im gonna challenge myself to finish it before oct. 31st is up!! anyway. im in drafting phase, but was able to get a pretty solid idea of how i want this to look and function. this is going to be a keyboard made to be as ergonomic as possible, with a split layout + key staggering + a sort of ‘joint’ idea to match the way our thumb is a little below our hand when resting!! this is such a ramble lol but im very excited!! lets get this bread (also im so sorry, i put this here to give an idea of my design, but ill be honest… looks kind of crazy)"}]...
|
Title: Funky Lil' Custom Keeb by @kryptwire | Title: Funky Lil' Custom Keeb by @kryptwire | Stardance
Devlogs:
hello!! first day on hackclub, first day of project :) so, i felt like i should make a post just to seal the deal that i’m actually getting off my butt and doing this project… ive thought about it for a whiiile ever since i thought about mechanical keyboards, but never found it in myself to do it. im gonna challenge myself to finish it before oct. 31st is up!! anyway. im in drafting phase, but was able to get a pretty solid idea of how i want this to look and function. this is going to be a keyboard made to be as ergonomic as possible, with a split layout + key staggering + a sort of ‘joint’ idea to match the way our thumb is a little below our hand when resting!! this is such a ramble lol but im very excited!! lets get this bread (also im so sorry, i put this here to give an idea of my design, but ill be honest… looks kind of crazy)
day 2… still getting used to this site lol, apologies if this is jank i just refined the keyboard design and made an actual key layout. i ended up realizing that there is a lot of functionality missing with only the two split modules, but considering that i have quite small hands, i didnt just want to add more keys to them (compromising the ergonomics which is literally why im making this keyboard) so, i added a third separate board onto the design! nothing fancy, not particularly ergonomic, just your standard full-size numpad + arrows + misc. function keys, along with an extra knob because i wanted some knob functionality. the key layout itself looks a little crazy, though i promise i put a lot of thought into it (this entire hour 30 was spent JUST tweaking the key layout…) im going to sleep on it though, and come back to this when i’ve had some time away to think on it and figure out how to make it a little less sporadic; some of the key placement is “ehh” to me. if you have any suggestions on placements, questions, etc. please send a comment or anything :) i would love some suggestions! P.S. i made a lapse for this one under a different project name :( both of the lapse projects are connected to this so it’s no big deal, but idk how to move them lol… ill figure it out eventually
day 3… yeowch so i decided i was happy with the key layout and things and got to work on the schematic. ummm… let’s say this is the “make it exist before you make it look pretty” phase. i’m a total newbie to kicad so learning how it flows took quite a bit of time, but i do feel much better with it. my major goal for next session is to finalize the schematic design and make it all come together nicely currently, the design would require 4 separate PCBs (not incl. the macropad, which would make it 5 total); connecting the minipcb to the main isn’t an issue for me at the moment, but i’m still debating whether i use a wired or wireless connection between the two boards. i think i’m going to opt for wireless, which introduces power draw as an issue… progress is being made though!! next session i promise promise to bring back a much prettier schematic and (hopefully) be ready to start actually creating the lay out :) my ambition is to have completed the PCB by the end of this week so that i can move on to making the case!
day 4… i made good on my promise!!! i did actually pretty up the schematic :) its now much cleaner and makes a bit more sense to look at. i made the exec decision to just make both halves of the keyboard mirrored, since the only difference between them is literally one key (that i could make good use of mind you!) however… my brain started dying like 75% of the way. tomorrow im going to do the final sanity check and then see if i can get this design reviewed while i work on the third piece to the set, my macropad! the big hitch is just getting in the wireless functionality with the battery and board, and making 100000% sure i dont do it awfully wrong–but quite frankly im probably overthinking it and its probably ok setting more promises so that i can hold to deadlines lol, more realistic this time: sanity check the keyb design, start up (and mostly finish since the fundamentals are done with) the macropad! i also want to start up casing design but that might be too ambitious for a school day anyway enough with the rambly devlogs and its time to rest up for day 5!!!
day 5 (i think) i also kept on my promise from yesterday and finished up the schematics for the macropad + fixed some errors in my keyboard schematic and am starting the pcb design… is it bad im now thinking about adding LEDs to it..? and opting for hotswap sockets instead??? ahhhhhhhh i keep thinking in circles about all these different features i want but i also need to be realistic i think. ill sleep on it again til next time picture of the macropad schematic because the keyboard pcb is NOT done rn...
|
1793112616.0098422
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1793717416.0098422
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61565
|
StarLost by @AdaChan | Stardance
|
AdaChan
|
0
|
11.98
|
0
|
[]
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[{"post_id": 77438, "ts": "202 [{"post_id": 77438, "ts": "2026-10-07T00:42:13Z", "hours": 0.4244, "text": "Well, I’m working on what the little characters will look like. I took some inspiration from an asset I found online, so I’ll probably change it later. For testing purposes, I’ll stick with this one for now."}, {"post_id": 76782, "ts": "2026-10-04T15:41:00Z", "hours": 0.6122, "text": "Today I built the foundation for the mining system! Pressing X lets you mine an ore, which shakes while it’s being mined and then drops a resource. Right now, it only works with one ore, but I still need to add the rest, along with a proper inventory and collection system. I’m also thinking about creating a dedicated mining area for it."}, {"post_id": 76563, "ts": "2026-10-03T23:43:24Z", "hours": 0.5322, "text": "I redrew the sprites for the ores and the items dropped by miners because, after the errors I discovered (which I talked about in the previous devlog), I had to redraw them since I’d lost everything luckily, I had a screenshot! =)"}, {"post_id": 76138, "ts": "2026-10-02T13:49:12Z", "hours": 0.3172, "text": "Today I found out that PICO-8 uses sprite sheets 2 and 3 to store the map data. So, if you make a really huge map, it uses those sprite sheets to store the map data. And guess what? I was making a completely unnecessarily huge map and didn’t know about this, and then I hit Ctrl+S. So all the sprites I had on those sheets disappeared =( The ores and other stuff too =( Thankfully, I have screenshots of them, so I’ll redraw everything. But honestly, this is starting to get traumatic 😭"}, {"post_id": 75776, "ts": "2026-10-01T02:17:52Z", "hours": 0.5978, "text": "I tried making the game’s sounds in PICO-8, but they turned out really bad, so I gave up on it for now."}, {"post_id": 75067, "ts": "2026-09-29T01:39:02Z", "hours": 1.3447, "text": "Hey! Today I drew the ores and some of the resources for the game! These ores can be mined (obviously 🫠), and the player will be able to use them to craft different things. One of those things is repairing the spaceship so you can finally leave the planet lol. The ores I made so far are Copper, Iron, Aluminum, Titanium, and Nickel, along with some special resources like Crystals, Stardust, Alien Scrap, and Oxy Fruit (which will have an important purpose later 👀). These resources will naturally spawn around the map, and I also want to add a rarity system to them, so some resources will be harder to find than others. You’ll be able to use them for crafting and, eventually, for repairing and upgrading your ship. I’m really liking how it’s turning out so far! =) I think my next devlog will be about collecting and mining these resources hehe."}, {"post_id": 72682, "ts": "2026-09-23T14:25:16Z", "hours": 1.4378, "text": "So, today I drew the rocket and started working on the Stardust logic; it’s going to be something that spawns on the map, and you’ll need to collect it to use the tools. The globe-like object will generate a breathable area since it’s an alien planet (though it’s still green right now, heh). I’m not sure how I’ll decorate the world; I’m really struggling with creativity. My references are great, but PICO-8 has limitations regarding colors and sprite counts. Plus, I’m short on time after all, the Stardance jam is coming to an end 🥹. I hope I can manage to deliver something good."}, {"post_id": 72058, "ts": "2026-09-22T03:00:14Z", "hours": 1.3842, "text": "I made animations for the player well, I think they turned out good. Later, I’m going to redraw the spaceship and the map."}, {"post_id": 71766, "ts": "2026-09-21T14:15:36Z", "hours": 1.3181, "text": "I’m redesigning the player, and while working on the animations, I watched a lot of videos on pixel art and animation techniques. Honestly, I can’t even believe I managed to pull this off, haha. Well, I have YouTube to thank for it! =)"}, {"post_id": 71523, "ts": "2026-09-21T00:22:12Z", "hours": 0.8058, "text": "I’m drawing other sprites, they look pretty bad right now, but I’m still going to improve them."}, {"post_id": 71339, "ts": "2026-09-20T17:34:29Z", "hours": 0.8214, "text": "I designed a ship, well the game will be about you are lost on an alien planet very similar to Earth, I introduce the mushrooms, they are a test hehe, I also like the movement."}, {"post_id": 70904, "ts": "2026-09-20T00:11:22Z", "hours": 2.3878, "text": "I’m trying to draw the sprites, honestly, pixel art is really difficult and tedious, especially with such limited colors. I really hope I can manage to create something. Fortunately, the game code is in Lua, which is a very easy language."}]...
|
Title: StarLost by @AdaChan | Stardance
Devlogs:
Title: StarLost by @AdaChan | Stardance
Devlogs:
I’m trying to draw the sprites, honestly, pixel art is really difficult and tedious, especially with such limited colors. I really hope I can manage to create something. Fortunately, the game code is in Lua, which is a very easy language.
I designed a ship, well the game will be about you are lost on an alien planet very similar to Earth, I introduce the mushrooms, they are a test hehe, I also like the movement.
I’m drawing other sprites, they look pretty bad right now, but I’m still going to improve them.
I’m redesigning the player, and while working on the animations, I watched a lot of videos on pixel art and animation techniques. Honestly, I can’t even believe I managed to pull this off, haha. Well, I have YouTube to thank for it! =)
I made animations for the player well, I think they turned out good. Later, I’m going to redraw the spaceship and the map.
So, today I drew the rocket and started working on the Stardust logic; it’s going to be something that spawns on the map, and you’ll need to collect it to use the tools. The globe-like object will generate a breathable area since it’s an alien planet (though it’s still green right now, heh). I’m not sure how I’ll decorate the world; I’m really struggling with creativity. My references are great, but PICO-8 has limitations regarding colors and sprite counts. Plus, I’m short on time after all, the Stardance jam is coming to an end 🥹. I hope I can manage to deliver something good.
Hey! Today I drew the ores and some of the resources for the game! These ores can be mined (obviously 🫠), and the player will be able to use them to craft different things. One of those things is repairing the spaceship so you can finally leave the planet lol. The ores I made so far are Copper, Iron, Aluminum, Titanium, and Nickel, along with some special resources like Crystals, Stardust, Alien Scrap, and Oxy Fruit (which will have an important purpose later 👀). These resources will naturally spawn around the map, and I also want to add a rarity system to them, so some resources will be harder to find than others. You’ll be able to use them for crafting and, eventually, for repairing and upgrading your ship. I’m really liking how it’s turning out so far! =) I think my next devlog will be about collecting and mining these resources hehe.
I tried making the game’s sounds in PICO-8, but they turned out really bad, so I gave up on it for now.
Today I found out that PICO-8 uses sprite sheets 2 and 3 to store the map data. So, if you make a really huge map, it uses those sprite sheets to store the map data. And guess what? I was making a completely unnecessarily huge map and didn’t know about this, and then I hit Ctrl+S. So all the sprites I had on those sheets disappeared =( The ores and other stuff too =( Thankfully, I have screenshots of them, so I’ll redraw everything. But honestly, this is starting to get traumatic 😭
I redrew the sprites for the ores and the items dropped by miners because, after the errors I discovered (which I talked about in the previous devlog), I had to redraw them since I’d lost everything luckily, I had a screenshot! =)
Today I built the foundation for the mining system! Pressing X lets you mine an ore, which shakes while it’s being mined and then drops a resource. Right now, it only works with one ore, but I still need to add the rest, along with a proper inventory and collection system. I’m also thinking about creating a dedicated mining area for it.
Well, I’m working on what the little characters will look like. I took some inspiration from an asset I found online, so I’ll probably change it later. For testing purposes, I’ll stick with this one for now....
|
1793040698.2232873
|
1793645498.2232873
|
|
63273
|
Robotic arm for mbot 2 by @Andresiwi | Stardance
|
Andresiwi
|
1
|
41.12
|
0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T22:36:54Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi everyone! This time, I built a double claw that spins on its own axis and can move up and down. I used three servos and one of those yellow TT motors. I kept the design simple so others can replicate it—I hope you like it! I also designed it to be easily modifiable.", "repo": "https://github.com/2tobefrank-afk/Mbot2-DOUBLE-GRIPPER", "demo": ""}]...
|
[{"post_id": 77444, "ts": "202 [{"post_id": 77444, "ts": "2026-10-07T01:00:12Z", "hours": 1.6711, "text": "HOLIWISSSS EVERYONE!!!!!!!!!! I’ve finished version 2 of the arm (sorry for the terrible photo quality). As I mentioned, I completed an improved version; it now has greater reach so the claw can grab more things, and both the chassis and the arm are lighter—and, in my opinion, more stylish. I’ll be uploading the files soon so you can take a look or use the model yourself. I hope you like it!"}, {"post_id": 76529, "ts": "2026-10-03T20:49:26Z", "hours": 14.7144, "text": "HOLIWISSS GUYSS, so I spent last night and most of this morning printing some parts—there are still a few left, but you’ll soon see the new 3D-printed version of the claw. I hope you like it; I also fixed some errors from the previous version."}, {"post_id": 76013, "ts": "2026-10-02T01:49:25Z", "hours": 2.4644, "text": "MBOT DOUBLE GRIPPER V2!!!!!!!!! HOLIWISS, today I bring you a new update of my modification for the mbot 2, I hope you like it—I added a little more height so that the claw can shit things and be able to carry them higher. I also made a great weight reduction to be able to make the robot more stable since due to its height it can lose its balance a little since the center of gravity is displaced from the base of the robot. I also added a space in the middle of the claw to add to it. an RGB module and detect colors I don’t have the model yet, but I did put the measurements of the holes that hold it so that they can be screwed correctly. I will finally be publishing a new version later today or tomorrow. Thank you for your great support. Hugs to all of you"}, {"post_id": 75109, "ts": "2026-09-29T04:46:39Z", "hours": 3.6675, "text": "Holiwiss everyone, sorry for the late update. I’ve significantly improved the robot so I can easily add more modules—including an RGB sensor—and I also made room for an ultrasonic sensor. It’s just a small update, and you’ll be able to see the new 3D model tomorrow."}, {"post_id": 74311, "ts": "2026-09-27T05:11:20Z", "hours": 0.7922, "text": "你好!(HELLOOOO) Today I’m finally showing you how the model looks with the mBot. However, I’m still not entirely convinced by it, so I’m going to make it compatible with more modules to ensure there are virtually no compatibility issues with future robot modules. Stay tuned—you’ll see a new version soon; as usual, I sometimes tend to over-refine my projects."}, {"post_id": 73822, "ts": "2026-09-26T03:17:05Z", "hours": 0.3381, "text": "Holiwisssss, I’ve finished assembling the double claw. Tomorrow, I’ll show you a bit of how it works, and finally, I’ll make some updates to the GitHub repository to make everything easier. Thanks for waiting."}, {"post_id": 72899, "ts": "2026-09-23T23:51:46Z", "hours": 0.4736, "text": "Hi everyone, here are some images I rendered of the mBot2’s double gripper."}, {"post_id": 71592, "ts": "2026-09-21T03:47:28Z", "hours": 1.0636, "text": "Little improvements"}, {"post_id": 70607, "ts": "2026-09-19T13:24:00Z", "hours": 11.8897, "text": "Hi everyone! Today I’m sharing some images of the mBot2’s dual gripper. I’ll be posting images of it in action soon, and I’d love to hear what you think. That’s all for now bye, everyone, and have a great day!"}, {"post_id": 70341, "ts": "2026-09-19T00:11:56Z", "hours": 2.3311, "text": "Hi everyone! Today I’m sharing the final version of the robot claw. I’ll be 3D printing it soon and will show you how it all turns out tomorrow. Thanks for your unwavering support, friends."}, {"post_id": 69932, "ts": "2026-09-18T02:52:00Z", "hours": 1.9744, "text": "Hey guys, today I focused on a new project I had in mind: a robotic arm for the mbot2 robot. It’s a project that I found interesting and somewhat out of the ordinary."}]...
|
Title: Robotic arm for mbot 2 by @Andresiwi | Star Title: Robotic arm for mbot 2 by @Andresiwi | Stardance
Devlogs:
Hey guys, today I focused on a new project I had in mind: a robotic arm for the mbot2 robot. It’s a project that I found interesting and somewhat out of the ordinary.
Hi everyone! Today I’m sharing the final version of the robot claw. I’ll be 3D printing it soon and will show you how it all turns out tomorrow. Thanks for your unwavering support, friends.
Hi everyone! Today I’m sharing some images of the mBot2’s dual gripper. I’ll be posting images of it in action soon, and I’d love to hear what you think. That’s all for now bye, everyone, and have a great day!
Little improvements
Hi everyone, here are some images I rendered of the mBot2’s double gripper.
Holiwisssss, I’ve finished assembling the double claw. Tomorrow, I’ll show you a bit of how it works, and finally, I’ll make some updates to the GitHub repository to make everything easier. Thanks for waiting.
你好!(HELLOOOO) Today I’m finally showing you how the model looks with the mBot. However, I’m still not entirely convinced by it, so I’m going to make it compatible with more modules to ensure there are virtually no compatibility issues with future robot modules. Stay tuned—you’ll see a new version soon; as usual, I sometimes tend to over-refine my projects.
Holiwiss everyone, sorry for the late update. I’ve significantly improved the robot so I can easily add more modules—including an RGB sensor—and I also made room for an ultrasonic sensor. It’s just a small update, and you’ll be able to see the new 3D model tomorrow.
MBOT DOUBLE GRIPPER V2!!!!!!!!! HOLIWISS, today I bring you a new update of my modification for the mbot 2, I hope you like it—I added a little more height so that the claw can shit things and be able to carry them higher. I also made a great weight reduction to be able to make the robot more stable since due to its height it can lose its balance a little since the center of gravity is displaced from the base of the robot. I also added a space in the middle of the claw to add to it. an RGB module and detect colors I don’t have the model yet, but I did put the measurements of the holes that hold it so that they can be screwed correctly. I will finally be publishing a new version later today or tomorrow. Thank you for your great support. Hugs to all of you
HOLIWISSS GUYSS, so I spent last night and most of this morning printing some parts—there are still a few left, but you’ll soon see the new 3D-printed version of the claw. I hope you like it; I also fixed some errors from the previous version.
HOLIWISSSS EVERYONE!!!!!!!!!! I’ve finished version 2 of the arm (sorry for the terrible photo quality). As I mentioned, I completed an improved version; it now has greater reach so the claw can grab more things, and both the chassis and the arm are lighter—and, in my opinion, more stylish. I’ll be uploading the files soon so you can take a look or use the model yourself. I hope you like it!
Ships:
Hi everyone! This time, I built a double claw that spins on its own axis and can move up and down. I used three servos and one of those yellow TT motors. I kept the design simple so others can replicate it—I hope you like it! I also designed it to be easily modifiable....
|
1793058737.7203157
|
1793145137.7203157
|
|
43673
|
Corez.io by @FireWarrior | Stardance
|
FireWarrior
|
0
|
225.45
|
0
|
[]
|
[{"post_id": 77450, "ts": "202 [{"post_id": 77450, "ts": "2026-10-07T01:57:53Z", "hours": 17.9803, "text": "Devlog 6 Play at: https://corez.io 6 days ago Corez went live on corez.games. Since then I moved it to corez.io , shipped a HUGE v2, and rebuilt a ton of the game based on what players told me. It’s honestly a different game now, so make sure to read it! NEW HOME: corez.io The game now lives at corez.io (old links still bring you here) Moved to faster US servers, so way less lag The homepage loads about twice as fast and you can hit Play right away There’s a whole live raid playing behind the menu now, tanks mining and breaking rocks ROCKS GOT A GLOW UP 6 rock biomes: Sandstone, Red Clay, Mossy Hollows, Crystal Caves, Magma Veins and Obsidian Deep Gems sit inside the rocks, and the deeper you go the tougher the rock and the better the loot Mining feels way better: rock dust flies into your tank as you shoot, ore pays gems while you chip it, and gems fly straight to you when it breaks Mining is faster for everyone, no Mining Power points needed to have fun HOW RAIDS WORK NOW Most points wins! Points = gems you bank + kills + crowns At the last storm the top 3 players get crowns. Hold one for bonus points, or knock it off someone to steal it and their points Whoever is in 1st gets a bounty on their head, so nobody can just coast to the win Kills and gems are worth more as the storm closes in Every storm starts as the full rock circle and slides to a random spot DYING DOESN’T WRECK YOU ANYMORE Banked gems are 100% safe, always You keep 30% of the gems you were carrying “Respawn as (your tank)” puts you right back in with the same tank and stats Same stats and Random build buttons, so no more spending 50 points every life Vault shield when you leave a vault after banking, and safer respawns away from whoever just killed you THE CORE FIGHTS BACK The Core now shoots bullets you can dodge and sends drones you can shoot down Land the final hit for a 20% chance at a random shop item you don’t own yet! TONS OF NEW STUFF 81 achievements, including secret ones Raid perks every 5000 points Every skin redone as clean patterns that keep your team colour Sidekicks now mine rocks with you Daily rewards that give gemdust for the shop, and a View All tab to preview every cosmetic New HP and shield bars, a cleaner HUD, better chat bubbles Team Banks: break the banner to own it Press B to bank everything DUOS Fixed joining alone, the “away” bug and getting stuck on connecting Crowns work in Duos now, and they count for your team COMING NEXT: 650+ NEW TANKS A brand new Splitter branch Tier 5 tanks you unlock by growing to 2x your size mid-raid Over 770 tanks in total, and bots use them too That’s a LOT, so thank you to everyone who played and gave feedback, it literally shaped this whole update. Which tank branch are you most excited for? Comment below!"}, {"post_id": 75762, "ts": "2026-10-01T00:45:19Z", "hours": 34.7972, "text": "GAME PUBLISHED!!!! PLAY AT htttps://corez.games I PUBLISHED THE GAME YAYAYAYAYAYAYAYAY So a huuuuuuuggggeeeee recap of the stuff I did - put short Added growth mode Setup oracle server Bought a domain from name.com Setup the game for mobile Made accounts Added shop, locker, profile Setup password/username reset flow Created a discord bot that has commands to monitor the game nad stuff Added quests Added contracts Buffed factory, buffed autospawner, buffed annhilator, nerfed constructor, buffed rammer class, nerfed barricade, buffed streamliner, buffed penta shot, buffed triplet, buffed nailgun, nerfed conqueror (etc look at discord) FIXED TWO HUNDRED AND NINETY EIGHT BUGS (Yes, THAT many bugs accross all the commits) Added a working raid timer Added a alive tab and made it work Added a save command to save score Made banked gems stay accross sessions Added new ability rock barrage which spawns 10 rocks and destroys thigsn in the way Made rocks grow back 1/2 the speed of before Made gem rain Made meteor shower Revamped tutorial entirely Added mini tutorial first join Added guest login, username login, and discord login Added rankings bronze, silver, gold, plat, diamond, emerald, and champion Added leaderboard Created 40 skins Created 40 namestyles Added duos Made a new chat for duos Added esc keybind to open chat ingame Added friends Added a feature to chat with friends Designed logo and updated game name to Corez.io instead of Digwars Sound disabled by default Added performance settings in settings Added invite codes to the game which gives gemdust Added game currency gemdust to use in skin/name shop Added feedback page Made a YT channel Made a tiktok Published to itch, gamejolt, iogames.space, and a few others Added a contributors page Added play + win streaks daily Added and updated changelog Revamped ui, upgrade bars, and skill stats bar Added new raid overrides Added kill logs Made abilities usable on mobile Added custom movable joysticks on mobile Added new ui to mobile Added new storm look Added raid winners Added way too much to type out in stardance, ill post some more next time!! Join the discord or give feedback via the feedback button on homepage"}, {"post_id": 72938, "ts": "2026-09-24T02:31:56Z", "hours": 4.0744, "text": "just fixing more bugs… ahhhhhhhhhhhhhhhh Fixed a socket disconnect bug when 2 players joined the game at the same time Added a new spawn shield when spawning and a circle to indicate it Fixed lag issues that caused players to have less than 10fps and more than 7000ms ping. Fixed an error in which chests could overlap with rocks Made the time you could stay on rocks 3x Thats about it folks, just a small devlog for today. Hope yall enjoyed, thanks for reading!"}, {"post_id": 72492, "ts": "2026-09-23T02:27:19Z", "hours": 11.6403, "text": "Hi guys! Hope yall are doing well. I really changed my game a lot. Please give me any feedback you guys have (it can even be just that its laggy or a feature sucks!) Changes: Added bosses (4) which each look different and have their own capabilities Added rock-themed loot chests in rare and epic tier which each gives you gems, with a powerup guaranteed in the epic chest. Added Shop!!! Biggest change! Added over 20 items across kits, gear, drills, and siderarms! Configured the storm to properly work and also changed a BUNCH of ui, like moving leaderboard into minimap section, adding kill logs, adding notifications, moving the skill stats bottom right, etc. Added a NEW SKILL STAT: Mining power! Putting some points into this makes you mine faster! Added RAID OVERRIDES: These are overrides for the current storm phase which includes 1.5x size, more damage, rocket speed, etc! Test it out and give your feedback! https://digwars.hackclub.app/"}, {"post_id": 69442, "ts": "2026-09-17T02:01:30Z", "hours": 34.4983, "text": "Devlog 5 Play at: https://digwars.hackclub.app/ I have done a COMPLETE revamp on this game! Its a LOT of stuff but sure is interesting so make sure to read it! NEW MODE: BATTLE ROYALE, (Main and only mode now) How it works : Unlike regular battle royale where the last person to survive wins, this will be a battle royale lasting 2 hours and players can spawn in the middle of the match (chose this as we dont have many players) It lasts for 2 hours, and the storm comes from the edgs and closes in leaving a little final gap for 1.5 minutes, then resets, and the process continues creating an infinite storm loop Players CANNOT join during these 1.5 minutes and must spectate Purpose is to get as many kills and points as you can, which can be contributed to the shop to earn powerups for the game or cosmetics, and will also rank you up (once we add persistence and database) UI Revamps : Completely new death screen based on your rank in which you died and more stuff! Merged leaderboard with minimap which no shows 4 tabs - minimap, leaderboard, kill logs, and people alive. Added a lot of stuff like timers, notifications, etc Game updates : With the battle royale mode I have added: Bases: These look like outposts and can be killed and claimed by players. Claiming this acts like a zone of invulnerabity you can go to if you are attacked or low health. You have a ring on you with the color of the base signifying that you own it. You get kicked out 10 seconds after coming in. Also contains a vault inside to bank the gems Vaults: These are new vaults which rotate between rainbow colors. Any player can cash out their gems but only one player at a time per vault and they get kicked out after depositing Bug fixes : Heavily optimized so that the ping is as low as possible and the ping is now fully dependent on your location (server is in EU) Fixed a few bugs that caused the server to crash and some other stuff. Storm : The storm is a purple fog that closes in on players. A player in storm loses 10 health every second and dies with no health. For now it has a basic purple translucent look, will improve it. Theres SO much more but stardance is limiting me and Im also getting tired (waa) so see yall next time! Lmk what you guys think!"}, {"post_id": 60583, "ts": "2026-09-03T01:09:15Z", "hours": 7.6297, "text": "Devlog 4 Play it at: digwars.hackclub.app Changes: Added a hella sick background with moving tanks! (Image attached) Fixed 3-4 crucial bugs and made the game run way faster Fixed problems with bots being too conservative and not attacking afk players and such Im sorry that this devlog is hella short, I fractured my ring finger so I cant type much :( I really hope that this game succeeds and becomes at least a little popular (io-game popular); Ive spent way too much time for this and built too many projects to just quit this."}, {"post_id": 59288, "ts": "2026-09-01T00:12:56Z", "hours": 6.3742, "text": "Devlog 3 Play at digwars.hackclub.app! Added: Satchels Made game more compact instead of such a big map Planned out for shop Satchels: Satchels are kind of like backpacks behind players that show how much gems a player is holding so people with more gems has a more high risk play. I also fixed a BUNCH of bugs and got the game to run at around 75fps (which is an improvement from 50-60fps)"}, {"post_id": 51355, "ts": "2026-08-20T23:39:31Z", "hours": 18.2817, "text": "Devlog #2 Hi guys! Not sure why Im logging so many hours at a time, but regardless this is a another devlog for my gamer. Play it at www.digwars.hackclub.app ! Anyways, Ive done a LOT of stuff since my last devlog. 1. SFX All sfx were created by me using bfxr.net and exported as WAV files and imported into my game. I currently have 16 total sfx! List: Shooting SFX - Basic pew sound for shooting Drone Spawn - A little modern/motorised whirring type sound, lasts very short duration Rock Hit - Something that sounds like a rock being chipped except more 2d/gamified Rock Break - A light explosion/destroyal sound when a rock is destroyed Ore Break - Similar to rock break except a little more high pitched for a rock break which has gem(s) inside it Gem Pickup - A coin collecting type sound or a nice ding for a currency collecting type sound Satchel Full - A warning type sound that only sounds for like 1.5 seconds to notify the user to bank their gems Deposit Tick - A repeated tick sound that plays when depositing gems Deposit Done - A celebration or “yay” kinda sfx when the gems have all been deposited. Bank Celebration - Another nice ding except more intense as an achievement Combat Hit - A adrenaline rushing boop collision noise Combat Hurt - A health lowering typa sfx Combat Kill - Another adrenaline rushing exciting noise (srry cant describe lol) Death On Screen - Similar to combat kill, less intense Button UI Click - Just ur normal mouse click sound Rammer Movement - A whirring sound that is calm and low Also added sound options, as in screenshot 1. 2. Bots Not much to say here I added bots which move very much like human players and play like them, they were heavily tested, and improvised by analyzing where they got stuck, what they were missing, etc. Total of 40 bots for now due to the massive arena size. Initially added chat mechanics for the bots using deepseek api but that didnt go well. 3. Improved tutorial + New UI I did a complete overhaul on the UI and made it look pretty much new (though I have to improve it more it still looks slightly bad) Also made a WAYYY better tutorial! Its really awesome, gives u a nice small sandbox like arena just to learn every single one of the game mechanics. It uses a tiny part of the cpu and ram from the overall nest server. Thanks for reading this! Check out my game if yall want to as well; Cya next time!"}, {"post_id": 41718, "ts": "2026-08-06T03:08:25Z", "hours": 0.5606, "text": "Sub-Devlog #2 Not really a devlog, but just wanted to post a link for you guys to try out my game, will obviously make more devlogs on updating the game until I publish it officially. https://digwars.hackclub.app/#dw **Domain is based in europe, so it will lag in non-europe region, but its interpolated so other than input delay there shouldnt be any other problems."}, {"post_id": 41068, "ts": "2026-08-05T00:55:52Z", "hours": 89.6175, "text": "Hi guys! 👋 Test out my game here: https://digwars.hackclub.app/#dw (based in europe) I still have to roll out around 10 features and other bug fixes, so its obviously just a demo url, not the final game! This is my first devlog for my game, I’m sorry if it’s too long, I had to encompass around 90 hours of coding into one devlog. This is a comprehensive summary of my game and all of the functions of it. 🪨 What is Dig Wars? Dig Wars is a 2 team tank battle game where the whole map is a giant rock that never stops growing back :D You mine through it to collect gems, carry them back to your base vault to bank them, and fight the other team for control of the tunnels. 🌋 The Living Wall Every rock cell has health, and destroyed cells grow back after ~35 seconds over ~7 seconds, physically expanding and pushing tanks out of the way. Trapped between two growing rocks? You get crushed :D Tunnels heal from the walls inward, so active tunnels stay open while abandoned ones seal up. The side with more holes regrows faster, keeping the front line drifting back to center. ⛏️ Mining Every tank class has its own mining rate. Snipers and destroyers are excellent miners, drone classes are great escorts, drum classes barely scratch the rock. There’s a per player mining budget too, so you can’t spray clear a wall with an octo. Focused digging is fast. And the deeper you go, the harder the rock gets. 💎 Ore and Gems ~15% of rock cells contain ore. Four tiers: Copper - surface, ~40 gems Azurite - mid depth, ~90 gems Core Shards - deep, 400+ gems, glows through rock Emeralds - only 3 in the wall at once, server wide announcement when mined Breaking ore spawns gems exactly where the crystals are drawn. I had to keep four mirrored Voronoi implementations bit identical. Nightmare but it works :D 🎒 The Satchel Gems ride on your tank as a growing money bag others can see. You’re a target, an escort mission, and a gambling problem all at once. Cap of 4000 with a pulsing “Gem limit reached, please bank it!” warning Heavy gems slow you up to ~20% Die and you drop 60% of what you carried. Painful. :D 🏦 Banking The vault pad has a full UI: Carried, Already banked, and an input box for banking a custom ammount of gems. Deposits at 300 gems/sec, damage interrupts, so those last seconds are tense. A team war bar compares blue vs red banked totals with a live frontier notch. ⚡ The Rifts 2 Canyons, one towards the top and one towards the bottom going all the way from left to right, acting as tunnels for people too lazy to mine, which naturally makes it a hub for fighting. 🚩 Forward Outposts Hold a banner beacon for 30 seconds to capture a pocket in the wall. Gives forward respawn, field banking at 80%, and a no regrow radius. Enemies can shoot the beacon, and the wall always grows over it. 🗺️ World Map Fortnite style vector minimap and full screen map showing terrain, craters, bases, outposts, and the Rift. 🔊 Audio Fully procedural sound engine using the Web Audio API, no audio files. Rock cracks pitch up near death, breaking rock crunches, gems chime. Distance attenuation and stereo panning included. 🧠 The Tech The TerrainGrid tracks every rock cell’s health, alive state, ore tier, and deposits. Regrowth tracks death time, generation counters for re rolling ore, growth progress, and crush mechanics. Growing rocks have scaled collision so a 20% grown rock doesn’t block bullets. Trapping someone during regrowth is a strategy :D 🚀 What’s Next Core chambers and heists (crack a sealed chamber, erupts a gem fountain), a shop with drill tiers and consumables, bounties, war effort, and events. Plus a real playtest pass :D Thanks for reading all the way through! If you have questions or ideas, comment below or msg me on discord ( fire_warriorx ). Cya next time!"}]...
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Title: Corez.io by @FireWarrior | Stardance
Devlo Title: Corez.io by @FireWarrior | Stardance
Devlogs:
Hi guys! 👋 Test out my game here: https://digwars.hackclub.app/#dw (based in europe) I still have to roll out around 10 features and other bug fixes, so its obviously just a demo url, not the final game! This is my first devlog for my game, I’m sorry if it’s too long, I had to encompass around 90 hours of coding into one devlog. This is a comprehensive summary of my game and all of the functions of it. 🪨 What is Dig Wars? Dig Wars is a 2 team tank battle game where the whole map is a giant rock that never stops growing back :D You mine through it to collect gems, carry them back to your base vault to bank them, and fight the other team for control of the tunnels. 🌋 The Living Wall Every rock cell has health, and destroyed cells grow back after ~35 seconds over ~7 seconds, physically expanding and pushing tanks out of the way. Trapped between two growing rocks? You get crushed :D Tunnels heal from the walls inward, so active tunnels stay open while abandoned ones seal up. The side with more holes regrows faster, keeping the front line drifting back to center. ⛏️ Mining Every tank class has its own mining rate. Snipers and destroyers are excellent miners, drone classes are great escorts, drum classes barely scratch the rock. There’s a per player mining budget too, so you can’t spray clear a wall with an octo. Focused digging is fast. And the deeper you go, the harder the rock gets. 💎 Ore and Gems ~15% of rock cells contain ore. Four tiers: Copper - surface, ~40 gems Azurite - mid depth, ~90 gems Core Shards - deep, 400+ gems, glows through rock Emeralds - only 3 in the wall at once, server wide announcement when mined Breaking ore spawns gems exactly where the crystals are drawn. I had to keep four mirrored Voronoi implementations bit identical. Nightmare but it works :D 🎒 The Satchel Gems ride on your tank as a growing money bag others can see. You’re a target, an escort mission, and a gambling problem all at once. Cap of 4000 with a pulsing “Gem limit reached, please bank it!” warning Heavy gems slow you up to ~20% Die and you drop 60% of what you carried. Painful. :D 🏦 Banking The vault pad has a full UI: Carried, Already banked, and an input box for banking a custom ammount of gems. Deposits at 300 gems/sec, damage interrupts, so those last seconds are tense. A team war bar compares blue vs red banked totals with a live frontier notch. ⚡ The Rifts 2 Canyons, one towards the top and one towards the bottom going all the way from left to right, acting as tunnels for people too lazy to mine, which naturally makes it a hub for fighting. 🚩 Forward Outposts Hold a banner beacon for 30 seconds to capture a pocket in the wall. Gives forward respawn, field banking at 80%, and a no regrow radius. Enemies can shoot the beacon, and the wall always grows over it. 🗺️ World Map Fortnite style vector minimap and full screen map showing terrain, craters, bases, outposts, and the Rift. 🔊 Audio Fully procedural sound engine using the Web Audio API, no audio files. Rock cracks pitch up near death, breaking rock crunches, gems chime. Distance attenuation and stereo panning included. 🧠 The Tech The TerrainGrid tracks every rock cell’s health, alive state, ore tier, and deposits. Regrowth tracks death time, generation counters for re rolling ore, growth progress, and crush mechanics. Growing rocks have scaled collision so a 20% grown rock doesn’t block bullets. Trapping someone during regrowth is a strategy :D 🚀 What’s Next Core chambers and heists (crack a sealed chamber, erupts a gem fountain), a shop with drill tiers and consumables, bounties, war effort, and events. Plus a real playtest pass :D Thanks for reading all the way through! If you have questions or ideas, comment below or msg me on discord ( fire_warriorx ). Cya next time!
Sub-Devlog #2 Not really a devlog, but just wanted to post a link for you guys to try out my game, will obviously make more devlogs on updating the game until I publish it officially. https://digwars.hackclub.app/#dw **Domain is based in europe, so it will lag in non-europe region, but its interpolated so other than input delay there shouldnt be any other problems.
Devlog #2 Hi guys! Not sure why Im logging so many hours at a time, but regardless this is a another devlog for my gamer. Play it at www.digwars.hackclub.app ! Anyways, Ive done a LOT of stuff since my last devlog. 1. SFX All sfx were created by me using bfxr.net and exported as WAV files and imported into my game. I currently have 16 total sfx! List: Shooting SFX - Basic pew sound for shooting Drone Spawn - A little modern/motorised whirring type sound, lasts very short duration Rock Hit - Something that sounds like a rock being chipped except more 2d/gamified Rock Break - A light explosion/destroyal sound when a rock is destroyed Ore Break - Similar to rock break except a little more high pitched for a rock break which has gem(s) inside it Gem Pickup - A coin collecting type sound or a nice ding for a currency collecting type sound Satchel Full - A warning type sound that only sounds for like 1.5 seconds to notify the user to bank their gems Deposit Tick - A repeated tick sound that plays when depositing gems Deposit Done - A celebration or “yay” kinda sfx when the gems have all been deposited. Bank Celebration - Another nice ding except more intense as an achievement Combat Hit - A adrenaline rushing boop collision noise Combat Hurt - A health lowering typa sfx Combat Kill - Another adrenaline rushing exciting noise (srry cant describe lol) Death On Screen - Similar to combat kill, less intense Button UI Click - Just ur normal mouse click sound Rammer Movement - A whirring sound that is calm and low Also added sound options, as in screenshot 1. 2. Bots Not much to say here I added bots which move very much like human players and play like them, they were heavily tested, and improvised by analyzing where they got stuck, what they were missing, etc. Total of 40 bots for now due to the massive arena size. Initially added chat mechanics for the bots using deepseek api but that didnt go well. 3. Improved tutorial + New UI I did a complete overhaul on the UI and made it look pretty much new (though I have to improve it more it still looks slightly bad) Also made a WAYYY better tutorial! Its really awesome, gives u a nice small sandbox like arena just to learn every single one of the game mechanics. It uses a tiny part of the cpu and ram from the overall nest server. Thanks for reading this! Check out my game if yall want to as well; Cya next time!
Devlog 3 Play at digwars.hackclub.app! Added: Satchels Made game more compact instead of such a big map Planned out for shop Satchels: Satchels are kind of like backpacks behind players that show how much gems a player is holding so people with more gems has a more high risk play. I also fixed a BUNCH of bugs and got the game to run at around 75fps (which is an improvement from 50-60fps)
Devlog 4 Play it at: digwars.hackclub.app Changes: Added a hella sick background with moving tanks! (Image attached) Fixed 3-4 crucial bugs and made the game run way faster Fixed problems with bots being too conservative and not attacking afk players and such Im sorry that this devlog is hella short, I fractured my ring finger so I cant type much :( I really hope that this game succeeds and becomes at least a little popular (io-game popular); Ive spent way too much time for this and built too many projects to just quit this.
Devlog 5 Play at: https://digwars.hackclub.app/ I have done a COMPLETE revamp on this game! Its a LOT of stuff but sure is interesting so make sure to read it! NEW MODE: BATTLE ROYALE, (Main and only mode now) How it works : Unlike regular battle royale where the last person to survive wins, this will be a battle royale lasting 2 hours and players can spawn in the middle of the match (chose this as we dont have many players) It lasts for 2 hours, and the storm comes from the edgs and closes in leaving a little final gap for 1.5 minutes, then resets, and the process continues creating an infinite storm loop Players CANNOT join during these 1.5 minutes and must spectate Purpose is to get as many kills and points as you can, which can be contributed to the shop to earn powerups for the game or cosmetics, and will also rank you up (once we add persistence and database) UI Revamps : Completely new death screen based on your rank in which you died and more stuff! Merged leaderboard with minimap which no shows 4 tabs - minimap, leaderboard, kill logs, and people alive. Added a lot of stuff like timers, notifications, etc Game updates : With the battle royale mode I have added: Bases: These look like outposts and can be killed and claimed by players. Claiming this acts like a zone of invulnerabity you can go to if you are attacked or low health. You have a ring on you with the color of the base signifying that you own it. You get kicked out 10 seconds after coming in. Also contains a vault inside to bank the gems Vaults: These are new vaults which rotate between rainbow colors. Any player can cash out their gems but only one player at a time per vault and they get kicked out after depositing Bug fixes : Heavily optimized so that the ping is as low as possible and the ping is now fully dependent on your location (server is in EU) Fixed a few bugs that caused the server to crash and some other stuff. Storm : The storm is a purple fog that closes in on players. A player in storm loses 10 health every second and dies with no health. For now it has a basic purple translucent look, will improve it. Theres SO much more but stardance is limiting me and Im also getting tired (waa) so see yall next time! Lmk what you guys think!
Hi guys! Hope yall are doing well. I really changed my game a lot. Please give me any feedback you guys have (it can even be just that its laggy or a feature sucks!) Changes: Added bosses (4) which each look different and have their own capabilities Added rock-themed loot chests in rare and epic tier which each gives you gems, with a powerup guaranteed in the epic chest. Added Shop!!! Biggest change! Added over 20 items across kits, gear, drills, and siderarms! Configured the storm to properly work and also changed a BUNCH of ui, like moving leaderboard into minimap section, adding kill logs, adding notifications, moving the skill stats bottom right, etc. Added a NEW SKILL STAT: Mining power! Putting some points into this makes you mine faster! Added RAID OVERRIDES: These are overrides for the current storm phase which includes 1.5x size, more damage, rocket speed, etc! Test it out and give your feedback! https://digwars.hackclub.app/
just fixing more bugs… ahhhhhhhhhhhhhhhh Fixed a socket disconnect bug when 2 players joined the game at the same time Added a new spawn shield when spawning and a circle to indicate it Fixed lag issues that caused players to have less than 10fps and more than 7000ms ping. Fixed an error in which chests could overlap with rocks Made the time you could stay on rocks 3x Thats about it folks, just a small devlog for today. Hope yall enjoyed, thanks for reading!
GAME PUBLISHED!!!! PLAY AT htttps://corez.games I PUBLISHED THE GAME YAYAYAYAYAYAYAYAY So a huuuuuuuggggeeeee recap of the stuff I did - put short Added growth mode Setup oracle server Bought a domain from name.com Setup the game for mobile Made accounts Added shop, locker, profile Setup password/username reset flow Created a discord bot that has commands to monitor the game nad stuff Added quests Added contracts Buffed factory, buffed autospawner, buffed annhilator, nerfed constructor, buffed rammer class, nerfed barricade, buffed streamliner, buffed penta shot, buffed triplet, buffed nailgun, nerfed conqueror (etc look at discord) FIXED TWO HUNDRED AND NINETY EIGHT BUGS (Yes, THAT many bugs accross all the commits) Added a working raid timer Added a alive tab and made it work Added a save command to save score Made banked gems stay accross sessions Added new ability rock barrage which spawns 10 rocks and destroys thigsn in the way Made rocks grow back 1/2 the speed of before Made gem rain Made meteor shower Revamped tutorial entirely Added mini tutorial first join Added guest login, username login, and discord login Added rankings bronze, silver, gold, plat, diamond, emerald, and champion Added leaderboard Created 40 skins Created 40 namestyles Added duos Made a new chat for duos Added esc keybind to open chat ingame Added friends Added a feature to chat with friends Designed logo and updated game name to Corez.io instead of Digwars Sound disabled by default Added performance settings in settings Added invite codes to the game which gives gemdust Added game currency gemdust to use in skin/name shop Added feedback page Made a YT channel Made a tiktok Published to itch, gamejolt, iogames.space, and a few others Added a contributors page Added play + win streaks daily Added and updated changelog Revamped ui, upgrade bars, and skill stats bar Added new raid overrides Added kill logs Made abilities usable on mobile Added custom movable joysticks on mobile Added new ui to mobile Added new storm look Added raid winners Added way too much to type out in stardance, ill post some more next time!! Join the discord or give feedback via the feedback button on homepage
Devlog 6 Play at: https://corez.io 6 days ago Corez went live on corez.games. Since then I moved it to corez.io , shipped a HUGE v2, and rebuilt a ton of the game based on what players told me. It’s honestly a different game now, so make sure to read it! NEW HOME: corez.io The game now lives at corez.io (old links still bring you here) Moved to faster US servers, so way less lag The homepage loads about twice as fast and you can hit Play right away There’s a whole live raid playing behind the menu now, tanks mining and breaking rocks ROCKS GOT A GLOW UP 6 rock biomes: Sandstone, Red Clay, Mossy Hollows, Crystal Caves, Magma Veins and Obsidian Deep Gems sit inside the rocks, and the deeper you go the tougher the rock and the better the loot Mining feels way better: rock dust flies into your tank as you shoot, ore pays gems while you chip it, and gems fly straight to you when it breaks Mining is faster for everyone, no Mining Power points needed to have fun HOW RAIDS WORK NOW Most points wins! Points = gems you bank + kills + crowns At the last storm the top 3 players get crowns. Hold one for bonus points, or knock it off someone to steal it and their points Whoever is in 1st gets a bounty on their head, so nobody can just coast to the win Kills and gems are worth more as the storm closes in Every storm starts as the full rock circle and slides to a random spot DYING DOESN’T WRECK YOU ANYMORE Banked gems are 100% safe, always You keep 30% of the gems you were carrying “Respawn as (your tank)” puts you right back in with the same tank and stats Same stats and Random build buttons, so no more spending 50 points every life Vault shield when you leave a vault after banking, and safer respawns away from whoever just killed you THE CORE FIGHTS BACK The Core now shoots bullets you can dodge and sends drones you can shoot down Land the final hit for a 20% chance at a random shop item you don’t own yet! TONS OF NEW STUFF 81 achievements, including secret ones Raid perks every 5000 points Every skin redone as clean patterns that keep your team colour Sidekicks now mine rocks with you Daily rewards that give gemdust for the shop, and a View All tab to preview every cosmetic New HP and shield bars, a cleaner HUD, better chat bubbles Team Banks: break the banner to own it Press B to bank everything DUOS Fixed joining alone, the “away” bug and getting stuck on connecting Crowns work in Duos now, and they count for your team COMING NEXT: 650+ NEW TANKS A brand new Splitter branch Tier 5 tanks you unlock by growing to 2x your size mid-raid Over 770 tanks in total, and bots use them too That’s a LOT, so thank you to everyone who played and gave feedback, it literally shaped this whole update. Which tank branch are you most excited for? Comment below!...
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Game jam game by @TomNook | Stardance
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TomNook
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8.46
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[{"post_id": 77453, "ts": "202 [{"post_id": 77453, "ts": "2026-10-07T02:13:26Z", "hours": 8.465, "text": "AGH I FORGOT TO ADD THIS AS A STARDANCE PROJECT!!!!! anyways to catch you up, i first addedmap drawing, then player controls, then decided to move to one-button controls (one button platformer to fit the theme better), i added a ton of frameworks for effects, entitys, and background effects, music which i made, and now i need to finish the main-game loop and stuff IDK IM SO TIRED IVE BEEN WORKING ON THIS FOR SO LONG AUGH WHY DIDNT I ADD THIS TO STARDANCE EARLIER NOW PEOPLE PROLLY GONNA THINK ITS FRAUD IOI"}]...
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Title: Game jam game by @TomNook | Stardance
Devl Title: Game jam game by @TomNook | Stardance
Devlogs:
AGH I FORGOT TO ADD THIS AS A STARDANCE PROJECT!!!!! anyways to catch you up, i first addedmap drawing, then player controls, then decided to move to one-button controls (one button platformer to fit the theme better), i added a ton of frameworks for effects, entitys, and background effects, music which i made, and now i need to finish the main-game loop and stuff IDK IM SO TIRED IVE BEEN WORKING ON THIS FOR SO LONG AUGH WHY DIDNT I ADD THIS TO STARDANCE EARLIER NOW PEOPLE PROLLY GONNA THINK ITS FRAUD IOI...
|
1793120045.5087776
|
1793724845.5087776
|
|
68373
|
goose by @ava_b_r | Stardance
|
ava_b_r
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T02:37:57Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey! I made a goose desk-top pet <3 I found it challenging to build the random direction feature, but I got some help and I figured it out eventually! For some reason stardance is only saying that I spent an 1hr 20mins on it when I have been working on it since 9am and it is now 1:35pm but oh well 😭 Here’s the description that I have on itch.io: Goose desktop buddy <3 I had geese once. About 50 of them. Having geese is a bit of a love-hate relationship. Everybody online thinks that they are cute. But they are also very annoying. This desktop pet helps you experience what it is truly like to own a goose, right from the comfort of your desktop. This is perfect if you want to download it onto a friend’s or a sibling’s desktop to annoy them for all of eternity 😈", "repo": "https://github.com/avabryantrobjent-lab/goose", "demo": "https://avabr.itch.io/goose-desktop-buddy-3"}]...
|
[{"post_id": 77456, "ts": "202 [{"post_id": 77456, "ts": "2026-10-07T02:30:23Z", "hours": 1.3436, "text": "Hey! I made an annoying goose desktop pet that honks whenever it hits the edge of your laptop screen. It spins and honks and has a chance to wait every time it hits the edge of the desktop screen, moves in random directions, and is draggable! Itch.io link: https://avabr.itch.io/goose-desktop-buddy-3Github link: https://github.com/avabryantrobjent-lab/goose (edited)"}]...
|
Title: goose by @ava_b_r | Stardance
Devlogs:
Hey Title: goose by @ava_b_r | Stardance
Devlogs:
Hey! I made an annoying goose desktop pet that honks whenever it hits the edge of your laptop screen. It spins and honks and has a chance to wait every time it hits the edge of the desktop screen, moves in random directions, and is draggable! Itch.io link: https://avabr.itch.io/goose-desktop-buddy-3Github link: https://github.com/avabryantrobjent-lab/goose (edited)
Ships:
Hey! I made a goose desk-top pet <3 I found it challenging to build the random direction feature, but I got some help and I figured it out eventually! For some reason stardance is only saying that I spent an 1hr 20mins on it when I have been working on it since 9am and it is now 1:35pm but oh well 😭 Here’s the description that I have on itch.io: Goose desktop buddy <3 I had geese once. About 50 of them. Having geese is a bit of a love-hate relationship. Everybody online thinks that they are cute. But they are also very annoying. This desktop pet helps you experience what it is truly like to own a goose, right from the comfort of your desktop. This is perfect if you want to download it onto a friend’s or a sibling’s desktop to annoy them for all of eternity 😈...
|
1793065803.549518
|
1793152203.549518
|
|
68331
|
Option Pricing Calculator by @adityakashyapxyz | S Option Pricing Calculator by @adityakashyapxyz | Stardance...
|
adityakashyapxyz
|
0
|
13.16
|
0
|
[]
|
[{"post_id": 77458, "ts": "202 [{"post_id": 77458, "ts": "2026-10-07T02:34:53Z", "hours": 8.7667, "text": "Good morning"}, {"post_id": 77354, "ts": "2026-10-06T17:16:13Z", "hours": 4.3981, "text": "Started working on the option pricing project"}]...
|
Title: Option Pricing Calculator by @adityakashyap Title: Option Pricing Calculator by @adityakashyapxyz | Stardance
Devlogs:
Started working on the option pricing project
Good morning...
|
1793119975.7182322
|
1793724775.7182322
|
|
67148
|
Franklin Pad by @IKNOWHEX4 | Stardance
|
IKNOWHEX4
|
0
|
6.31
|
0
|
[]
|
[{"post_id": 77462, "ts": "202 [{"post_id": 77462, "ts": "2026-10-07T02:55:27Z", "hours": 0.6017, "text": "I wrote a read me"}, {"post_id": 77436, "ts": "2026-10-07T00:14:22Z", "hours": 0.4561, "text": "I finished my firmware for the macropad."}, {"post_id": 76904, "ts": "2026-10-05T00:42:25Z", "hours": 0.8833, "text": "Finished my case design for the macropad on onshape and added some nice details"}, {"post_id": 76846, "ts": "2026-10-04T20:08:54Z", "hours": 0.8169, "text": "I figured out how to import pcb into onshape so i could design arount it"}, {"post_id": 76800, "ts": "2026-10-04T16:24:35Z", "hours": 2.9839, "text": "Finished PCB with updated schematics and silkscreen art"}, {"post_id": 76450, "ts": "2026-10-03T15:35:58Z", "hours": 0.5667, "text": "I finished the schematics for my Hackpad"}]...
|
Title: Franklin Pad by @IKNOWHEX4 | Stardance
Dev Title: Franklin Pad by @IKNOWHEX4 | Stardance
Devlogs:
I finished the schematics for my Hackpad
Finished PCB with updated schematics and silkscreen art
I figured out how to import pcb into onshape so i could design arount it
Finished my case design for the macropad on onshape and added some nice details
I finished my firmware for the macropad.
I wrote a read me...
|
1793105747.06625
|
1793710547.06625
|
|
61090
|
Web of Stars by @efsan_demi | Stardance
|
efsan_demi
|
0
|
3.48
|
0
|
[]
|
[{"post_id": 77467, "ts": "202 [{"post_id": 77467, "ts": "2026-10-07T03:31:34Z", "hours": 1.06, "text": "I’ve completed the layout and design of all the pages. I now just have the information and pixel images left!"}, {"post_id": 76488, "ts": "2026-10-03T18:48:48Z", "hours": 1.3625, "text": "I have created the “about” page and the “webs” page to link all of the pages together. I also set up the layout of the “webs” page! I think next I will work on the layout of the “about” page."}, {"post_id": 70099, "ts": "2026-09-18T13:37:57Z", "hours": 1.0594, "text": "So far, I’ve set up the way I roughly want the home page to look. I kind of plan on setting the layout of all of the pages before really getting into styling (it looks a bit funny right now)"}]...
|
Title: Web of Stars by @efsan_demi | Stardance
De Title: Web of Stars by @efsan_demi | Stardance
Devlogs:
So far, I’ve set up the way I roughly want the home page to look. I kind of plan on setting the layout of all of the pages before really getting into styling (it looks a bit funny right now)
I have created the “about” page and the “webs” page to link all of the pages together. I also set up the layout of the “webs” page! I think next I will work on the layout of the “about” page.
I’ve completed the layout and design of all the pages. I now just have the information and pixel images left!...
|
1793037206.5010726
|
1793642006.5010726
|
|
59952
|
Song#1 by @Skye | Stardance
|
Skye
|
0
|
9.73
|
0
|
[]
|
[{"post_id": 77468, "ts": "202 [{"post_id": 77468, "ts": "2026-10-07T03:41:16Z", "hours": 2.4444, "text": "First draft done! I’m pretty sure it lowkey sounds bad. So I will be doing editing and whatnot. But - first draft done so yay! I think it sounds okaaayyy. It is my first time ever coding a song so I don’t really need it to sound amazing, it was mostly for fun. Yk? I think it’s been great learning to do this - definitely a fun skill to have (a skill that needs a lot of developing still lol). I want to finish it up this week but this week does look really busy so we’ll see. Peace Edit: Sorry all the photos are the same across devlogs idk what else to put"}, {"post_id": 75400, "ts": "2026-09-29T23:16:20Z", "hours": 1.8019, "text": "Bout half way done! I have roughly 16 seconds worth so I need to write the second half, then go through the whole thing changing parts to make it sound right. I’m excited! I like what I have so far - but I don’t love it. So, when I’m changing parts at the end I’ll make it better."}, {"post_id": 72973, "ts": "2026-09-24T04:23:10Z", "hours": 1.1967, "text": "Version 2 Guys I have to lock in!! I’ve been swamped the past two weeks but I’m going to finish this song up this week. I’m so sad Stardance is ending! V2 is gonna be good I just gotta finish it!"}, {"post_id": 64446, "ts": "2026-09-08T20:39:19Z", "hours": 4.2906, "text": "Hey everyone! Decided to make this song on Strudel and add it as a project here! It doesn’t have a name yet - just Song#1 for now. Maybe it will stay that way or maybe I’ll get creative. I usually do web dev so this is definitely new to me but it’s really just a project for fun more than anything else."}]...
|
Title: Song#1 by @Skye | Stardance
Devlogs:
Hey e Title: Song#1 by @Skye | Stardance
Devlogs:
Hey everyone! Decided to make this song on Strudel and add it as a project here! It doesn’t have a name yet - just Song#1 for now. Maybe it will stay that way or maybe I’ll get creative. I usually do web dev so this is definitely new to me but it’s really just a project for fun more than anything else.
Version 2 Guys I have to lock in!! I’ve been swamped the past two weeks but I’m going to finish this song up this week. I’m so sad Stardance is ending! V2 is gonna be good I just gotta finish it!
Bout half way done! I have roughly 16 seconds worth so I need to write the second half, then go through the whole thing changing parts to make it sound right. I’m excited! I like what I have so far - but I don’t love it. So, when I’m changing parts at the end I’ll make it better.
First draft done! I’m pretty sure it lowkey sounds bad. So I will be doing editing and whatnot. But - first draft done so yay! I think it sounds okaaayyy. It is my first time ever coding a song so I don’t really need it to sound amazing, it was mostly for fun. Yk? I think it’s been great learning to do this - definitely a fun skill to have (a skill that needs a lot of developing still lol). I want to finish it up this week but this week does look really busy so we’ll see. Peace Edit: Sorry all the photos are the same across devlogs idk what else to put...
|
1793030005.3043551
|
1793634805.3043551
|
|
56765
|
Premium Fume Absorber by @ShivShivam | Stardance
|
ShivShivam
|
0
|
4.74
|
0
|
[]
|
[{"post_id": 77473, "ts": "202 [{"post_id": 77473, "ts": "2026-10-07T04:38:55Z", "hours": 0.3556, "text": "Devlog #4 Things i did - Added schementics file Added firmware.cpp"}, {"post_id": 77466, "ts": "2026-10-07T03:31:26Z", "hours": 1.5, "text": "Devlog #3 Problem with previous plan - Charging module i selected counld’nt charge 2 cells in series and setting them parallel was not safe Batteries voltage output wasnt enough for two fans Things i did - Replaced two 18650 cell with a 3 cell 11.1v pack with bms Added proper 3S charging module Planned full wiring diagram in Easy EDA"}, {"post_id": 69598, "ts": "2026-09-17T11:53:01Z", "hours": 2.3436, "text": "Devlog #2 Things i did Completed cad design Planned every component’s place …….. did smth but forgot it"}, {"post_id": 58975, "ts": "2026-08-31T15:29:50Z", "hours": 0.5419, "text": "Devlog #1 Added plan.md which has Circuit structure along with future plan Added Filter Structure in plan"}]...
|
Title: Premium Fume Absorber by @ShivShivam | Star Title: Premium Fume Absorber by @ShivShivam | Stardance
Devlogs:
Devlog #1 Added plan.md which has Circuit structure along with future plan Added Filter Structure in plan
Devlog #2 Things i did Completed cad design Planned every component’s place …….. did smth but forgot it
Devlog #3 Problem with previous plan - Charging module i selected counld’nt charge 2 cells in series and setting them parallel was not safe Batteries voltage output wasnt enough for two fans Things i did - Replaced two 18650 cell with a 3 cell 11.1v pack with bms Added proper 3S charging module Planned full wiring diagram in Easy EDA
Devlog #4 Things i did - Added schementics file Added firmware.cpp...
|
1792677314.93265
|
1793282114.93265
|
|
61257
|
Skip Intro Coaching by @Zeti_1223 | Stardance
|
Zeti_1223
|
1
|
36.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T08:01:53Z", "hours": 36.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The Pitch Skip Intro Coaching is the official landing page and consultation booking platform for André Melinda , a certified life & business coach based in Érd, Hungary. Coaching is deeply personal. Visiting a coach’s website shouldn’t feel like browsing an enterprise SaaS platform or dealing with bloated templates. We built a serene, ultra-fast, and distraction-free web experience designed to make prospective clients feel welcomed and understood the second they arrive. Highlights & Engineering Decisions: Warm, Organic Aesthetic: Designed with relaxing paper tones, warm golds, soft teals, and human typography ( Fraunces + Manrope + handwritten Homemade Apple accents). Serverless 2-Way Email Flow: Integrated with EmailJS to instantly trigger a detailed lead email to the coach and a warm, branded confirmation to the client without running a backend server. Modern Stack: Powered by Vue 3 ( <script setup> ), Tailwind CSS v4 , and Vite 8 . Lightweight Animations: Custom v-reveal scroll animation directive using Intersection Observer. Single Source of Truth: All copy, pricing tiers, FAQs, and contact links live in src/content.js for zero-friction updates. Static Page Generation: Custom Vite plugin automatically generates /adatkezeles (Privacy Policy) and 404.html SPA routing for seamless GitHub Pages hosting. Fully Automated CI/CD: Auto-building and deploying on every push via GitHub Actions. Note for reviewers & testers: Please do not submit test entries on the live contact form, as it connects directly to live mailboxes.", "repo": "https://github.com/zeti1223/skipintro-coaching", "demo": "https://skipintro.hu/"}]...
|
[{"post_id": 77477, "ts": "202 [{"post_id": 77477, "ts": "2026-10-07T04:57:58Z", "hours": 11.4353, "text": "SEO"}, {"post_id": 69671, "ts": "2026-09-17T15:28:29Z", "hours": 3.7014, "text": "changed many things"}, {"post_id": 66413, "ts": "2026-09-12T07:16:18Z", "hours": 20.6369, "text": "I’m done with the website, but I forgot to devlog I worked on it 16h"}]...
|
Title: Skip Intro Coaching by @Zeti_1223 | Stardan Title: Skip Intro Coaching by @Zeti_1223 | Stardance
Devlogs:
I’m done with the website, but I forgot to devlog I worked on it 16h
changed many things
SEO
Ships:
The Pitch Skip Intro Coaching is the official landing page and consultation booking platform for André Melinda , a certified life & business coach based in Érd, Hungary. Coaching is deeply personal. Visiting a coach’s website shouldn’t feel like browsing an enterprise SaaS platform or dealing with bloated templates. We built a serene, ultra-fast, and distraction-free web experience designed to make prospective clients feel welcomed and understood the second they arrive. Highlights & Engineering Decisions: Warm, Organic Aesthetic: Designed with relaxing paper tones, warm golds, soft teals, and human typography ( Fraunces + Manrope + handwritten Homemade Apple accents). Serverless 2-Way Email Flow: Integrated with EmailJS to instantly trigger a detailed lead email to the coach and a warm, branded confirmation to the client without running a backend server. Modern Stack: Powered by Vue 3 ( <script setup> ), Tailwind CSS v4 , and Vite 8 . Lightweight Animations: Custom v-reveal scroll animation directive using Intersection Observer. Single Source of Truth: All copy, pricing tiers, FAQs, and contact links live in src/content.js for zero-friction updates. Static Page Generation: Custom Vite plugin automatically generates /adatkezeles (Privacy Policy) and 404.html SPA routing for seamless GitHub Pages hosting. Fully Automated CI/CD: Auto-building and deploying on every push via GitHub Actions. Note for reviewers & testers: Please do not submit test entries on the live contact form, as it connects directly to live mailboxes....
|
1793188185.9013186
|
1793274585.9013186
|
|
55272
|
ZooCountability by @stxrchett | Stardance
|
stxrchett
|
0
|
3.74
|
0
|
[]
|
[{"post_id": 77478, "ts": "202 [{"post_id": 77478, "ts": "2026-10-07T05:01:45Z", "hours": 3.7383, "text": "Created the base of the extension. This took way longer than expected as I have never worked with html or javascript before. I messed around with the ability to change text on the buttons, the background colour, and the ability to add animals hooray. Commits seem to be working for now"}]...
|
Title: ZooCountability by @stxrchett | Stardance
Title: ZooCountability by @stxrchett | Stardance
Devlogs:
Created the base of the extension. This took way longer than expected as I have never worked with html or javascript before. I messed around with the ability to change text on the buttons, the background colour, and the ability to add animals hooray. Commits seem to be working for now...
|
1793155842.1345065
|
1793760642.1345065
|
|
121
|
Image to Equation converter by @cziwu2010 | Starda Image to Equation converter by @cziwu2010 | Stardance...
|
cziwu2010
|
2
|
36.0
|
581
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T05:37:27Z", "hours": 27.0, "multiplier": 18.45, "payout": 445, "blessing": "neutral", "text": "A program that converts an image into a graph. Improved: Reduced equation output amount by almost half, allowing more detailed graphs without crashing desmos New architecture debug option What’s next: color", "repo": "https://github.com/cziwu12/Raster-Image-to-Graph-Converter-2", "demo": "https://github.com/cziwu12/Raster-Image-to-Graph-Converter-2/releases/tag/v1.1"}, {"ship_num": 2, "ts": "2026-06-04T17:39:26Z", "hours": 9.0, "multiplier": 15.16, "payout": 136, "blessing": "neutral", "text": "My first major project: a raster image to equation converter. It converts the upload image into a set of equations that when plotted shows the edges of the image. There’s still limitations from the programme but I continue on iterating and improving on it.", "repo": "https://github.com/cziwu12/Raster-Image-to-Graph-Converter-2", "demo": "https://github.com/cziwu12/Raster-Image-to-Graph-Converter-2/releases/tag/v1.1"}]...
|
[{"post_id": 77483, "ts": "202 [{"post_id": 77483, "ts": "2026-10-07T05:30:07Z", "hours": 3.6806, "text": "v1.1 is complete: https://github.com/cziwu12/Raster-Image-to-Graph-Converter-2/releases/tag/v1.1"}, {"post_id": 75474, "ts": "2026-09-30T06:00:02Z", "hours": 11.6989, "text": "ok so i just relogged into stardance and i forgot to devlog it so now i have 11hours and 34minutes unlogged. So basically i tested multiple methods to reduce the equation count and also trying to get rid of the potrace double line and I finally did it. The previous version using potrace outputed 1398 equations while the new one outputed only 649. Almost halfed the previous amount. And now it’s just a single line compared to the double lines that potrace outputed. I’m planning to put this on browser so it’s easily accessable. (first image: previous ver, second image: new reduced ver third image: potrace double line output fourth image: reduced ver) to see the code: skanny.py https://github.com/cziwu12/Raster-Image-to-Graph-Converter-2"}, {"post_id": 57379, "ts": "2026-08-29T14:42:40Z", "hours": 10.7344, "text": "update: Improved the converter to output wayyyyyy fewer equations while maintaining graph quality and improved performance"}, {"post_id": 4138, "ts": "2026-06-07T10:34:49Z", "hours": 0.4356, "text": "turned this into an executable"}, {"post_id": 2255, "ts": "2026-06-04T17:23:28Z", "hours": 1.5056, "text": "okay"}, {"post_id": 1314, "ts": "2026-06-03T07:17:24Z", "hours": 3.1794, "text": "Will prob release this week. Almost done"}, {"post_id": 238, "ts": "2026-06-01T11:18:07Z", "hours": 4.5825, "text": "in progress"}]...
|
Title: Image to Equation converter by @cziwu2010 | Title: Image to Equation converter by @cziwu2010 | Stardance
Devlogs:
in progress
Will prob release this week. Almost done
okay
turned this into an executable
update: Improved the converter to output wayyyyyy fewer equations while maintaining graph quality and improved performance
ok so i just relogged into stardance and i forgot to devlog it so now i have 11hours and 34minutes unlogged. So basically i tested multiple methods to reduce the equation count and also trying to get rid of the potrace double line and I finally did it. The previous version using potrace outputed 1398 equations while the new one outputed only 649. Almost halfed the previous amount. And now it’s just a single line compared to the double lines that potrace outputed. I’m planning to put this on browser so it’s easily accessable. (first image: previous ver, second image: new reduced ver third image: potrace double line output fourth image: reduced ver) to see the code: skanny.py https://github.com/cziwu12/Raster-Image-to-Graph-Converter-2
v1.1 is complete: https://github.com/cziwu12/Raster-Image-to-Graph-Converter-2/releases/tag/v1.1
Ships:
My first major project: a raster image to equation converter. It converts the upload image into a set of equations that when plotted shows the edges of the image. There’s still limitations from the programme but I continue on iterating and improving on it.
A program that converts an image into a graph. Improved: Reduced equation output amount by almost half, allowing more detailed graphs without crashing desmos New architecture debug option What’s next: color...
|
1793116548.3289042
|
1793202948.3289042
|
|
68223
|
Personal Website Project by @yoonha | Stardance
|
yoonha
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T20:48:13Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website for the first time! It was an enchanting experience for me because this is the first time I (formally) coded in a language other than Java. A great deal of the challenge was learning how to write in other languages (since coding customs and conventions are different in other languages) and knowing how to make a website publicly available (I’m still very new to Github, after all). Even though it looks simple for now, I plan to learn more coding and come back with a better and improved website! Thanks Stardance for motivating me :)", "repo": "https://github.com/Yoon-Ha-Hwang/personal_website", "demo": "https://yoon-ha-hwang.github.io/personal_website/"}]...
|
[{"post_id": 77485, "ts": "202 [{"post_id": 77485, "ts": "2026-10-07T05:42:17Z", "hours": 1.4322, "text": "I continued working on the personal website project, adding sections, adding text, adding links, formatting text (bullet points, bold, italics, etc.), and so on. All I need to do right now is to deploy it. Special thanks to the Rural Coders Society for the Code Without Borders event where I got to know more about Website Design languages"}]...
|
Title: Personal Website Project by @yoonha | Stard Title: Personal Website Project by @yoonha | Stardance
Devlogs:
I continued working on the personal website project, adding sections, adding text, adding links, formatting text (bullet points, bold, italics, etc.), and so on. All I need to do right now is to deploy it. Special thanks to the Rural Coders Society for the Code Without Borders event where I got to know more about Website Design languages
Ships:
I made a personal website for the first time! It was an enchanting experience for me because this is the first time I (formally) coded in a language other than Java. A great deal of the challenge was learning how to write in other languages (since coding customs and conventions are different in other languages) and knowing how to make a website publicly available (I’m still very new to Github, after all). Even though it looks simple for now, I plan to learn more coding and come back with a better and improved website! Thanks Stardance for motivating me :)...
|
1793062308.8743625
|
1793148708.8743625
|
|
67614
|
Disorganised by @Me | Stardance
|
Me
|
0
|
7.28
|
0
|
[]
|
[{"post_id": 77488, "ts": "202 [{"post_id": 77488, "ts": "2026-10-07T06:28:56Z", "hours": 2.3594, "text": "Added 1 news article"}, {"post_id": 77218, "ts": "2026-10-06T04:11:54Z", "hours": 1.2444, "text": "News, Why is my image like that?"}, {"post_id": 77155, "ts": "2026-10-05T20:18:52Z", "hours": 3.6778, "text": "Made the home page and basic information pages, these will probably stay the same while I make the actual things to show off."}]...
|
Title: Disorganised by @Me | Stardance
Devlogs:
M Title: Disorganised by @Me | Stardance
Devlogs:
Made the home page and basic information pages, these will probably stay the same while I make the actual things to show off.
News, Why is my image like that?
Added 1 news article...
|
1793112684.3824313
|
1793717484.3824313
|
|
65964
|
Playground Z by @Ali-was-taken | Stardance
|
Ali-was-taken
|
1
|
30.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T10:28:55Z", "hours": 30.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a sandbox game project I’ve created by myself, it’s about playing around with objects, ragdolls, fruits! (yes you read right) The game has 4 maps, each of them unique, and consists of 2 main gamemodes Sandbox and Survival: Sandbox: The player can mess around with the entities as much as they’d want without having to worry about death. Survival: The objective of the player is to finish through all of the waves, which progressively get harder, whilst ridding all of the zombies in ways they please. The game consists around a toolbar that can be used to access 6 tools: Hand tool, used to thrust items away from the player. 2.Magnet ray, it takes posession of the item you right click on, and the scrollwheel can be used to pull it closer, or to repel it from the player. Item spawnner, pretty self-explanatory. Helium Balloons, you can now attach balloons to any object or ragdoll to make it fly. Rocket Launcher, used to shoot missiles at objects… and Zombies. Trasher, used to get rid of redundant objects you don’t want lying around. One of the main takeaways from the game is the Physics, I’ve spent a lot of time trying to refine them to make it highly realistic. Thank you for reading! :D", "repo": "https://github.com/Alishayan41879/Playground-Z", "demo": "https://alishayan41879.github.io/Playground-Z/"}]...
|
[{"post_id": 77490, "ts": "202 [{"post_id": 77490, "ts": "2026-10-07T06:48:46Z", "hours": 2.0306, "text": "Last Devlog | Menu & Debugging Hey guys, so I’ve finally finished the project, and I am also done with the final touches . I added the game menu (as you can see below), and fixed some buggy physics, and glitches I encountered. You can play the game online now, without having to download it from github, the game also supports mobile so have fun! Play the game here: https://alishayan41879.github.io/Playground-Z/ Thank you for reading! and a Final Goodbye."}, {"post_id": 77238, "ts": "2026-10-06T07:32:23Z", "hours": 5.18, "text": "Devlog#4 | Survival Mode & Inventory Items Hey guys, been a while. So I’ve worked on the inventory system and now you can add more than just boring crates. Select Q to to select between the the items you would like to spawn. I’ve also added a new gamemode (as promised), and it’s turned out to be pretty addicting, especially wave 5+, so go on and try it! Bonus: New MAPS! Thank you for reading."}, {"post_id": 75863, "ts": "2026-10-01T11:46:13Z", "hours": 6.1206, "text": "Devlog#3 | Finished Gameplay! Hey guys, I’ve got good news. I finished developing the rest of the hotbar items: 3. Crate spawner, pretty self-explanatory. 4. Helium Balloons, you can now attach balloons to any object or ragdoll to make it fly. 5. Rocket Launcher, used to shoot missiles at objects. (will be useful for upcoming gamemodes) 6. Trasher, used to get rid of redundant objects you don’t want lying around. It took really long learning how to code the physics for each of these instruments, so I really hope y’all enjoy my game, which I will release very very soon. Thank for you taking the time to read <3"}, {"post_id": 75477, "ts": "2026-09-30T06:29:32Z", "hours": 8.3025, "text": "Devlog#2 | Props, Physics, and Hotbar. So I have finally added new props to the game including crates, balls, and some ramps. I’ve also added physics to the ball so that you can use your the different items in the hotbar to, esentially, play around with it. The hotbar currently includes: A hand feature, simple tool used to thrust items away from the player. A magnet ray, it takes posession of the item you right click on, and the scrollwheel can be used to pull it closer, or to repel it from the player. Going to finish coding the other 4 soon! Thank you for reading… (Human)."}, {"post_id": 74498, "ts": "2026-09-27T14:56:32Z", "hours": 8.6219, "text": "First Devlog | Initialisation, and Map Creation Hey guys! so I’ve just created a new project for a sandbox game idea. The purpose of the game is to… mess around with ragdolls and objects, but it should also include a zombie mode (which I’ll be developing soon dw). It took me 2 days but I’ve finally made an substantially advanced camera system - compared to my last game - but I also managed to finish with the first map. The animation is what took up most of my time… still looks fiddly yet I am satified with the results, but do let me know if y’all have tips. I also did the character designs thanks to some easy tutorial. Thanks for reading!"}]...
|
Title: Playground Z by @Ali-was-taken | Stardance
Title: Playground Z by @Ali-was-taken | Stardance
Devlogs:
First Devlog | Initialisation, and Map Creation Hey guys! so I’ve just created a new project for a sandbox game idea. The purpose of the game is to… mess around with ragdolls and objects, but it should also include a zombie mode (which I’ll be developing soon dw). It took me 2 days but I’ve finally made an substantially advanced camera system - compared to my last game - but I also managed to finish with the first map. The animation is what took up most of my time… still looks fiddly yet I am satified with the results, but do let me know if y’all have tips. I also did the character designs thanks to some easy tutorial. Thanks for reading!
Devlog#2 | Props, Physics, and Hotbar. So I have finally added new props to the game including crates, balls, and some ramps. I’ve also added physics to the ball so that you can use your the different items in the hotbar to, esentially, play around with it. The hotbar currently includes: A hand feature, simple tool used to thrust items away from the player. A magnet ray, it takes posession of the item you right click on, and the scrollwheel can be used to pull it closer, or to repel it from the player. Going to finish coding the other 4 soon! Thank you for reading… (Human).
Devlog#3 | Finished Gameplay! Hey guys, I’ve got good news. I finished developing the rest of the hotbar items: 3. Crate spawner, pretty self-explanatory. 4. Helium Balloons, you can now attach balloons to any object or ragdoll to make it fly. 5. Rocket Launcher, used to shoot missiles at objects. (will be useful for upcoming gamemodes) 6. Trasher, used to get rid of redundant objects you don’t want lying around. It took really long learning how to code the physics for each of these instruments, so I really hope y’all enjoy my game, which I will release very very soon. Thank for you taking the time to read <3
Devlog#4 | Survival Mode & Inventory Items Hey guys, been a while. So I’ve worked on the inventory system and now you can add more than just boring crates. Select Q to to select between the the items you would like to spawn. I’ve also added a new gamemode (as promised), and it’s turned out to be pretty addicting, especially wave 5+, so go on and try it! Bonus: New MAPS! Thank you for reading.
Last Devlog | Menu & Debugging Hey guys, so I’ve finally finished the project, and I am also done with the final touches . I added the game menu (as you can see below), and fixed some buggy physics, and glitches I encountered. You can play the game online now, without having to download it from github, the game also supports mobile so have fun! Play the game here: https://alishayan41879.github.io/Playground-Z/ Thank you for reading! and a Final Goodbye.
Ships:
This is a sandbox game project I’ve created by myself, it’s about playing around with objects, ragdolls, fruits! (yes you read right) The game has 4 maps, each of them unique, and consists of 2 main gamemodes Sandbox and Survival: Sandbox: The player can mess around with the entities as much as they’d want without having to worry about death. Survival: The objective of the player is to finish through all of the waves, which progressively get harder, whilst ridding all of the zombies in ways they please. The game consists around a toolbar that can be used to access 6 tools: Hand tool, used to thrust items away from the player. 2.Magnet ray, it takes posession of the item you right click on, and the scrollwheel can be used to pull it closer, or to repel it from the player. Item spawnner, pretty self-explanatory. Helium Balloons, you can now attach balloons to any object or ragdoll to make it fly. Rocket Launcher, used to shoot missiles at objects… and Zombies. Trasher, used to get rid of redundant objects you don’t want lying around. One of the main takeaways from the game is the Physics, I’ve spent a lot of time trying to refine them to make it highly realistic. Thank you for reading! :D...
|
1793062153.3931324
|
1793148553.3931324
|
|
52935
|
Mu project by @Mahmoud_Mohamed | Stardance
|
Mahmoud_Mohamed
|
0
|
2.09
|
0
|
[]
|
[{"post_id": 77493, "ts": "202 [{"post_id": 77493, "ts": "2026-10-07T07:16:24Z", "hours": 0.9875, "text": "some edits on desgin"}, {"post_id": 77338, "ts": "2026-10-06T16:40:11Z", "hours": 1.0994, "text": "Mini keyboard"}]...
|
Title: Mu project by @Mahmoud_Mohamed | Stardance
Title: Mu project by @Mahmoud_Mohamed | Stardance
Devlogs:
Mini keyboard
some edits on desgin...
|
1792730921.2269714
|
1793335721.2269714
|
|
65272
|
TrollBound>_< by @akshay369 | Stardance
|
akshay369
|
2
|
34.0
|
239
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T08:36:29Z", "hours": 22.0, "multiplier": 11.01, "payout": 239, "blessing": "neutral", "text": "READ THIS !! ––––––––––– Guys I finally Completed the TROLLBOUND. This ship included more levels, sound effects, persistent storage and many more. Each level is unique and most of the levels cannot be completed in the first try and that’s makes this game an another experience. You think “I figured out the game”, the game says : “No you didn’t figured it out fully”. That makes this game unique. As said this game is inspired from the famous game Level Devil. I spend hours to make each level , and to make each level unique, I have to research a lot, how to make things work like that. That mean I have put a lot of effort into this. So I expect nice ratings and reviews from you guys, please do not disappoint me because I spend 33 hours for this project , guys. AI USAGE I used AI only for learning things and how to make things work like when the player into ceiling, we need to reverse the gravity, For that things I seek help from AI(Concept only, all code is written by me). And of course for debugging when I am stuck with a bug. Thankyou. Hope you like this project.", "repo": "https://github.com/akshaykpillai369-max/trollbound", "demo": "https://akshay369.itch.io/trollbound"}, {"ship_num": 2, "ts": "2026-09-29T04:45:54Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Trollbound. It is a short, trap-filled 2D game inspired from the famous game “LEVEL DEVIL”. The objective is simple, reach the door. But the levels does not allow you to reach it simply. There are traps in every step, so stay alert. Sometimes, it seems like game have bugs, but it does’nt. They are just traps😏. The challenging part is ofcourse making assets , it is very hard to make assets. I am proud that I able to make this game in Godot. It takes more than usual around 12 hours just for 2 levels. So try this game. And try not to get fooled, lol😂", "repo": "https://github.com/akshaykpillai369-max/trollbound", "demo": "https://akshay369.itch.io/trollbound"}]...
|
[{"post_id": 77500, "ts": "202 [{"post_id": 77500, "ts": "2026-10-07T08:04:40Z", "hours": 2.2375, "text": "Guys, Trollbound is completed. Level 12 is also done. Thanks to the peers who commented, liked and supported me in this project. Now I am gonna ship this . Have a Nice day guys."}, {"post_id": 77475, "ts": "2026-10-07T04:42:48Z", "hours": 1.8331, "text": "Level 11 added! Easy level, right?"}, {"post_id": 77265, "ts": "2026-10-06T11:02:54Z", "hours": 2.3942, "text": "Level 10 competed, as said in the previous devlog, this is very hard because there is trap in each step, so take every step carefully otherwise you gonna die😂😂"}, {"post_id": 77236, "ts": "2026-10-06T07:05:02Z", "hours": 1.4597, "text": "Level 9 is done. It is kinda easy guys. But level 10 gonna be a banger😏."}, {"post_id": 77066, "ts": "2026-10-05T15:12:00Z", "hours": 0.8311, "text": "Level 8 is done now guys. It is little harder than the level 7."}, {"post_id": 77007, "ts": "2026-10-05T10:45:59Z", "hours": 0.3469, "text": "Started working on level 8"}, {"post_id": 77003, "ts": "2026-10-05T10:19:30Z", "hours": 1.0689, "text": "Now completed level 7. This is pretty easy game as compared to previous. Enjoy it😂"}, {"post_id": 76967, "ts": "2026-10-05T07:15:56Z", "hours": 1.8803, "text": "Now completed Level 6. Guys, honestly, planning each level is so hard because we have to add something new in each level and think from the user side. So what I am saying is if you have any types of traps in mind, please share it in the comments"}, {"post_id": 76937, "ts": "2026-10-05T04:06:23Z", "hours": 0.8161, "text": "Now I added some improvements to the gameplay, now in the winscreen or death screen , you able to go to main menu. The major feature now added is persistent gameplay that is now your gameplay progress will survive the restart. Guys, I had a qn does a button that redirects to level selection menu is needed in the death/win screen. Or this main menu is enough . please share your thoughts about this in the comments. That’s all for this devlog. See you in the next one ^_^"}, {"post_id": 76918, "ts": "2026-10-05T02:30:31Z", "hours": 0.3289, "text": "When testing the all levels. I find a weird thing. In level 5 there is actually two ways to win. One is easy and one is hard. Instead of fixing that, I am gonna say, guys it’s a director brilliance, lol 😂😂"}, {"post_id": 76766, "ts": "2026-10-04T15:03:34Z", "hours": 2.1922, "text": "Level 5 is done. It takes me a lot of time to complete the level 5 compared to previous because it is more complex that other level, but the gameplay is simple actually once we figure it out😂😂. The gravity changing is the complex part. I am not explaining because it may affect your experience with game."}, {"post_id": 76663, "ts": "2026-10-04T09:25:52Z", "hours": 1.1242, "text": "Now added level selection, pause menu, and pause button"}, {"post_id": 76611, "ts": "2026-10-04T05:12:07Z", "hours": 1.5197, "text": "Level 4 is completed. I am pretty sure if you play level 4, then you are going to be mad💯😂 because it is that much tricky. I am damn sure you are going to curse me after playing the level 4😂."}, {"post_id": 76590, "ts": "2026-10-04T02:47:48Z", "hours": 0.2706, "text": "Now added death sound, door opening sound, jump(already sound is there), platform drop sound and much more…."}, {"post_id": 76379, "ts": "2026-10-03T10:45:40Z", "hours": 1.2008, "text": "Guys Now added settings in the main menu and added main menu music and level music. Here is the quick demo. In the demo video there is echo. Please forgive me for that"}, {"post_id": 76310, "ts": "2026-10-03T04:52:29Z", "hours": 1.8542, "text": "Level 3 is completed. I am not gonna add demo because of spoiler. If you guys want solution to each level, I can add a solution folder in github. So if you guys want that, please let me know in the comments. Next thing I want to add is sound effects, that is really gonna make trollbound to next level and give better experience"}, {"post_id": 76281, "ts": "2026-10-03T02:20:45Z", "hours": 0.3953, "text": "Now I start working on the level 3 .Here a teaser"}, {"post_id": 75105, "ts": "2026-09-29T04:39:47Z", "hours": 2.8861, "text": "Level 2 completed. Now I am going to ship this. I did not gonna add the demo of level 2 because it becomes spoiler😏 and affect your experience with the game😂"}, {"post_id": 74882, "ts": "2026-09-28T14:31:06Z", "hours": 1.9617, "text": "Hurray after these much time, level 1 is officially completed🎉🎉. Also changed the ground to a solid colour otherwise tarps can be easily detected😏"}, {"post_id": 74807, "ts": "2026-09-28T10:01:20Z", "hours": 0.7886, "text": "I changed the player, and added proper animations"}, {"post_id": 74796, "ts": "2026-09-28T08:56:37Z", "hours": 0.8386, "text": "Now added ground and spike assets"}, {"post_id": 74773, "ts": "2026-09-28T06:41:04Z", "hours": 1.1864, "text": "Making the assets is a very tedious task , it is such a headache, but we need to make it. Now I am making the player and ground assets. Finally get one . Now next is spike , then ground, oh this is a lot. see you guys :):"}, {"post_id": 74501, "ts": "2026-09-27T15:03:45Z", "hours": 1.8475, "text": "Oh , it has been a long session. I found this video on youtube: https://www.youtube.com/watch?v=LOhfqjmasi0&t=769s . In that he organized the file as assets on asset folder , levels on levels folder, scripts on its own folder like that and I tried to implement that. Now all the links are broken that is now on clicking on the play button is not working, I have to fix it. Before fixing that I made the door and its animation. It took me a while to get the perfect door framesheet because the godot sliced wrongly every time. So it took me most of my time. I will fix the broken links tomorrow. That’s all for this devlog. Happy coding stay healthy❤️"}, {"post_id": 74426, "ts": "2026-09-27T11:15:11Z", "hours": 0.6883, "text": "Added background image and added an animation to the text. I get the animation from the youtube video link: https://www.youtube.com/watch?v=DiOD3K5vR0w I added this because some may say this is AI. I do not wanna hear that. And guys, I really forget to commit these because we are doing all these stuff in godot, there is no terminal and we forget . Okay so that’s all for this devlog. Let me commit the changes"}, {"post_id": 74399, "ts": "2026-09-27T10:06:26Z", "hours": 0.7792, "text": "Now added a spike to kill the player and a welcome screen."}, {"post_id": 74386, "ts": "2026-09-27T09:12:53Z", "hours": 0.5392, "text": "I am planning to make a Level devil inspired Game- TrollBound. And this is going to be fun. So Sit Back , Relax and Enjoy the show(Just BroCode things, I love him)😂"}]...
|
Title: TrollBound>_< by @akshay369 | Stardan Title: TrollBound>_< by @akshay369 | Stardance
Devlogs:
I am planning to make a Level devil inspired Game- TrollBound. And this is going to be fun. So Sit Back , Relax and Enjoy the show(Just BroCode things, I love him)😂
Now added a spike to kill the player and a welcome screen.
Added background image and added an animation to the text. I get the animation from the youtube video link: https://www.youtube.com/watch?v=DiOD3K5vR0w I added this because some may say this is AI. I do not wanna hear that. And guys, I really forget to commit these because we are doing all these stuff in godot, there is no terminal and we forget . Okay so that’s all for this devlog. Let me commit the changes
Oh , it has been a long session. I found this video on youtube: https://www.youtube.com/watch?v=LOhfqjmasi0&t=769s . In that he organized the file as assets on asset folder , levels on levels folder, scripts on its own folder like that and I tried to implement that. Now all the links are broken that is now on clicking on the play button is not working, I have to fix it. Before fixing that I made the door and its animation. It took me a while to get the perfect door framesheet because the godot sliced wrongly every time. So it took me most of my time. I will fix the broken links tomorrow. That’s all for this devlog. Happy coding stay healthy❤️
Making the assets is a very tedious task , it is such a headache, but we need to make it. Now I am making the player and ground assets. Finally get one . Now next is spike , then ground, oh this is a lot. see you guys :):
Now added ground and spike assets
I changed the player, and added proper animations
Hurray after these much time, level 1 is officially completed🎉🎉. Also changed the ground to a solid colour otherwise tarps can be easily detected😏
Level 2 completed. Now I am going to ship this. I did not gonna add the demo of level 2 because it becomes spoiler😏 and affect your experience with the game😂
Now I start working on the level 3 .Here a teaser
Level 3 is completed. I am not gonna add demo because of spoiler. If you guys want solution to each level, I can add a solution folder in github. So if you guys want that, please let me know in the comments. Next thing I want to add is sound effects, that is really gonna make trollbound to next level and give better experience
Guys Now added settings in the main menu and added main menu music and level music. Here is the quick demo. In the demo video there is echo. Please forgive me for that
Now added death sound, door opening sound, jump(already sound is there), platform drop sound and much more….
Level 4 is completed. I am pretty sure if you play level 4, then you are going to be mad💯😂 because it is that much tricky. I am damn sure you are going to curse me after playing the level 4😂.
Now added level selection, pause menu, and pause button
Level 5 is done. It takes me a lot of time to complete the level 5 compared to previous because it is more complex that other level, but the gameplay is simple actually once we figure it out😂😂. The gravity changing is the complex part. I am not explaining because it may affect your experience with game.
When testing the all levels. I find a weird thing. In level 5 there is actually two ways to win. One is easy and one is hard. Instead of fixing that, I am gonna say, guys it’s a director brilliance, lol 😂😂
Now I added some improvements to the gameplay, now in the winscreen or death screen , you able to go to main menu. The major feature now added is persistent gameplay that is now your gameplay progress will survive the restart. Guys, I had a qn does a button that redirects to level selection menu is needed in the death/win screen. Or this main menu is enough . please share your thoughts about this in the comments. That’s all for this devlog. See you in the next one ^_^
Now completed Level 6. Guys, honestly, planning each level is so hard because we have to add something new in each level and think from the user side. So what I am saying is if you have any types of traps in mind, please share it in the comments
Now completed level 7. This is pretty easy game as compared to previous. Enjoy it😂
Started working on level 8
Level 8 is done now guys. It is little harder than the level 7.
Level 9 is done. It is kinda easy guys. But level 10 gonna be a banger😏.
Level 10 competed, as said in the previous devlog, this is very hard because there is trap in each step, so take every step carefully otherwise you gonna die😂😂
Level 11 added! Easy level, right?
Guys, Trollbound is completed. Level 12 is also done. Thanks to the peers who commented, liked and supported me in this project. Now I am gonna ship this . Have a Nice day guys.
Ships:
I made Trollbound. It is a short, trap-filled 2D game inspired from the famous game “LEVEL DEVIL”. The objective is simple, reach the door. But the levels does not allow you to reach it simply. There are traps in every step, so stay alert. Sometimes, it seems like game have bugs, but it does’nt. They are just traps😏. The challenging part is ofcourse making assets , it is very hard to make assets. I am proud that I able to make this game in Godot. It takes more than usual around 12 hours just for 2 levels. So try this game. And try not to get fooled, lol😂
READ THIS !! ––––––––––– Guys I finally Completed the TROLLBOUND. This ship included more levels, sound effects, persistent storage and many more. Each level is unique and most of the levels cannot be completed in the first try and that’s makes this game an another experience. You think “I figured out the game”, the game says : “No you didn’t figured it out fully”. That makes this game unique. As said this game is inspired from the famous game Level Devil. I spend hours to make each level , and to make each level unique, I have to research a lot, how to make things work like that. That mean I have put a lot of effort into this. So I expect nice ratings and reviews from you guys, please do not disappoint me because I spend 33 hours for this project , guys. AI USAGE I used AI only for learning things and how to make things work like when the player into ceiling, we need to reverse the gravity, For that things I seek help from AI(Concept only, all code is written by me). And of course for debugging when I am stuck with a bug. Thankyou. Hope you like this project....
|
1793062095.5883226
|
1793148495.5883226
|
|
17294
|
traewelltui by @Tuxilio | Stardance
|
Tuxilio
|
2
|
15.45
|
157
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T09:44:26Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made traewelltui, which is a TUI (terminal ui) client for Traewelling, a free public transport checkin service to record your travels and share it with your friends. It was a bit difficult to get into, because I never used Ratatui before. I have rewritten the dashboard multiple times and I am now somthing happy with it :) If you test the project, you should know that it uses vim keybinds: Use :q to quit. New Fetures are that you can paste the token now directly from your clipboard, you can like checkins interactively using a popup select and using an index, and a bugfix that the dashboard isn’t loading! (some licensing things: The background image in my terminal which is only partially visible is the KDE Plasma workspace wallpaper “Scarlet tree” made by axo1otl [email protected] and licensed CC-BY-SA 4.0. Repo: https://invent.kde.org/plasma/plasma-workspace-wallpapers/-/tree/master/ScarletTree My screenshot is licensed CC-BY-SA 4.0)", "repo": "https://codeberg.org/Tuxilio/traewelltui/", "demo": "https://crates.io/crates/traewelltui"}, {"ship_num": 2, "ts": "2026-06-17T19:45:08Z", "hours": 10.0, "multiplier": 15.88, "payout": 157, "blessing": "neutral", "text": "I made traewelltui, which is a TUI (terminal ui) client for Traewelling, a free public transport checkin service to record your travels and share it with your friends. It was a bit difficult to get into, because I never used Ratatui before. I have rewritten the dashboard multiple times and I am now somthing happy with it :) If you test the project, you should know that it uses vim keybinds: Use :q to quit. Pasting the token could take some seconds, this is not because something bad implemented but instead the token is really long and each character gets inserted sepeartely by ratatui.", "repo": "https://codeberg.org/Tuxilio/traewelltui/", "demo": "https://crates.io/crates/traewelltui"}]...
|
[{"post_id": 77504, "ts": "202 [{"post_id": 77504, "ts": "2026-10-07T08:24:45Z", "hours": 0.4453, "text": "I fixed one bug where the travel mode is not added in the enum so I added a default field “Other” to show this instead of crashing the app. I also added a bit more docs where to get the token :)"}, {"post_id": 65276, "ts": "2026-09-10T08:50:49Z", "hours": 1.4053, "text": "I fixed the error reported by @pauljako that the login is not working anymore which is likely caused because of recent api changed by traewelling. The travel mode (bus, train …) and the source/license of the checkin are now not always included so I set them to optional. It was really difficult to debug because I couldn’t get serde to show the full problem … but it worked after some tries 🎉 (some licensing things: The background image in my terminal is the KDE Plasma workspace wallpaper “Scarlet tree” made by axo1otl [email protected] and licensed CC-BY-SA 4.0. Repo: https://invent.kde.org/plasma/plasma-workspace-wallpapers/-/tree/master/ScarletTree My screenshot is licensed CC-BY-SA 4.0)"}, {"post_id": 25237, "ts": "2026-07-09T11:21:45Z", "hours": 0.8522, "text": "You can now type :like without arguments and find a popup to select which checkin you want to like!"}, {"post_id": 24735, "ts": "2026-07-08T14:43:20Z", "hours": 0.3311, "text": "The message is now shown in a popup instead the bottom line, which looks much nicer :)"}, {"post_id": 24716, "ts": "2026-07-08T14:15:47Z", "hours": 1.3469, "text": "I added a :like command! You can now like checkins using :like <index> , where you can find the index beside the username in the checkin header!"}, {"post_id": 24665, "ts": "2026-07-08T12:15:55Z", "hours": 1.3956, "text": "I added an option to get the token from your clipboard instead of only relying only on pasting, because that pasted every single character and took some time :)"}, {"post_id": 10836, "ts": "2026-06-17T19:37:51Z", "hours": 1.1611, "text": "I added a lot documentation and an asciinema video: https://asciinema.org/a/BytB6HM8kpoXtlLC"}, {"post_id": 10736, "ts": "2026-06-17T16:56:50Z", "hours": 0.7561, "text": "There is now an option to save the api token and auto-login with it! The login prompt also shows now automatically when you’re not logged in, making it easier to get a start :) The token save prompt only shows after a successful use of the token, so you can’t really save a wrong token."}, {"post_id": 10712, "ts": "2026-06-17T16:01:24Z", "hours": 1.1061, "text": "I completely redesigned the dashboard! It now looks more like “normal” Traewelling clients and in my opinion much nicer :)"}, {"post_id": 10597, "ts": "2026-06-17T12:50:29Z", "hours": 0.6261, "text": "I added symbols for the travelling mode (e.g. suburban, regional rail, tram bus) and you can now also see the status message another one has posted together with the checkin!"}, {"post_id": 10581, "ts": "2026-06-17T11:59:07Z", "hours": 4.3208, "text": "I just finished a big feature in my project! The login now works perfectly, and after successfully logging in, you’ll see your dashboard displaying check-ins from people you follow (plus your own, of course). The dashboard isn’t complete yet - I plan to add status messages and a progress bar showing if someone is currently traveling."}, {"post_id": 9336, "ts": "2026-06-15T17:42:53Z", "hours": 1.9603, "text": "I’m building a terminal user interface for Traewelling ( https://traewelling.de/ ) using Ratatui in Rust, with Vim-style keybindings (: for command mode, q to quit, :login for token-based authentication). The basic UI is working well with a header, dashboard body, and mode-specific footer, but still needs polish before the next iteration."}]...
|
Title: traewelltui by @Tuxilio | Stardance
Devlog Title: traewelltui by @Tuxilio | Stardance
Devlogs:
I’m building a terminal user interface for Traewelling ( https://traewelling.de/ ) using Ratatui in Rust, with Vim-style keybindings (: for command mode, q to quit, :login for token-based authentication). The basic UI is working well with a header, dashboard body, and mode-specific footer, but still needs polish before the next iteration.
I just finished a big feature in my project! The login now works perfectly, and after successfully logging in, you’ll see your dashboard displaying check-ins from people you follow (plus your own, of course). The dashboard isn’t complete yet - I plan to add status messages and a progress bar showing if someone is currently traveling.
I added symbols for the travelling mode (e.g. suburban, regional rail, tram bus) and you can now also see the status message another one has posted together with the checkin!
I completely redesigned the dashboard! It now looks more like “normal” Traewelling clients and in my opinion much nicer :)
There is now an option to save the api token and auto-login with it! The login prompt also shows now automatically when you’re not logged in, making it easier to get a start :) The token save prompt only shows after a successful use of the token, so you can’t really save a wrong token.
I added a lot documentation and an asciinema video: https://asciinema.org/a/BytB6HM8kpoXtlLC
I added an option to get the token from your clipboard instead of only relying only on pasting, because that pasted every single character and took some time :)
I added a :like command! You can now like checkins using :like <index> , where you can find the index beside the username in the checkin header!
The message is now shown in a popup instead the bottom line, which looks much nicer :)
You can now type :like without arguments and find a popup to select which checkin you want to like!
I fixed the error reported by @pauljako that the login is not working anymore which is likely caused because of recent api changed by traewelling. The travel mode (bus, train …) and the source/license of the checkin are now not always included so I set them to optional. It was really difficult to debug because I couldn’t get serde to show the full problem … but it worked after some tries 🎉 (some licensing things: The background image in my terminal is the KDE Plasma workspace wallpaper “Scarlet tree” made by axo1otl [email protected] and licensed CC-BY-SA 4.0. Repo: https://invent.kde.org/plasma/plasma-workspace-wallpapers/-/tree/master/ScarletTree My screenshot is licensed CC-BY-SA 4.0)
I fixed one bug where the travel mode is not added in the enum so I added a default field “Other” to show this instead of crashing the app. I also added a bit more docs where to get the token :)
Ships:
I made traewelltui, which is a TUI (terminal ui) client for Traewelling, a free public transport checkin service to record your travels and share it with your friends. It was a bit difficult to get into, because I never used Ratatui before. I have rewritten the dashboard multiple times and I am now somthing happy with it :) If you test the project, you should know that it uses vim keybinds: Use :q to quit. Pasting the token could take some seconds, this is not because something bad implemented but instead the token is really long and each character gets inserted sepeartely by ratatui.
I made traewelltui, which is a TUI (terminal ui) client for Traewelling, a free public transport checkin service to record your travels and share it with your friends. It was a bit difficult to get into, because I never used Ratatui before. I have rewritten the dashboard multiple times and I am now somthing happy with it :) If you test the project, you should know that it uses vim keybinds: Use :q to quit. New Fetures are that you can paste the token now directly from your clipboard, you can like checkins interactively using a popup select and using an index, and a bugfix that the dashboard isn’t loading! (some licensing things: The background image in my terminal which is only partially visible is the KDE Plasma workspace wallpaper “Scarlet tree” made by axo1otl [email protected] and licensed CC-BY-SA 4.0. Repo: https://invent.kde.org/plasma/plasma-workspace-wallpapers/-/tree/master/ScarletTree My screenshot is licensed CC-BY-SA 4.0)...
|
1793112768.423352
|
1793199168.423352
|
|
67218
|
Phantom: Model Rocket by @Haiiitsme | Stardance
|
Haiiitsme
|
0
|
1.23
|
0
|
[]
|
[{"post_id": 77507, "ts": "202 [{"post_id": 77507, "ts": "2026-10-07T08:36:47Z", "hours": 0.6028, "text": "Finished CAD All CAD is complete for the project, including extra components that i will not be 3D printing. I have designed the secondary fins to add more stability, and because they look really cool, and added an aerofoil cross section to all the fins. The rocket will be spray painted for a smoother surface finish, and will have its name painted on the side. I have also CADed a stencil for the name, which can be 3d printed and attached when spray painting. Thats it! Pretty short log, but thank you for reading anyway! I will be shipping the project for funding, so hopefully it gets approved soon!"}, {"post_id": 77476, "ts": "2026-10-07T04:56:07Z", "hours": 0.6294, "text": "New Project! Phantom is my new project, a high soaring model rocket that stretches the upper bounds of a C-size motor at Mach 0.5! I made this rocket to improve upon my previous design and see how high a rocket can fly on a C6-5 motor. Sketch As with all my other projects, i began this project by sketching out the rocket and how i wanted it to look, as well as deciding a name for it! The sketch also helped me decide what materials each component will be made of, where each part will be positioned, and how each component will be maufactured. Simulation I use an open source app called open rocket to simulate my rockets, which is very helpful in providing theorized flight data and an apogee to determine whether a rocket is fit for flight! My simulation is attached below: CAD Based upon my simulated design and concept sketch, i began CADing the rocket on Onshape, as the nosecone will be 3D printed, and plan to continue adding an aerofoil shape to the fins. The nose cone is a parabolic series, with a 1mm thick wall and space internally to hold a altimeter. An image of the CAD is attached below. Thank you! Thank you for reading this if you made it this far, and hope you like the project! I will be launching this rocket when complete, so look out for that!"}]...
|
Title: Phantom: Model Rocket by @Haiiitsme | Stard Title: Phantom: Model Rocket by @Haiiitsme | Stardance
Devlogs:
New Project! Phantom is my new project, a high soaring model rocket that stretches the upper bounds of a C-size motor at Mach 0.5! I made this rocket to improve upon my previous design and see how high a rocket can fly on a C6-5 motor. Sketch As with all my other projects, i began this project by sketching out the rocket and how i wanted it to look, as well as deciding a name for it! The sketch also helped me decide what materials each component will be made of, where each part will be positioned, and how each component will be maufactured. Simulation I use an open source app called open rocket to simulate my rockets, which is very helpful in providing theorized flight data and an apogee to determine whether a rocket is fit for flight! My simulation is attached below: CAD Based upon my simulated design and concept sketch, i began CADing the rocket on Onshape, as the nosecone will be 3D printed, and plan to continue adding an aerofoil shape to the fins. The nose cone is a parabolic series, with a 1mm thick wall and space internally to hold a altimeter. An image of the CAD is attached below. Thank you! Thank you for reading this if you made it this far, and hope you like the project! I will be launching this rocket when complete, so look out for that!
Finished CAD All CAD is complete for the project, including extra components that i will not be 3D printing. I have designed the secondary fins to add more stability, and because they look really cool, and added an aerofoil cross section to all the fins. The rocket will be spray painted for a smoother surface finish, and will have its name painted on the side. I have also CADed a stencil for the name, which can be 3d printed and attached when spray painting. Thats it! Pretty short log, but thank you for reading anyway! I will be shipping the project for funding, so hopefully it gets approved soon!...
|
1793108924.858818
|
1793713724.858818
|
|
30565
|
Guns For Hands by @Josh | Stardance
|
Josh
|
1
|
7.0
|
30
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T08:58:31Z", "hours": 7.0, "multiplier": 4.23, "payout": 30, "blessing": "neutral", "text": "I made a godot WebXR game called guns for hands, where (as stated in the title) you have guns for hands. using your ‘hands’ you must pass the salt to different people in increasingly odd ways! If you have a VR Headset, you can use the demo link in the meta quest browser etc. but if not, there is a demo video linked in the readme!", "repo": "https://gitlab.com/castawhat/guns-for-hands", "demo": "https://guns.notahomelab.xyz"}]...
|
[{"post_id": 77508, "ts": "202 [{"post_id": 77508, "ts": "2026-10-07T08:55:24Z", "hours": 2.9289, "text": "Its done! (for first ship) guns for hands’ first ship is ready! ive added a last/celebratory level and yeah, for a first time 3D game and a first time VR game, im pretty happy with how it turned out!"}, {"post_id": 26376, "ts": "2026-07-11T04:00:01Z", "hours": 3.4978, "text": "over the past few days I added quite alot to guns for hands! better lighting 2 levels nicer looking guns nicer looking levels and a start screen!"}, {"post_id": 22021, "ts": "2026-07-04T08:23:47Z", "hours": 0.6953, "text": "Today I Modeled the gun (not tracked because lapse hates me) setup the webxr project started working on and debugging the bullet shooting added a bean and fixed godot wakatime"}]...
|
Title: Guns For Hands by @Josh | Stardance
Devlog Title: Guns For Hands by @Josh | Stardance
Devlogs:
Today I Modeled the gun (not tracked because lapse hates me) setup the webxr project started working on and debugging the bullet shooting added a bean and fixed godot wakatime
over the past few days I added quite alot to guns for hands! better lighting 2 levels nicer looking guns nicer looking levels and a start screen!
Its done! (for first ship) guns for hands’ first ship is ready! ive added a last/celebratory level and yeah, for a first time 3D game and a first time VR game, im pretty happy with how it turned out!
Ships:
I made a godot WebXR game called guns for hands, where (as stated in the title) you have guns for hands. using your ‘hands’ you must pass the salt to different people in increasingly odd ways! If you have a VR Headset, you can use the demo link in the meta quest browser etc. but if not, there is a demo video linked in the readme!...
|
1793145305.9633036
|
1793231705.9633036
|
|
63186
|
rizzy-alarm by @tejasv | Stardance
|
tejasv
|
0
|
2.1
|
0
|
[]
|
[{"post_id": 77509, "ts": "202 [{"post_id": 77509, "ts": "2026-10-07T08:56:07Z", "hours": 0.33, "text": "made pcb and gerber"}, {"post_id": 77393, "ts": "2026-10-06T19:43:40Z", "hours": 1.7714, "text": "made a blender design"}]...
|
Title: rizzy-alarm by @tejasv | Stardance
Devlogs Title: rizzy-alarm by @tejasv | Stardance
Devlogs:
made a blender design
made pcb and gerber...
|
1792439620.2319055
|
1793303620.2319055
|
|
66819
|
Tic Tac Toe Game by @lunois_vee | Stardance
|
lunois_vee
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T09:18:10Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Woooohoooooo! I just finished up this Tic Tac Toe game I was working on. Although it may sound basic, it was quite a task to make it, especially for a beginner like me. There were times when the code wasn’t working and I couldn’t even understand why. In such situations, I just rechecked my logic and tried to run the code by removing the latest piece that was giving me an error. Well, all in all, this project is now done and playable! Hope you guys have a good time playing!! Made with love, lunois_vee", "repo": "https://github.com/vunshikaaaa/tictactoe.game", "demo": "https://vunshikaaaa.github.io/tictactoe.game/"}]...
|
[{"post_id": 77512, "ts": "202 [{"post_id": 77512, "ts": "2026-10-07T09:13:39Z", "hours": 0.2892, "text": "All done! Fixed a bug wherein the user was able to play on the same grid even after X or 0 won."}, {"post_id": 77501, "ts": "2026-10-07T08:12:36Z", "hours": 1.5342, "text": "game win logic added and reset button functional!"}, {"post_id": 76123, "ts": "2026-10-02T12:32:11Z", "hours": 0.8064, "text": "Interactive game play enabled, so now we can click on any grid and it places either an X or a 0 depending on the turn. Next, I will be working on the winning logic."}, {"post_id": 75724, "ts": "2026-09-30T21:22:31Z", "hours": 0.7106, "text": "Worked on the basic overall layout and structure. 3x3 grid with initial placeholders hover styling - highlights the grid and cursor turns to pointer when you hover over a grid UI elements, a heading and an initial reset button to be precise"}, {"post_id": 75379, "ts": "2026-09-29T21:41:45Z", "hours": 2.6458, "text": "Spent 2.5 hours on learning Web Development and started working on my Tic Tac Toe game, and completed the navigation bar."}]...
|
Title: Tic Tac Toe Game by @lunois_vee | Stardance Title: Tic Tac Toe Game by @lunois_vee | Stardance
Devlogs:
Spent 2.5 hours on learning Web Development and started working on my Tic Tac Toe game, and completed the navigation bar.
Worked on the basic overall layout and structure. 3x3 grid with initial placeholders hover styling - highlights the grid and cursor turns to pointer when you hover over a grid UI elements, a heading and an initial reset button to be precise
Interactive game play enabled, so now we can click on any grid and it places either an X or a 0 depending on the turn. Next, I will be working on the winning logic.
game win logic added and reset button functional!
All done! Fixed a bug wherein the user was able to play on the same grid even after X or 0 won.
Ships:
Woooohoooooo! I just finished up this Tic Tac Toe game I was working on. Although it may sound basic, it was quite a task to make it, especially for a beginner like me. There were times when the code wasn’t working and I couldn’t even understand why. In such situations, I just rechecked my logic and tried to run the code by removing the latest piece that was giving me an error. Well, all in all, this project is now done and playable! Hope you guys have a good time playing!! Made with love, lunois_vee...
|
1793062220.2974684
|
1793148620.2974684
|
|
68211
|
Nerf_Dart_Holder by @Angle_Mad | Stardance
|
Angle_Mad
|
0
|
2.35
|
0
|
[]
|
[{"post_id": 77515, "ts": "202 [{"post_id": 77515, "ts": "2026-10-07T09:34:39Z", "hours": 2.3506, "text": "Devlog 1 10/7 - Modeled Nerf Dart & Dart Holder Summary Fits 5 darts Larger back cutout to push darts out easier Container bottom is rounded to fit dart shape Before designing, I first looked up the dimensions of the dart to estimate the size of the dart holder. Once I got that I could start working on modeling the dart on Onshape so that I can clearly see if the darts would actually fit the holder I wanted to design. To make the main holder design I used the dimensions of the dart and made the sketch slightly larger than that. Afterward, I extruded the sketch upwards a few inches and then hollowed it out to test to see how the darts would fit in the assembly. I did some tweaking with the height and I made the holder about the size of 5 darts because it wasn’t too much and it wasn’t too little. After figuring out the height I first made the holes for the darts. I made both the front dart hole and the back dart hole the same size at first but I later changed it so that the back dart hole would have a larger opening so that I could easily push the dart through the front with a finger. Something I also realized at this time was that with a square hole at the bottom the dart might rotate and get stuck so I also rounded the bottom hole so that the dart can fit snugly at the bottom and wouldn’t move around sideways. Overall it was very fun to make this design and even though it was annoyingly difficult to make the dart holes rounded the way I wanted them to, I still persevered and made something I am proud of. In the next devlog I think I want to add something to the design that is Mechanical and add more details/art on the design to make the holder look less bland. Thanks for reading and hope you have a good rest of your day! Until next time, bye!"}]...
|
Title: Nerf_Dart_Holder by @Angle_Mad | Stardance
Title: Nerf_Dart_Holder by @Angle_Mad | Stardance
Devlogs:
Devlog 1 10/7 - Modeled Nerf Dart & Dart Holder Summary Fits 5 darts Larger back cutout to push darts out easier Container bottom is rounded to fit dart shape Before designing, I first looked up the dimensions of the dart to estimate the size of the dart holder. Once I got that I could start working on modeling the dart on Onshape so that I can clearly see if the darts would actually fit the holder I wanted to design. To make the main holder design I used the dimensions of the dart and made the sketch slightly larger than that. Afterward, I extruded the sketch upwards a few inches and then hollowed it out to test to see how the darts would fit in the assembly. I did some tweaking with the height and I made the holder about the size of 5 darts because it wasn’t too much and it wasn’t too little. After figuring out the height I first made the holes for the darts. I made both the front dart hole and the back dart hole the same size at first but I later changed it so that the back dart hole would have a larger opening so that I could easily push the dart through the front with a finger. Something I also realized at this time was that with a square hole at the bottom the dart might rotate and get stuck so I also rounded the bottom hole so that the dart can fit snugly at the bottom and wouldn’t move around sideways. Overall it was very fun to make this design and even though it was annoyingly difficult to make the dart holes rounded the way I wanted them to, I still persevered and made something I am proud of. In the next devlog I think I want to add something to the design that is Mechanical and add more details/art on the design to make the holder look less bland. Thanks for reading and hope you have a good rest of your day! Until next time, bye!...
|
1793119818.5154874
|
1793724618.5154874
|
|
45561
|
Zig-Vulkan-Renderer by @DragonDev22 | Stardance
|
DragonDev22
|
0
|
17.95
|
0
|
[]
|
[{"post_id": 77520, "ts": "202 [{"post_id": 77520, "ts": "2026-10-07T09:47:41Z", "hours": 10.7964, "text": "The almighty triangle of doom, death, and destruction. This has certainly taken a while! This was so much effort to this point, and it isn’t perfect, as I get some weird glitches on my system, which doesn’t occur with existing examples. I’ll definitely look to fix them, but I achieved my goal, and this will be improved some other time."}, {"post_id": 43241, "ts": "2026-08-08T12:09:16Z", "hours": 7.1583, "text": "Finally got not only windowing (with glfw) working, but also managed to set up screen colour clearing in just under 100 lines!"}]...
|
Title: Zig-Vulkan-Renderer by @DragonDev22 | Stard Title: Zig-Vulkan-Renderer by @DragonDev22 | Stardance
Devlogs:
Finally got not only windowing (with glfw) working, but also managed to set up screen colour clearing in just under 100 lines!
The almighty triangle of doom, death, and destruction. This has certainly taken a while! This was so much effort to this point, and it isn’t perfect, as I get some weird glitches on my system, which doesn’t occur with existing examples. I’ll definitely look to fix them, but I achieved my goal, and this will be improved some other time....
|
1792626782.796365
|
1793231582.796365
|
|
39011
|
BootISO by @libewa | Stardance
|
libewa
|
0
|
15.76
|
0
|
[]
|
[{"post_id": 77521, "ts": "202 [{"post_id": 77521, "ts": "2026-10-07T09:54:56Z", "hours": 3.3028, "text": "I did a lot of research regarding the error from two devlogs ago. The Linux initrd tries to mount the disc drive to finish booting. However, there is no disc drive… There is a way to pass ramdisks from UEFI to Linux: The NVDIMM Firmware Interface Table (NFIT) can store entries pointing to ramdisks in reserved memory areas. And the Linux kernel includes a driver for this! The nfit modules creates device files at /dev/pmem* . Unfortunately, the Arch ISO doesn‘t seem to ship that module, or I‘ve run into a severe misunderstanding of the protocol. I really don‘t want to give up, and there must be a way to do this (Ventoy and iPXE (mostly) work), but I couldn‘t find it. Stardance is coming to an end. If you know how NFIT works, or how Ventoy does it, PLEASE tell me!"}, {"post_id": 34496, "ts": "2026-07-25T08:06:46Z", "hours": 2.0017, "text": "I added a builder to the flake, to build the image without entering the devshell. I also added a builder to automatically create a release archive containing BootISO, an ISO9660 driver and the UEFI Shell. There is also now a README with instructions on how to run bootiso, and a file with license notices for my dependencies."}, {"post_id": 34332, "ts": "2026-07-24T22:55:22Z", "hours": 2.0011, "text": "HEUREKA, it’s alive! The ramdisk is now mounted using another SimpleFileSystem. However, this comes with an external dependency on an ISO9660 driver, which must be loaded before bootiso.efi is launched. Maybe I can automate that too. But yes, the ISO correctly loads its bootloader, and I get to the GRUB menu. Sadly, once Linux is loaded, there are errors about a missing fd0 device, which is probably one of the harder parts of this project (if it wasn’t hard enough up until now)."}, {"post_id": 34164, "ts": "2026-07-24T17:56:56Z", "hours": 0.3378, "text": "This is a small fix with a big effect: I forgot to initialize the DevicePath -pointer-pointer when registering the ramdisk. I now instead create a mutable reference of a pointer, which is initialized by Rust and automatically converted to a pointer by the FFI. And, lo and behold: The image loads (slowly…), and the RAM disk is mounted. I also got QEMU to work again, the default behavior did not give the VM enough RAM. It now gets 2G, which should be enough for both the RamDisk and Arch. Just, don’t select copytoram ."}, {"post_id": 34136, "ts": "2026-07-24T17:14:29Z", "hours": 2.5042, "text": "I can now successfully read the file from disk into RAM! Instead of uefi::fs , I again use the SimpleFileSystem protocol directly. This is so I can allocate the buffer myself using allocate_pages , bypassing the heap. This unfortunately introduces another unsafe block, but that’s a small price to pay. After that, the file also successfully reads into RAM. read contains logic to read in 1KiB blocks, to bypass bugs in some firmwares. Next stop: Mounting the RAM Disk, using my self-made FFI wrapper. Currently, it returns EFI_INVALID_PARAMETER , meaning that one of the parameters is NULL , for some reason."}, {"post_id": 34004, "ts": "2026-07-24T12:17:21Z", "hours": 2.7325, "text": "In the last two and a half hours, I wrote my own wrapoer for the Ram Disk protocol. The uefi crate doesn’t support this protocol yet, so I had to hack together my own support. Now, it for some reason can’t find the LoadedImage handles… but that is something I will fix after lunch."}, {"post_id": 33933, "ts": "2026-07-24T07:58:11Z", "hours": 2.8769, "text": "I started building BootISO, an EFI application to boot ISO images from GRUB/rEFInd, the EFI shell, or (on some systems and probably not really viable), the Boot Options menu. Currently, it opens a file handle to an ISO file, which in further development will be copied to a ramdisk, which can then hopefully be used for booting. Unfortunately, neither OVMF nor my laptop seem to support Simple File System, so I’ll need to check how to load the file instead. Up to there, there aren’t any errors, so I feel quite confident, although a debugger might end up coming in handy … I’ve gotten used to the architecture of the UEFI crate by now, which should probably speed up development and reduce AI usage further along. (edit: it turns out I accidentally used the LoadedImage handle to initialize SimpleFileSystem 🤦)"}]...
|
Title: BootISO by @libewa | Stardance
Devlogs:
I Title: BootISO by @libewa | Stardance
Devlogs:
I started building BootISO, an EFI application to boot ISO images from GRUB/rEFInd, the EFI shell, or (on some systems and probably not really viable), the Boot Options menu. Currently, it opens a file handle to an ISO file, which in further development will be copied to a ramdisk, which can then hopefully be used for booting. Unfortunately, neither OVMF nor my laptop seem to support Simple File System, so I’ll need to check how to load the file instead. Up to there, there aren’t any errors, so I feel quite confident, although a debugger might end up coming in handy … I’ve gotten used to the architecture of the UEFI crate by now, which should probably speed up development and reduce AI usage further along. (edit: it turns out I accidentally used the LoadedImage handle to initialize SimpleFileSystem 🤦)
In the last two and a half hours, I wrote my own wrapoer for the Ram Disk protocol. The uefi crate doesn’t support this protocol yet, so I had to hack together my own support. Now, it for some reason can’t find the LoadedImage handles… but that is something I will fix after lunch.
I can now successfully read the file from disk into RAM! Instead of uefi::fs , I again use the SimpleFileSystem protocol directly. This is so I can allocate the buffer myself using allocate_pages , bypassing the heap. This unfortunately introduces another unsafe block, but that’s a small price to pay. After that, the file also successfully reads into RAM. read contains logic to read in 1KiB blocks, to bypass bugs in some firmwares. Next stop: Mounting the RAM Disk, using my self-made FFI wrapper. Currently, it returns EFI_INVALID_PARAMETER , meaning that one of the parameters is NULL , for some reason.
This is a small fix with a big effect: I forgot to initialize the DevicePath -pointer-pointer when registering the ramdisk. I now instead create a mutable reference of a pointer, which is initialized by Rust and automatically converted to a pointer by the FFI. And, lo and behold: The image loads (slowly…), and the RAM disk is mounted. I also got QEMU to work again, the default behavior did not give the VM enough RAM. It now gets 2G, which should be enough for both the RamDisk and Arch. Just, don’t select copytoram .
HEUREKA, it’s alive! The ramdisk is now mounted using another SimpleFileSystem. However, this comes with an external dependency on an ISO9660 driver, which must be loaded before bootiso.efi is launched. Maybe I can automate that too. But yes, the ISO correctly loads its bootloader, and I get to the GRUB menu. Sadly, once Linux is loaded, there are errors about a missing fd0 device, which is probably one of the harder parts of this project (if it wasn’t hard enough up until now).
I added a builder to the flake, to build the image without entering the devshell. I also added a builder to automatically create a release archive containing BootISO, an ISO9660 driver and the UEFI Shell. There is also now a README with instructions on how to run bootiso, and a file with license notices for my dependencies.
I did a lot of research regarding the error from two devlogs ago. The Linux initrd tries to mount the disc drive to finish booting. However, there is no disc drive… There is a way to pass ramdisks from UEFI to Linux: The NVDIMM Firmware Interface Table (NFIT) can store entries pointing to ramdisks in reserved memory areas. And the Linux kernel includes a driver for this! The nfit modules creates device files at /dev/pmem* . Unfortunately, the Arch ISO doesn‘t seem to ship that module, or I‘ve run into a severe misunderstanding of the protocol. I really don‘t want to give up, and there must be a way to do this (Ventoy and iPXE (mostly) work), but I couldn‘t find it. Stardance is coming to an end. If you know how NFIT works, or how Ventoy does it, PLEASE tell me!...
|
1793177658.9734087
|
1793782458.9734087
|
|
636
|
Google Drive Clone by @blowupthenoobs | Stardance
|
blowupthenoobs
|
0
|
22.88
|
0
|
[]
|
[{"post_id": 77522, "ts": "202 [{"post_id": 77522, "ts": "2026-10-07T09:55:19Z", "hours": 3.7128, "text": "Finally managed to get the trash directory working, need to make the folders work for this, but it should hopefully be a lot easier now that I know how the files work. Also need to fix the thumbnail things for the trash directory cuz I think it’s crashing the backend for some reason."}, {"post_id": 68639, "ts": "2026-09-15T13:24:33Z", "hours": 1.1269, "text": "Because of a lot of my older work, reimplementing file uploads was pretty easy, but it took me awhile to figure out that the errors saying the upload failed were because of remnants of code still trying to connect to the DB, lol."}, {"post_id": 66176, "ts": "2026-09-11T20:43:46Z", "hours": 0.6603, "text": "Got the “Parent Bar” to show nested directories and made you able to go back through them individually. Probably will need to add a … thingy at some point for longer directories, but it should be able to fit a lot of em for now tho."}, {"post_id": 65970, "ts": "2026-09-11T13:52:59Z", "hours": 1.0414, "text": "Pretty small update, but I repaired the navigation bar. Now I’ll probably want to make it show the full file path, but for now, it works as it did before with the DB."}, {"post_id": 65421, "ts": "2026-09-10T15:27:41Z", "hours": 0.3722, "text": "Finally got to fixing the random backend crashes. Admittedly most of what I did was just paste stuff into ChatGPT, but thankfully the fixes were pretty easy (as you could probably tell by the dev time. It was pretty much just using a slightly wrong variable name in some places.) Hopefully with this fix I won’t have to be having to figure out whether or not the stuff I built is actually working or ghosting me, lol."}, {"post_id": 64850, "ts": "2026-09-09T15:23:04Z", "hours": 1.2517, "text": "Turns out getting the stuff to work on subsequent directories was pretty easy. All I needed to do was change the :id at the end of the routes to /* then the params.id to just params[0] to grab the whole route. I’ve been sent on wild goose chases to figure out why some stuff wasn’t working, only to find it later just working despite me only writing debug lines. Also need to figure out why the backend sometimes just randomly crashes since it forces me to manually restart the website which is kinda annoying."}, {"post_id": 62610, "ts": "2026-09-06T02:35:27Z", "hours": 3.1486, "text": "Finally managed to get mp4 files working, though I need to adapt the thing to work for other file types as well (hopefully won’t be too hard.)"}, {"post_id": 40510, "ts": "2026-08-04T02:59:51Z", "hours": 1.5403, "text": "Still need to get some of the stuff working a tad bit better… namely getting videos to be able to play again but the images are working out quite nicely"}, {"post_id": 39812, "ts": "2026-08-03T01:36:21Z", "hours": 1.8758, "text": "Removed some of the user verification stuffs and stuff and suddenly the thumbnails appeared (and the gif on the left plays.) Having ChatGPT look at it helped me catch that one stupid lil mistake, lol (I was trying to read at the filenames instead of the filepaths). I now have to figure out why the icons are not appearing for the files inside folders, but at least I got one part of it workieing."}, {"post_id": 29453, "ts": "2026-07-16T12:19:42Z", "hours": 1.7678, "text": "Dunno how it happened, but some things broke and after not being on this for so long it was a bit annoying to remember how things work and such, but I managed to fix the small lil bugs and then make the directory stuff work for files. Next should be fixing thumbnails and such, tho also making /something/something work as well, but hopefully that’ll just be easy."}, {"post_id": 7511, "ts": "2026-06-12T15:22:25Z", "hours": 1.8108, "text": "Made the folders read based on the url above, just need to make it search more than one folder (it seems as if the pages only load if there’s only 1 /whatever after the /folder) and then make the files do the same thing. Then I can get to repairing the uploads and such (as the account system is drastically changing.)"}, {"post_id": 6377, "ts": "2026-06-10T18:53:48Z", "hours": 3.0511, "text": "This took way longer than it should have, but I got the folders working the same way that the files do. Now I got to make the secondary directories work so that files are actually useful. (And then fixing the thumbnails and such…)"}, {"post_id": 2328, "ts": "2026-06-04T19:23:06Z", "hours": 1.5211, "text": "Managed to get the files to appear without an account (pretty much step 1 to decoupling it from mongo,) so now I can hopefully fix the thumbnails again and eventually make the accounts give the route to look for files in"}]...
|
Title: Google Drive Clone by @blowupthenoobs | Sta Title: Google Drive Clone by @blowupthenoobs | Stardance
Devlogs:
Managed to get the files to appear without an account (pretty much step 1 to decoupling it from mongo,) so now I can hopefully fix the thumbnails again and eventually make the accounts give the route to look for files in
This took way longer than it should have, but I got the folders working the same way that the files do. Now I got to make the secondary directories work so that files are actually useful. (And then fixing the thumbnails and such…)
Made the folders read based on the url above, just need to make it search more than one folder (it seems as if the pages only load if there’s only 1 /whatever after the /folder) and then make the files do the same thing. Then I can get to repairing the uploads and such (as the account system is drastically changing.)
Dunno how it happened, but some things broke and after not being on this for so long it was a bit annoying to remember how things work and such, but I managed to fix the small lil bugs and then make the directory stuff work for files. Next should be fixing thumbnails and such, tho also making /something/something work as well, but hopefully that’ll just be easy.
Removed some of the user verification stuffs and stuff and suddenly the thumbnails appeared (and the gif on the left plays.) Having ChatGPT look at it helped me catch that one stupid lil mistake, lol (I was trying to read at the filenames instead of the filepaths). I now have to figure out why the icons are not appearing for the files inside folders, but at least I got one part of it workieing.
Still need to get some of the stuff working a tad bit better… namely getting videos to be able to play again but the images are working out quite nicely
Finally managed to get mp4 files working, though I need to adapt the thing to work for other file types as well (hopefully won’t be too hard.)
Turns out getting the stuff to work on subsequent directories was pretty easy. All I needed to do was change the :id at the end of the routes to /* then the params.id to just params[0] to grab the whole route. I’ve been sent on wild goose chases to figure out why some stuff wasn’t working, only to find it later just working despite me only writing debug lines. Also need to figure out why the backend sometimes just randomly crashes since it forces me to manually restart the website which is kinda annoying.
Finally got to fixing the random backend crashes. Admittedly most of what I did was just paste stuff into ChatGPT, but thankfully the fixes were pretty easy (as you could probably tell by the dev time. It was pretty much just using a slightly wrong variable name in some places.) Hopefully with this fix I won’t have to be having to figure out whether or not the stuff I built is actually working or ghosting me, lol.
Pretty small update, but I repaired the navigation bar. Now I’ll probably want to make it show the full file path, but for now, it works as it did before with the DB.
Got the “Parent Bar” to show nested directories and made you able to go back through them individually. Probably will need to add a … thingy at some point for longer directories, but it should be able to fit a lot of em for now tho.
Because of a lot of my older work, reimplementing file uploads was pretty easy, but it took me awhile to figure out that the errors saying the upload failed were because of remnants of code still trying to connect to the DB, lol.
Finally managed to get the trash directory working, need to make the folders work for this, but it should hopefully be a lot easier now that I know how the files work. Also need to fix the thumbnail things for the trash directory cuz I think it’s crashing the backend for some reason....
|
1793159380.2446058
|
1793764180.2446058
|
|
68282
|
Seal Gaming Utility by @Sahilpreet | Stardance
|
Sahilpreet
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T11:05:31Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Seal - a small, open source, control centre for HP OMEN/Victus, ASUS ROG/TUF and Acer Predator/Nitro laptops. It manages thermal modes, custom 7 point fan curves, graphics switching, and RGB in one lightweight . What was hard? Reverse engineering vendor ACPI WMI and EC registers for various hardware generations to be able to safely inject firmware opcodes that do not conflict with Windows. What are you proud of? It is able to replace bloated vendor suites of 1.2 GB + with a superfast 1.6 MB binary that takes up less than 20 MB RAM, has real time fan curve editing capabilities and runs perfectly from the system tray. What should people be aware of to test? No installation required. Download Seal.exe from my GitHub , run on Windows 10/11 and test mode cycling or fan curve editing. It even detects your laptop automatically on startup!", "repo": "https://github.com/sahilneverdies/Seal", "demo": "https://sahilneverdies.github.io/Seal/"}]...
|
[{"post_id": 77528, "ts": "202 [{"post_id": 77528, "ts": "2026-10-07T10:34:11Z", "hours": 1.8719, "text": "Introducing Seal: Replacing OEM Laptop Bloatware with a 1.6 MB UtilityModern gaming laptops cost thousands of dollars, yet OEMs still bundle them with sluggish, bloated background services (OMEN Gaming Hub, Armoury Crate, PredatorSense) that eat up over a gigabyte of RAM, run persistent telemetry, and even push ads.I wanted total control over my machine without the bloat, so I built Seal — a lightweight, single-executable gaming utility written in C# and WPF. It talks directly to the hardware’s BIOS mailbox and ACPI WMI interfaces (hpqBIntM, ASUS_WMI, Acer EC) to control fan curves, switch power profiles, configure RGB keyboards, and monitor real-time temps with zero background services.In this first session, I:Finalized the standalone 1.6 MB executable build with no external dependencies required.Embedded my custom chrome emblem across the app window, navigation rail, and tray telemetry.Tested custom fan-curve logic and thermal safeguards to ensure safe cooling under load.Pushed the source code, build scripts, and multi-vendor hardware documentation to GitHub.Next up: expanding custom hotkey support and fine-tuning the in-game overlay!"}]...
|
Title: Seal Gaming Utility by @Sahilpreet | Starda Title: Seal Gaming Utility by @Sahilpreet | Stardance
Devlogs:
Introducing Seal: Replacing OEM Laptop Bloatware with a 1.6 MB UtilityModern gaming laptops cost thousands of dollars, yet OEMs still bundle them with sluggish, bloated background services (OMEN Gaming Hub, Armoury Crate, PredatorSense) that eat up over a gigabyte of RAM, run persistent telemetry, and even push ads.I wanted total control over my machine without the bloat, so I built Seal — a lightweight, single-executable gaming utility written in C# and WPF. It talks directly to the hardware’s BIOS mailbox and ACPI WMI interfaces (hpqBIntM, ASUS_WMI, Acer EC) to control fan curves, switch power profiles, configure RGB keyboards, and monitor real-time temps with zero background services.In this first session, I:Finalized the standalone 1.6 MB executable build with no external dependencies required.Embedded my custom chrome emblem across the app window, navigation rail, and tray telemetry.Tested custom fan-curve logic and thermal safeguards to ensure safe cooling under load.Pushed the source code, build scripts, and multi-vendor hardware documentation to GitHub.Next up: expanding custom hotkey support and fine-tuning the in-game overlay!
Ships:
Seal - a small, open source, control centre for HP OMEN/Victus, ASUS ROG/TUF and Acer Predator/Nitro laptops. It manages thermal modes, custom 7 point fan curves, graphics switching, and RGB in one lightweight . What was hard? Reverse engineering vendor ACPI WMI and EC registers for various hardware generations to be able to safely inject firmware opcodes that do not conflict with Windows. What are you proud of? It is able to replace bloated vendor suites of 1.2 GB + with a superfast 1.6 MB binary that takes up less than 20 MB RAM, has real time fan curve editing capabilities and runs perfectly from the system tray. What should people be aware of to test? No installation required. Download Seal.exe from my GitHub , run on Windows 10/11 and test mode cycling or fan curve editing. It even detects your laptop automatically on startup!...
|
1793065792.102659
|
1793152192.102659
|
|
67452
|
Hidalgo by @vexith | Stardance
|
vexith
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T12:45:42Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made this program because it doesnt exist any other good alternatives to the everything on linux. find is slow, fzf only sees whats already on the screen, so i took matters on my own hands 3 QoL improvements over existing tools: instant search, index once, search in milliseconds fuzzy matching, finds files even if you dont remember the full name, exibe isso persistent cache, index saved to ~/.cache/hidalgo, second run is 3x faster, skips unchanged directories via time, and ignores /proc, /sys, /tmp and other system paths entirely. built from scratch: hashmap (FNV-1a), pthread worker pool, binary cache, glob matcher", "repo": "https://github.com/Vexith/Hidalgo", "demo": "https://github.com/Vexith/Hidalgo/releases"}]...
|
[{"post_id": 77529, "ts": "202 [{"post_id": 77529, "ts": "2026-10-07T10:36:57Z", "hours": 1.1764, "text": "devlog 3 => persistent cache and ignoring temp files now in hidalgo, the searches are more faster because of a persistent cache created on the home folder and now hidalgo ignore certain paths, like /tmp and another paths for temp files/system files for faster searching in the future, i want to create a gui for it and add real time monitoring (hook to system calls maybe)"}, {"post_id": 77064, "ts": "2026-10-05T15:10:11Z", "hours": 1.6567, "text": "devlog 2 => threads and blob search now in hidalgo, you can search using wildcards for certain file types! and the search is faster, now utilizing 4 threads for the search system, planning to identify how much threads a system has and use all of the threads. added -n for limiting how much items it should push, the default (n = 0), pushes all files with that characteristics planning to add local cache and hook to the system calls (not inotify too slow)"}, {"post_id": 76260, "ts": "2026-10-02T23:25:10Z", "hours": 1.8186, "text": "devlog 1 => the big bang i started developing the hidalgo: a fast file indexer for linux, inspired in the file indexer Everything only available on Windows. now it has available a index in memory with hashmap (FNV-1a), recurssive scan of directorys, fuzzy search and a basic cli. i noted that with too much files (100k+), the indexer consumes too much ram (1gb+), i plan to mitigate that with a local cache for not everytime that it needs to search something it has to scan everything. for the future, i plan to add a hook to the system calls that create/delete files of linux (not sure if it is possible) and create a good user interface to not rely only on the cli."}]...
|
Title: Hidalgo by @vexith | Stardance
Devlogs:
de Title: Hidalgo by @vexith | Stardance
Devlogs:
devlog 1 => the big bang i started developing the hidalgo: a fast file indexer for linux, inspired in the file indexer Everything only available on Windows. now it has available a index in memory with hashmap (FNV-1a), recurssive scan of directorys, fuzzy search and a basic cli. i noted that with too much files (100k+), the indexer consumes too much ram (1gb+), i plan to mitigate that with a local cache for not everytime that it needs to search something it has to scan everything. for the future, i plan to add a hook to the system calls that create/delete files of linux (not sure if it is possible) and create a good user interface to not rely only on the cli.
devlog 2 => threads and blob search now in hidalgo, you can search using wildcards for certain file types! and the search is faster, now utilizing 4 threads for the search system, planning to identify how much threads a system has and use all of the threads. added -n for limiting how much items it should push, the default (n = 0), pushes all files with that characteristics planning to add local cache and hook to the system calls (not inotify too slow)
devlog 3 => persistent cache and ignoring temp files now in hidalgo, the searches are more faster because of a persistent cache created on the home folder and now hidalgo ignore certain paths, like /tmp and another paths for temp files/system files for faster searching in the future, i want to create a gui for it and add real time monitoring (hook to system calls maybe)
Ships:
i made this program because it doesnt exist any other good alternatives to the everything on linux. find is slow, fzf only sees whats already on the screen, so i took matters on my own hands 3 QoL improvements over existing tools: instant search, index once, search in milliseconds fuzzy matching, finds files even if you dont remember the full name, exibe isso persistent cache, index saved to ~/.cache/hidalgo, second run is 3x faster, skips unchanged directories via time, and ignores /proc, /sys, /tmp and other system paths entirely. built from scratch: hashmap (FNV-1a), pthread worker pool, binary cache, glob matcher...
|
1793062255.375205
|
1793148655.375205
|
|
57199
|
Crowbit by @Gizzi | Stardance
|
Gizzi
|
1
|
43.19
|
81
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T20:33:22Z", "hours": 35.0, "multiplier": 2.31, "payout": 81, "blessing": "neutral", "text": "to whom it may CAWcern, this is my silly little social media app that is missing an entire backend. however I spent a considerable amount of hours just designing and making the UI for it and I’m still working on improving it but for now, I like what I have come up with and I’ll likely add a few more things before I start work on the backend also since there’s no backend, just go to /home because the login/signup screen doesn’t actually do anything yet. do let me know what you like and don’t like about the ui design, it’s essentially supposed to be a twitter + reddit + discord thing.", "repo": "https://github.com/Crowbit-dev/Crowbit", "demo": "https://crowbit.vercel.app/"}]...
|
[{"post_id": 77547, "ts": "202 [{"post_id": 77547, "ts": "2026-10-07T12:21:32Z", "hours": 1.0125, "text": "and on the 43rd hour, god said: “let there be profiles” and there was profiles… also some other ui fixes like centering the text inside the notification badge. what comes next is probably the backend now and maybe some other ui changes along the way. I made a todo list on the readme with everything i can remember that needs to be put on it, so i’ll probably end up adding other stuff to the readme again as i go and remember what else i wanted to make"}, {"post_id": 77332, "ts": "2026-10-06T15:46:56Z", "hours": 7.1811, "text": "I made some minor ui changes + added a help center and a wip profiles page, but most of the work went into refactoring the code, I split alot of the code into different files and changed the way url paths are handled"}, {"post_id": 76523, "ts": "2026-10-03T20:12:53Z", "hours": 6.9214, "text": "finished settings ui, this marks most of the ui design done except for a few things that aren’t added yet"}, {"post_id": 75912, "ts": "2026-10-01T16:11:05Z", "hours": 4.6442, "text": "woo new cool stuff searching ui and whatever, i’m close to my first ship which will likely just be a standalone frontend and mvp for ui. not really much backend work yet"}, {"post_id": 75281, "ts": "2026-09-29T17:05:04Z", "hours": 3.6833, "text": "made proper notifications ui + a somewhat acceptable ui for communities chat"}, {"post_id": 74578, "ts": "2026-09-27T17:37:13Z", "hours": 10.3875, "text": "changed up the way dms look + added comments to the feed… gulp…"}, {"post_id": 69818, "ts": "2026-09-17T20:48:37Z", "hours": 6.8364, "text": "changed the ui big time"}, {"post_id": 61050, "ts": "2026-09-03T19:19:50Z", "hours": 1.5347, "text": "really early design of the home page, not a super big fan of it atm so i might make more changes"}, {"post_id": 59889, "ts": "2026-09-01T21:33:53Z", "hours": 0.9419, "text": "i added some cool crow graphics to my auth pages"}, {"post_id": 59699, "ts": "2026-09-01T16:56:06Z", "hours": 0.2992, "text": "barebones signup page… good things to come mayhaps 😰😰"}]...
|
Title: Crowbit by @Gizzi | Stardance
Devlogs:
bar Title: Crowbit by @Gizzi | Stardance
Devlogs:
barebones signup page… good things to come mayhaps 😰😰
i added some cool crow graphics to my auth pages
really early design of the home page, not a super big fan of it atm so i might make more changes
changed the ui big time
changed up the way dms look + added comments to the feed… gulp…
made proper notifications ui + a somewhat acceptable ui for communities chat
woo new cool stuff searching ui and whatever, i’m close to my first ship which will likely just be a standalone frontend and mvp for ui. not really much backend work yet
finished settings ui, this marks most of the ui design done except for a few things that aren’t added yet
I made some minor ui changes + added a help center and a wip profiles page, but most of the work went into refactoring the code, I split alot of the code into different files and changed the way url paths are handled
and on the 43rd hour, god said: “let there be profiles” and there was profiles… also some other ui fixes like centering the text inside the notification badge. what comes next is probably the backend now and maybe some other ui changes along the way. I made a todo list on the readme with everything i can remember that needs to be put on it, so i’ll probably end up adding other stuff to the readme again as i go and remember what else i wanted to make
Ships:
to whom it may CAWcern, this is my silly little social media app that is missing an entire backend. however I spent a considerable amount of hours just designing and making the UI for it and I’m still working on improving it but for now, I like what I have come up with and I’ll likely add a few more things before I start work on the backend also since there’s no backend, just go to /home because the login/signup screen doesn’t actually do anything yet. do let me know what you like and don’t like about the ui design, it’s essentially supposed to be a twitter + reddit + discord thing....
|
1793152230.8284707
|
1793238630.8284707
|
|
67889
|
Dockable Clock by @Pradhya | Stardance
|
Pradhya
|
0
|
1.27
|
0
|
[]
|
[{"post_id": 77549, "ts": "202 [{"post_id": 77549, "ts": "2026-10-07T12:25:46Z", "hours": 1.2686, "text": "Now that i think about it, i should have used labels… LOOK IM NEW TO KICAD!!"}]...
|
Title: Dockable Clock by @Pradhya | Stardance
Dev Title: Dockable Clock by @Pradhya | Stardance
Devlogs:
Now that i think about it, i should have used labels… LOOK IM NEW TO KICAD!!...
|
1793116168.2395792
|
1793720968.2395792
|
|
68443
|
My First Slack Bot by @Alonzo_1208 | Stardance
|
Alonzo_1208
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T14:38:17Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Just a simple Slackbot", "repo": "https://github.com/Alonzo12-tech/AXPS4-AlonzoX-Slack-bot", "demo": "https://alonzo-singh.ct.ws"}]...
|
[{"post_id": 77566, "ts": "202 [{"post_id": 77566, "ts": "2026-10-07T14:32:29Z", "hours": 1.7814, "text": "Created my first Slack Bot that can run 24/7 added custom Slash Commands as well , tested it also… works well!"}]...
|
Title: My First Slack Bot by @Alonzo_1208 | Starda Title: My First Slack Bot by @Alonzo_1208 | Stardance
Devlogs:
Created my first Slack Bot that can run 24/7 added custom Slash Commands as well , tested it also… works well!
Ships:
Just a simple Slackbot...
|
1793065812.8643982
|
1793152212.8643982
|
|
33751
|
Seedha Cut by @shreyas | Stardance
|
shreyas
|
1
|
14.41
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T16:54:37Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Seedha Cut (“straight cut”) is a free, open-source URL shortener that respects your privacy.Each link has an analytics page assigned to them. The challenging part for me was that the browser’s datetime-local picker gives local time, but the Vercel runs in UTC. Launch and expiry times kept firing at the wrong moment until I converted them to ISO/UTC on the client, checked them in UTC and rendered them back in local time . Im happy that im part of the free open source sofwtare movement which respects the users privacy", "repo": "", "demo": ""}]...
|
[{"post_id": 77569, "ts": "202 [{"post_id": 77569, "ts": "2026-10-07T14:38:48Z", "hours": 1.4089, "text": "I have fixed the background flickering whenever a user types the domain name or the url he wnats to shorten .the bug was affected due to a Each time the canvas resizes itself .Now this bug has ben fixed ."}, {"post_id": 76428, "ts": "2026-10-03T14:22:41Z", "hours": 0.8303, "text": "Finally i have fixed most of the bugs in the slug and unqiue link creation . The tool has been deployed via vercel added features are browser identification,unqiue clicks and direct referer"}, {"post_id": 73132, "ts": "2026-09-24T13:31:12Z", "hours": 2.8336, "text": "Heyy , I have been working on the dashboard for my links . The dashbaord will house all my links and their shortened ones along with action buttons such as Delete , View analytics and Edit . tweaking them to get them into action"}, {"post_id": 31271, "ts": "2026-07-19T15:27:30Z", "hours": 1.9611, "text": "I have been working on the analytics for created shortened links since the past 2 days .The analytics will be implemeneted using the Cookies on the client side i.e the browser .It will be used to identify every unqiue clicks , browser agents , user device,etc . The website will ask for consent to collect cookies from the user"}, {"post_id": 29542, "ts": "2026-07-16T15:20:01Z", "hours": 1.2564, "text": "i have added a custom slug feature with the ability to add Expiration date for teh created link .This will allow the users to fully customize their shortened links"}, {"post_id": 28890, "ts": "2026-07-15T14:12:57Z", "hours": 2.1672, "text": "I have added a client side component while we will allow users to shorten the link using the inhouse api with customizable options such as the expiration link . I also planning to implement a cookie based analytics for tracking the virtue of sharing the links and their search engines"}, {"post_id": 27694, "ts": "2026-07-13T14:05:53Z", "hours": 1.7589, "text": "I will be using PostgresSQL database hosted on the Neon DB instance as my primary database for my application .I have created the Link model with Unique ids, clicks,etc . I have also started working on the api routes for the shortening the links .All the created shortened links will be fetched through a api and rendered in to my dashbaord page"}, {"post_id": 27011, "ts": "2026-07-12T04:41:20Z", "hours": 0.4872, "text": "This is how the background for my web application looks !! Rigth now im working on the api routes for shortening the link"}, {"post_id": 26994, "ts": "2026-07-12T03:50:56Z", "hours": 1.3661, "text": "Im working on Background template consisting on Glitch animation of Letters and Numbers with a gradient effect .It will host my web applcation background . I have completed the components as well as the Dashboard areas work"}]...
|
Title: Seedha Cut by @shreyas | Stardance
Devlogs Title: Seedha Cut by @shreyas | Stardance
Devlogs:
Im working on Background template consisting on Glitch animation of Letters and Numbers with a gradient effect .It will host my web applcation background . I have completed the components as well as the Dashboard areas work
This is how the background for my web application looks !! Rigth now im working on the api routes for shortening the link
I will be using PostgresSQL database hosted on the Neon DB instance as my primary database for my application .I have created the Link model with Unique ids, clicks,etc . I have also started working on the api routes for the shortening the links .All the created shortened links will be fetched through a api and rendered in to my dashbaord page
I have added a client side component while we will allow users to shorten the link using the inhouse api with customizable options such as the expiration link . I also planning to implement a cookie based analytics for tracking the virtue of sharing the links and their search engines
i have added a custom slug feature with the ability to add Expiration date for teh created link .This will allow the users to fully customize their shortened links
I have been working on the analytics for created shortened links since the past 2 days .The analytics will be implemeneted using the Cookies on the client side i.e the browser .It will be used to identify every unqiue clicks , browser agents , user device,etc . The website will ask for consent to collect cookies from the user
Heyy , I have been working on the dashboard for my links . The dashbaord will house all my links and their shortened ones along with action buttons such as Delete , View analytics and Edit . tweaking them to get them into action
Finally i have fixed most of the bugs in the slug and unqiue link creation . The tool has been deployed via vercel added features are browser identification,unqiue clicks and direct referer
I have fixed the background flickering whenever a user types the domain name or the url he wnats to shorten .the bug was affected due to a Each time the canvas resizes itself .Now this bug has ben fixed .
Ships:
Seedha Cut (“straight cut”) is a free, open-source URL shortener that respects your privacy.Each link has an analytics page assigned to them. The challenging part for me was that the browser’s datetime-local picker gives local time, but the Vercel runs in UTC. Launch and expiry times kept firing at the wrong moment until I converted them to ISO/UTC on the client, checked them in UTC and rendered them back in local time . Im happy that im part of the free open source sofwtare movement which respects the users privacy...
|
1793148465.8762302
|
1793234865.8762302
|
|
66830
|
Led Matrix Badge by @deadbeef404 | Stardance
|
deadbeef404
|
0
|
3.93
|
0
|
[]
|
[{"post_id": 77573, "ts": "202 [{"post_id": 77573, "ts": "2026-10-07T14:53:40Z", "hours": 0.6833, "text": "I FINALLY FINISHED MY PCB!!!!!!"}, {"post_id": 77525, "ts": "2026-10-07T10:26:05Z", "hours": 1.6608, "text": "I FINALLY COMPLETED THE SCHEMATICS!!"}, {"post_id": 75906, "ts": "2026-10-01T15:45:42Z", "hours": 0.5667, "text": "YAY! I completed my schematic! Altho I did use AI to help me but ITS DONEE!! EDIT: I didn’t complete it :( It didn’t work TT"}, {"post_id": 75867, "ts": "2026-10-01T12:12:23Z", "hours": 1.0167, "text": "Hey! I am making a 8x8 led matrix badge! I have completed the schematics like 50% I think. Now I will work on finishing it :)"}]...
|
Title: Led Matrix Badge by @deadbeef404 | Stardanc Title: Led Matrix Badge by @deadbeef404 | Stardance
Devlogs:
Hey! I am making a 8x8 led matrix badge! I have completed the schematics like 50% I think. Now I will work on finishing it :)
YAY! I completed my schematic! Altho I did use AI to help me but ITS DONEE!! EDIT: I didn’t complete it :( It didn’t work TT
I FINALLY COMPLETED THE SCHEMATICS!!
I FINALLY FINISHED MY PCB!!!!!!...
|
1793102039.2449133
|
1793706839.2449133
|
|
67763
|
Alien Shooter by @MoElmsallati | Stardance
|
MoElmsallati
|
0
|
31.99
|
0
|
[]
|
[{"post_id": 77574, "ts": "202 [{"post_id": 77574, "ts": "2026-10-07T14:55:31Z", "hours": 8.7667, "text": "Last devlog!!! Finally after hours of working on this project I got a menu, scoring system damage system, and even a shooting system. I also added upgrades like rapid fire, as well as multi-shot. I hope you guys enjoy this game with all the bugs I faced on the way this’ll be worth it."}, {"post_id": 77415, "ts": "2026-10-06T21:31:39Z", "hours": 5.9667, "text": "I created a points system 5 points for normal alien ships and 10 for alien suicide bombers as I like to call them, they come down fast and one shot you if break your lines."}, {"post_id": 77278, "ts": "2026-10-06T12:28:22Z", "hours": 13.1608, "text": "Today was supposed to be a simple enemy spawn system. But it turned into a full‑blown debugging session. I spent most of the session tracking down a dumd issue where enemies were either spawning off‑screen, stacking on top of each other, or not spawning at all depending on the frame timing. The main issue ended up being a mix of incorrect prefab references and a timing bug in my spawn manager. I rewrote the entire generation loop, added proper boundaries, fixed the prefab assignments, and implemented a cleaner spawn interval system. I also added basic enemy movement and tested different spawn patterns to make sure everything felt consistent. It took way longer than expected, but the system is finally stable and ready for the next step. I’m adding shooting and collision logic. Overall, a long but productive day. The game is starting to feel alive now that enemies actually appear correctly."}, {"post_id": 76853, "ts": "2026-10-04T20:18:48Z", "hours": 4.0983, "text": "Spent the session getting the player movement feeling right. Tried a few different approaches (raw transform movement, Rigidbody2D, clamped boundaries). Ended up rewriting the script twice because the first version felt floaty.Also implemented the scrolling background. I had to tweak the speed a bunch so it didn’t look jittery. Learned how to loop textures cleanly and fixed a bug where the background snapped instead of scrolling.Overall, lots of small adjustments and testing, but the game finally feels like a shooter now."}]...
|
Title: Alien Shooter by @MoElmsallati | Stardance
Title: Alien Shooter by @MoElmsallati | Stardance
Devlogs:
Spent the session getting the player movement feeling right. Tried a few different approaches (raw transform movement, Rigidbody2D, clamped boundaries). Ended up rewriting the script twice because the first version felt floaty.Also implemented the scrolling background. I had to tweak the speed a bunch so it didn’t look jittery. Learned how to loop textures cleanly and fixed a bug where the background snapped instead of scrolling.Overall, lots of small adjustments and testing, but the game finally feels like a shooter now.
Today was supposed to be a simple enemy spawn system. But it turned into a full‑blown debugging session. I spent most of the session tracking down a dumd issue where enemies were either spawning off‑screen, stacking on top of each other, or not spawning at all depending on the frame timing. The main issue ended up being a mix of incorrect prefab references and a timing bug in my spawn manager. I rewrote the entire generation loop, added proper boundaries, fixed the prefab assignments, and implemented a cleaner spawn interval system. I also added basic enemy movement and tested different spawn patterns to make sure everything felt consistent. It took way longer than expected, but the system is finally stable and ready for the next step. I’m adding shooting and collision logic. Overall, a long but productive day. The game is starting to feel alive now that enemies actually appear correctly.
I created a points system 5 points for normal alien ships and 10 for alien suicide bombers as I like to call them, they come down fast and one shot you if break your lines.
Last devlog!!! Finally after hours of working on this project I got a menu, scoring system damage system, and even a shooting system. I also added upgrades like rapid fire, as well as multi-shot. I hope you guys enjoy this game with all the bugs I faced on the way this’ll be worth it....
|
1793112923.1400473
|
1793717723.1400473
|
|
17675
|
LibreAuth by @stormz | Stardance
|
stormz
|
0
|
3.33
|
0
|
[]
|
[{"post_id": 7758, "ts": "2026 [{"post_id": 7758, "ts": "2026-06-12T23:12:27Z", "hours": 3.3256, "text": "Currently working on a hackpad for the mission."}]...
|
Title: LibreAuth by @stormz | Stardance
Devlogs:
Title: LibreAuth by @stormz | Stardance
Devlogs:
Currently working on a hackpad for the mission....
|
1792705873.4460175
|
1793310673.4460175
|
|
61140
|
Musician Gig Calculator by @cami_ | Stardance
|
cami_
|
0
|
1.58
|
0
|
[]
|
[{"post_id": 77584, "ts": "202 [{"post_id": 77584, "ts": "2026-10-07T15:27:47Z", "hours": 1.5783, "text": "Im building this calculator for independent musicians. As a guitarist i know sometimes is confused decide how much to charge for concerts and performances, but something im sure is that the final price is not just the number of hours u spend playing. There can be transportation, food, equipment, rehearsals, commissions, other musicians, and the profit they want to make. My goal is to build a simple tool that helps musicians estimate a fair price. For this first version I´ll focus on the basic calculation and a simple web interface. Im building this project to learn HTML, CSS, JavaScript, Git, and learn how to turn a problem into a product. Feel free to use it, and if you have any suggestions or improvements, please let me know :D"}]...
|
Title: Musician Gig Calculator by @cami_ | Stardan Title: Musician Gig Calculator by @cami_ | Stardance
Devlogs:
Im building this calculator for independent musicians. As a guitarist i know sometimes is confused decide how much to charge for concerts and performances, but something im sure is that the final price is not just the number of hours u spend playing. There can be transportation, food, equipment, rehearsals, commissions, other musicians, and the profit they want to make. My goal is to build a simple tool that helps musicians estimate a fair price. For this first version I´ll focus on the basic calculation and a simple web interface. Im building this project to learn HTML, CSS, JavaScript, Git, and learn how to turn a problem into a product. Feel free to use it, and if you have any suggestions or improvements, please let me know :D...
|
1793037230.9156203
|
1793642030.9156203
|
|
68091
|
Robo-Cop 626 by @Teedious | Stardance
|
Teedious
|
0
|
1.49
|
0
|
[]
|
[{"post_id": 77589, "ts": "202 [{"post_id": 77589, "ts": "2026-10-07T15:37:56Z", "hours": 1.49, "text": "The Design of Robo-Cop 626!"}]...
|
Title: Robo-Cop 626 by @Teedious | Stardance
Devl Title: Robo-Cop 626 by @Teedious | Stardance
Devlogs:
The Design of Robo-Cop 626!...
|
1793116450.1488307
|
1793721250.1488307
|
|
67535
|
piplup desktop pet! by @herch | Stardance
|
herch
|
0
|
6.98
|
0
|
[]
|
[{"post_id": 77590, "ts": "202 [{"post_id": 77590, "ts": "2026-10-07T15:44:13Z", "hours": 1.5244, "text": "figuring out gravity now"}, {"post_id": 77356, "ts": "2026-10-06T17:17:14Z", "hours": 0.7703, "text": "finally fixed the bug! shoutout to this thread for giving the code i needed to fix this bug, so I can finally consider this bug a close! also figured out that the screen bug is most likely caused by my OS so i’ll test it out when i’m done with this code! can finally focus on adding more features to the code gonna work on adding the sleeping animation now. gotta give a concept of energy! Tasks: to add: press and hold long enough, piplup will attack charge up on release, piplup will attack [] sleeping animation after a longer idle, and; [] wake up + yawn when clicked bugs to fix: [] left side screen bug (ON HOLD) animation and sound pushing thru despite already letting go of desk"}, {"post_id": 77334, "ts": "2026-10-06T15:52:02Z", "hours": 0.71, "text": "honestly did nothing but stare at my code kidding, i’ve been looking for ways on how to remove the bug that causes the pet to push thru with the code after"}, {"post_id": 76803, "ts": "2026-10-04T16:43:00Z", "hours": 0.4194, "text": "audio has been added! finally figured out how to add audio and stuff to the charge and attack. Plus! Shoutout to my frfiend who gave me the idea of adding audio Because of this tho, I ended up discovering a bug that the timer still pushes thru despite the code supposedly ending. probably gonna be my next fix (p.s. I just remembered that this is a gif and you cant hear the audio haha… so you’ll only see the bug take place in the gif) TASK UPDATES (you may ignore this!) to add: press and hold long enough, piplup will attack charge up on release, piplup will attack [] sleeping animation after a longer idle, and; [] wake up + yawn when clicked bugs to fix: [] left side screen bug NEW [] animation and sound pushing thru despite already letting go of desk"}, {"post_id": 76788, "ts": "2026-10-04T15:59:27Z", "hours": 0.5292, "text": "adding sound effects now still kinda figuring out how to play it tho"}, {"post_id": 76542, "ts": "2026-10-03T21:34:14Z", "hours": 0.2889, "text": "piplup will now get angry at you… after holding piplup for some time, it will start charging up. Once he is released, he will shoot at you! figured the code when I put two and two together hehe. I’m sure there’s an easier way to do the code somehow, but if it ain’t broke, dont fix it! TASK UPDATE: to add: press and hold long enough, piplup will attack charge up on release, piplup will attack [] sleeping animation after a longer idle, and; [] wake up + yawn when clicked bugs to fix: [] left side screen bug"}, {"post_id": 76533, "ts": "2026-10-03T21:01:21Z", "hours": 0.9458, "text": "got the press and hold thing to work! spent the whole log minutes searching how to do it, and encountered waaaay too many complicated when the code just ended up being this: await get_tree().create_timer(4).timeout cant say i wasnt frustrated to see it work hahaha! right now, i’m figuring out how to trigger the attack on release and have it charge in the background to add: press and hold long enough, piplup will attack charge up NEW - [] on release, piplup will attack [] sleeping animation after a longer idle, and; [] wake up + yawn when clicked bugs to fix: [] left side screen bug"}, {"post_id": 76512, "ts": "2026-10-03T19:43:27Z", "hours": 0.3547, "text": "added an animation when piplup gets dragged! might add the ff: [] press and hold long enough, piplup will attack [] sleeping animation after a longer idle, and; [] wake up + yawn when clicked bugs to fix: [] left side screen bug"}, {"post_id": 76490, "ts": "2026-10-03T18:53:12Z", "hours": 0.5378, "text": "got lil bro to move around the screen when it reaches the left side of my screen tho, it doesn’t actually go fully to the left of my screen so it ends up not bouncing off. can someone help? for context, this part of the code was done up until the 2nd to the last step of the idle code I’m an ultimate beginner when it comes to stuff like this so do pls bear with me! any help is appreciated"}, {"post_id": 76345, "ts": "2026-10-03T08:03:13Z", "hours": 0.8981, "text": "hackatime just didnt let me post but just been following the tutorial rn"}]...
|
Title: piplup desktop pet! by @herch | Stardance
Title: piplup desktop pet! by @herch | Stardance
Devlogs:
hackatime just didnt let me post but just been following the tutorial rn
got lil bro to move around the screen when it reaches the left side of my screen tho, it doesn’t actually go fully to the left of my screen so it ends up not bouncing off. can someone help? for context, this part of the code was done up until the 2nd to the last step of the idle code I’m an ultimate beginner when it comes to stuff like this so do pls bear with me! any help is appreciated
added an animation when piplup gets dragged! might add the ff: [] press and hold long enough, piplup will attack [] sleeping animation after a longer idle, and; [] wake up + yawn when clicked bugs to fix: [] left side screen bug
got the press and hold thing to work! spent the whole log minutes searching how to do it, and encountered waaaay too many complicated when the code just ended up being this: await get_tree().create_timer(4).timeout cant say i wasnt frustrated to see it work hahaha! right now, i’m figuring out how to trigger the attack on release and have it charge in the background to add: press and hold long enough, piplup will attack charge up NEW - [] on release, piplup will attack [] sleeping animation after a longer idle, and; [] wake up + yawn when clicked bugs to fix: [] left side screen bug
piplup will now get angry at you… after holding piplup for some time, it will start charging up. Once he is released, he will shoot at you! figured the code when I put two and two together hehe. I’m sure there’s an easier way to do the code somehow, but if it ain’t broke, dont fix it! TASK UPDATE: to add: press and hold long enough, piplup will attack charge up on release, piplup will attack [] sleeping animation after a longer idle, and; [] wake up + yawn when clicked bugs to fix: [] left side screen bug
adding sound effects now still kinda figuring out how to play it tho
audio has been added! finally figured out how to add audio and stuff to the charge and attack. Plus! Shoutout to my frfiend who gave me the idea of adding audio Because of this tho, I ended up discovering a bug that the timer still pushes thru despite the code supposedly ending. probably gonna be my next fix (p.s. I just remembered that this is a gif and you cant hear the audio haha… so you’ll only see the bug take place in the gif) TASK UPDATES (you may ignore this!) to add: press and hold long enough, piplup will attack charge up on release, piplup will attack [] sleeping animation after a longer idle, and; [] wake up + yawn when clicked bugs to fix: [] left side screen bug NEW [] animation and sound pushing thru despite already letting go of desk
honestly did nothing but stare at my code kidding, i’ve been looking for ways on how to remove the bug that causes the pet to push thru with the code after
finally fixed the bug! shoutout to this thread for giving the code i needed to fix this bug, so I can finally consider this bug a close! also figured out that the screen bug is most likely caused by my OS so i’ll test it out when i’m done with this code! can finally focus on adding more features to the code gonna work on adding the sleeping animation now. gotta give a concept of energy! Tasks: to add: press and hold long enough, piplup will attack charge up on release, piplup will attack [] sleeping animation after a longer idle, and; [] wake up + yawn when clicked bugs to fix: [] left side screen bug (ON HOLD) animation and sound pushing thru despite already letting go of desk
figuring out gravity now...
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1793112577.7082872
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1793717377.7082872
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|
20172
|
Rakon's portfolio site by @Rakon150 | Stardanc Rakon's portfolio site by @Rakon150 | Stardance...
|
Rakon150
|
2
|
16.0
|
48
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T15:52:40Z", "hours": 6.0, "multiplier": 6.23, "payout": 34, "blessing": "neutral", "text": "This is the second ship of my personal portfolio with button to popup animations working on desktop and mobile, projects page, status dot linked to uptime kuma api and a carbon background. Even though this project took more than it should I learned a lot and I am happy with how this project turned out. Main challanges for me were the animations and uptime kuma api.", "repo": "https://github.com/Rakon150/Homepage", "demo": "https://rakon.qzz.io"}, {"ship_num": 2, "ts": "2026-09-26T18:11:20Z", "hours": 10.0, "multiplier": 1.37, "payout": 14, "blessing": "neutral", "text": "Selfhosted portfolio website for my projects, links and about me. To open any info the button expands into a popup windows with all the text. The animation was probably the hardest thing on this entire project. Then on /projects there is a list of all my projects with links to github. There are still things to improve but this is a finalised version of my website.", "repo": "https://github.com/Rakon150/Homepage", "demo": "https://rakon.qzz.io"}]...
|
[{"post_id": 77591, "ts": "202 [{"post_id": 77591, "ts": "2026-10-07T15:47:47Z", "hours": 2.4567, "text": "Devlog #5 The mobile UI is now fully usable although it depends on what screen you have but most phones are all right. The project is ready for a v2 ship with the new status dot, fully working mobile UI and some other small changes Everything now finished on rakon.qzz.io"}, {"post_id": 76502, "ts": "2026-10-03T19:26:49Z", "hours": 3.075, "text": "Devlog #4 - time for edits for second ship So because some people said that adding a back button to the projects page would be good so I added it 100% revolutionary feature - status dot, all it does is react to my uptime kuma API and show the status of my services. This took me too long to get it working because of CORS of all things but that is all fixed"}, {"post_id": 74041, "ts": "2026-09-26T16:10:14Z", "hours": 2.3339, "text": "#Devlog #3 the project is finally ready to ship TO-DO make it more mobile friendly possibly rewrite in react (if I have spare time) DONE the entire website is done along side the projects page /projects now shows all my projects I have done everything is deployed on rakon.qzz.io selfhosted on my server"}, {"post_id": 73184, "ts": "2026-09-24T15:22:57Z", "hours": 5.0536, "text": "Devlog #2 TO-DO add the /projects page ideally make the projects easily “addable” so its faster possibly rewrite in react (if I have spare time) The stuff that is actually done there is actually stuff now a beautiful popup animation with a beautiful blur (definitely not biased)"}, {"post_id": 13024, "ts": "2026-06-21T09:25:27Z", "hours": 3.0919, "text": "The first Devlog actually started work on the portfolio now and its going well I have the main structure of the page but still WIP cause nothing works (for now) I got the site up and hosted on my server so anyone can find it on rakon.qzz.io The plan: add popups with the info for all the buttons I would like to test out making some sort of animation for the background if I find a way how to implement that so it would work well possibly try to rewrite the site in Tailwind/React make it presentable"}]...
|
Title: Rakon's portfolio site by @Rakon150 | S Title: Rakon's portfolio site by @Rakon150 | Stardance
Devlogs:
The first Devlog actually started work on the portfolio now and its going well I have the main structure of the page but still WIP cause nothing works (for now) I got the site up and hosted on my server so anyone can find it on rakon.qzz.io The plan: add popups with the info for all the buttons I would like to test out making some sort of animation for the background if I find a way how to implement that so it would work well possibly try to rewrite the site in Tailwind/React make it presentable
Devlog #2 TO-DO add the /projects page ideally make the projects easily “addable” so its faster possibly rewrite in react (if I have spare time) The stuff that is actually done there is actually stuff now a beautiful popup animation with a beautiful blur (definitely not biased)
#Devlog #3 the project is finally ready to ship TO-DO make it more mobile friendly possibly rewrite in react (if I have spare time) DONE the entire website is done along side the projects page /projects now shows all my projects I have done everything is deployed on rakon.qzz.io selfhosted on my server
Devlog #4 - time for edits for second ship So because some people said that adding a back button to the projects page would be good so I added it 100% revolutionary feature - status dot, all it does is react to my uptime kuma API and show the status of my services. This took me too long to get it working because of CORS of all things but that is all fixed
Devlog #5 The mobile UI is now fully usable although it depends on what screen you have but most phones are all right. The project is ready for a v2 ship with the new status dot, fully working mobile UI and some other small changes Everything now finished on rakon.qzz.io
Ships:
Selfhosted portfolio website for my projects, links and about me. To open any info the button expands into a popup windows with all the text. The animation was probably the hardest thing on this entire project. Then on /projects there is a list of all my projects with links to github. There are still things to improve but this is a finalised version of my website.
This is the second ship of my personal portfolio with button to popup animations working on desktop and mobile, projects page, status dot linked to uptime kuma api and a carbon background. Even though this project took more than it should I learned a lot and I am happy with how this project turned out. Main challanges for me were the animations and uptime kuma api....
|
1793148805.174802
|
1793235205.174802
|
|
68451
|
Bleeding Bezel by @yashtakhtani | Stardance
|
yashtakhtani
|
0
|
1.88
|
0
|
[]
|
[{"post_id": 77592, "ts": "202 [{"post_id": 77592, "ts": "2026-10-07T15:52:31Z", "hours": 1.8756, "text": "I decided to build this project which will have a really cool and responsive backlight system. Making it was quick, I just had to downscale the frames of the screen, assign each row/column to a LED in the strip and send the data. I struggled a bit the last step bit with a bit of searching I had 4 arrays with colours of each side which i rendered as 4 windows for demonstration."}]...
|
Title: Bleeding Bezel by @yashtakhtani | Stardance Title: Bleeding Bezel by @yashtakhtani | Stardance
Devlogs:
I decided to build this project which will have a really cool and responsive backlight system. Making it was quick, I just had to downscale the frames of the screen, assign each row/column to a LED in the strip and send the data. I struggled a bit the last step bit with a bit of searching I had 4 arrays with colours of each side which i rendered as 4 windows for demonstration....
|
1793120144.0210376
|
1793724944.0210376
|
|
41066
|
jusstudy by @vividsystem | Stardance
|
vividsystem
|
0
|
92.26
|
0
|
[]
|
[{"post_id": 77598, "ts": "202 [{"post_id": 77598, "ts": "2026-10-07T16:07:46Z", "hours": 9.7739, "text": "Observability Overhaul I am not finished yet, but I am overhauling the entire observability structure. It is way overkill for this small ysws but I wanted to try anyway. The observability stack will now use OpenTelemetry with Grafana Alloy as a Collector. That then gets forwarded to Loki, Prometheus and Tempo. This will enable fancy traces and super cool metrics."}, {"post_id": 76082, "ts": "2026-10-02T09:01:08Z", "hours": 4.1356, "text": "Yet more backend fixes Learning no. 1 of the day: Writing safe database queries with no race-conditions is really hard. Most of the fixes today where fixing some database/transaction related things. I also added a way to validate environment variables on start up since with the sheer amount of variables now it seems necessary. I am really happy with my current “use AI to review” workflow. I am actually learning quite a bit about how transactions work etc."}, {"post_id": 75444, "ts": "2026-09-30T03:40:47Z", "hours": 4.8844, "text": "Bug fixing because human slop also creates bugs. There were bugs to let users change their balance, typos, race-conditions etc."}, {"post_id": 74509, "ts": "2026-09-27T15:14:09Z", "hours": 3.5308, "text": "Slack Bot Integration and some other stuff"}, {"post_id": 60899, "ts": "2026-09-03T15:31:32Z", "hours": 8.8433, "text": "Regional Pricing in Shop Pt.2 I finished up the regional pricing thing. It was mostly just refactoring the frontend and getting yelled at by error messages."}, {"post_id": 59720, "ts": "2026-09-01T17:21:39Z", "hours": 10.0139, "text": "Regional Pricing in Shop I am not finished yet but well as I forgot to log before 10h I guess I will have to post an update. I am currently finishing up regional pricing as a new feature for the shop. This way we will be able to change pricing depending on the regions products get shipped to."}, {"post_id": 55586, "ts": "2026-08-27T15:11:18Z", "hours": 6.1311, "text": "API Docs I annotated the about 50 api routes and setup Scalar to show the api docs"}, {"post_id": 55418, "ts": "2026-08-27T07:12:56Z", "hours": 7.3225, "text": "Time tracking rework - Part 2 this was basically changing all the old code out to work with the new time entries. I will have to figure out a cleaner way to get time per ship. but for now it works."}, {"post_id": 54755, "ts": "2026-08-25T21:00:12Z", "hours": 9.0942, "text": "Time tracking rework and Hackatime OAuth Integration I am currently reworking the entire way time is tracked for jus’study. Beforehand the time was tracked in the devlog database table. This now introduces a bunch of problems if you want to for example alter that data. Because of that the idea is to move to a design that I call “time ledger”. Basically any “event” like adding a devlog adds a duration (can be negative to subtract). This way it is way more extensible. Oh yeah and I made an integration for hackatime oauth. Right now I am trying to write sql-migrations so that I can migrate to the new database schema without deleting everything."}, {"post_id": 50566, "ts": "2026-08-19T19:30:11Z", "hours": 4.5628, "text": "Today I finished up the review redesign and added a project-lock feature. I have never been so frustrated with React like today. The dialog you can see in the screenshot was a pain to get working using the <dialog> tag. React for some reason doesn’t implement the button attributes necessary for opening and closing dialogs without javascript. And the way state is controlled for dialogs in React sucks and I had to use refs."}, {"post_id": 49867, "ts": "2026-08-18T20:21:03Z", "hours": 8.2717, "text": "I started redesigning and refactoring the review panel. The previous UI was AI generated and looked bad. To be quite honest I don’t really like the Jus’Study theme so far so I tried making the best of it with the review panel and actual put some thought into the design. In the next couple of days I will try to add some more features as well to make the update not only cosmetic. I might look into AI for this in the future, but I find my human-written code to be more aesthetic (when I am trying atleast)"}, {"post_id": 37124, "ts": "2026-07-29T16:40:42Z", "hours": 1.01, "text": "added a little “My orders” page so participants can have a look at their orders"}, {"post_id": 37071, "ts": "2026-07-29T15:33:43Z", "hours": 3.3961, "text": "I finished the new shop item variant system. Admins can now create new options on already existing items or create new items with multiple options. I also updated the item buying page to let the user select (see below)"}, {"post_id": 36715, "ts": "2026-07-28T23:02:19Z", "hours": 11.2892, "text": "I added a shop managment panel and am currently working on adding shop item variants so users can e.g. select different colors for an item As always the backend is way nicer to work with than the frontend. I hate react"}]...
|
Title: jusstudy by @vividsystem | Stardance
Devlo Title: jusstudy by @vividsystem | Stardance
Devlogs:
I added a shop managment panel and am currently working on adding shop item variants so users can e.g. select different colors for an item As always the backend is way nicer to work with than the frontend. I hate react
I finished the new shop item variant system. Admins can now create new options on already existing items or create new items with multiple options. I also updated the item buying page to let the user select (see below)
added a little “My orders” page so participants can have a look at their orders
I started redesigning and refactoring the review panel. The previous UI was AI generated and looked bad. To be quite honest I don’t really like the Jus’Study theme so far so I tried making the best of it with the review panel and actual put some thought into the design. In the next couple of days I will try to add some more features as well to make the update not only cosmetic. I might look into AI for this in the future, but I find my human-written code to be more aesthetic (when I am trying atleast)
Today I finished up the review redesign and added a project-lock feature. I have never been so frustrated with React like today. The dialog you can see in the screenshot was a pain to get working using the <dialog> tag. React for some reason doesn’t implement the button attributes necessary for opening and closing dialogs without javascript. And the way state is controlled for dialogs in React sucks and I had to use refs.
Time tracking rework and Hackatime OAuth Integration I am currently reworking the entire way time is tracked for jus’study. Beforehand the time was tracked in the devlog database table. This now introduces a bunch of problems if you want to for example alter that data. Because of that the idea is to move to a design that I call “time ledger”. Basically any “event” like adding a devlog adds a duration (can be negative to subtract). This way it is way more extensible. Oh yeah and I made an integration for hackatime oauth. Right now I am trying to write sql-migrations so that I can migrate to the new database schema without deleting everything.
Time tracking rework - Part 2 this was basically changing all the old code out to work with the new time entries. I will have to figure out a cleaner way to get time per ship. but for now it works.
API Docs I annotated the about 50 api routes and setup Scalar to show the api docs
Regional Pricing in Shop I am not finished yet but well as I forgot to log before 10h I guess I will have to post an update. I am currently finishing up regional pricing as a new feature for the shop. This way we will be able to change pricing depending on the regions products get shipped to.
Regional Pricing in Shop Pt.2 I finished up the regional pricing thing. It was mostly just refactoring the frontend and getting yelled at by error messages.
Slack Bot Integration and some other stuff
Bug fixing because human slop also creates bugs. There were bugs to let users change their balance, typos, race-conditions etc.
Yet more backend fixes Learning no. 1 of the day: Writing safe database queries with no race-conditions is really hard. Most of the fixes today where fixing some database/transaction related things. I also added a way to validate environment variables on start up since with the sheer amount of variables now it seems necessary. I am really happy with my current “use AI to review” workflow. I am actually learning quite a bit about how transactions work etc.
Observability Overhaul I am not finished yet, but I am overhauling the entire observability structure. It is way overkill for this small ysws but I wanted to try anyway. The observability stack will now use OpenTelemetry with Grafana Alloy as a Collector. That then gets forwarded to Loki, Prometheus and Tempo. This will enable fancy traces and super cool metrics....
|
1792788740.7146847
|
1793393540.7146847
|
|
63734
|
PCB Ruler by @RishitJain | Stardance
|
RishitJain
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T16:11:29Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a ruler, its a pcb not much to it rlly, its made in kicad, it has measurements, a unit and conversion table, some ‘inspirational’ quotes and some hack club advertising (yay!). what was hard? taking off the tape from the packaging. okie im done", "repo": "https://github.com/RishitJain-dev/PCB-Ruler", "demo": ""}]...
|
[{"post_id": 77599, "ts": "202 [{"post_id": 77599, "ts": "2026-10-07T16:08:58Z", "hours": 0.3617, "text": "i unboxed the pcbs and took some cool pics!"}, {"post_id": 70653, "ts": "2026-09-19T15:01:34Z", "hours": 4.0575, "text": "Designed PCB for my ruler"}]...
|
Title: PCB Ruler by @RishitJain | Stardance
Devlo Title: PCB Ruler by @RishitJain | Stardance
Devlogs:
Designed PCB for my ruler
i unboxed the pcbs and took some cool pics!
Ships:
i made a ruler, its a pcb not much to it rlly, its made in kicad, it has measurements, a unit and conversion table, some ‘inspirational’ quotes and some hack club advertising (yay!). what was hard? taking off the tape from the packaging. okie im done...
|
1793058800.3238518
|
1793145200.3238518
|
|
58854
|
pixeli by @Zephyr | Stardance
|
Zephyr
|
1
|
50.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T16:33:10Z", "hours": 50.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I added a GUI to pixeli! currently, it only supports grid merge, but it fully works and is up and running (runs on port 3000). Make beautiful image mosaics, now outside of your terminal! Make sure to check out the beta release for the latest version of everything, as this is a beta release and not available on the main branch :) it’s on the “pixeli-gui” branch. Hope yall enjoy this last project from me!", "repo": "https://github.com/pakdad-mousavi/pixeli/tree/pixeli-gui", "demo": "https://www.npmjs.com/package/pixeli/v/1.0.6-beta.3"}]...
|
[{"post_id": 77604, "ts": "202 [{"post_id": 77604, "ts": "2026-10-07T16:30:25Z", "hours": 5.0356, "text": "Final devlog… forever (turning 19 tomorrow, so this is the last devlog :D) I finally released the beta!!! We got the GUI running (only for grid merge so far) but it works! I added state management inside of local storage so changes dont keep disappearing, and I also added the export button functionality! Have fun!"}, {"post_id": 74358, "ts": "2026-09-27T07:21:57Z", "hours": 9.205, "text": "LADIES AND GENTLEMEN, GUESS WHAT TIME IT IS. (devlog time ) First of all, I added a summary and continue section in the sidebar on the right to provide a more “guided” user experience I guess you could say. :> Then, I also, changed the left sidebar to make things simpler; there will only be a single page for all merges now. :D And the rest? I’ve just been adding fields in the merge page for all the different settings the user can mess around with (there’s a LOT). Once I finish with that, I’ll be actually rendering the final product to the user so they can see what they get once they export!"}, {"post_id": 72996, "ts": "2026-09-24T05:54:31Z", "hours": 9.8092, "text": "DEVLOG! Okay SO. Image selection is now complete: users can choose which images they want to proceed with. I also added shift-clicking, so users can select multiple images more easily (see the video!). Next: Responsiveness ✨ I made the main sidebar responsive so far, so the layout of the page seems to be working fine, at least up until around the sm / md breakpoints. I’ll also have to handle making the secondary sidebar responsive in mobile screens. Finally: Light mode and dark mode! FINALLY, I added a button to toggle between the two, should be much easier to design either theme now :> Next step is to add a bar on the bottom of the screen which helps guide the user’s next step. Then we can start with the merge pages!"}, {"post_id": 71045, "ts": "2026-09-20T07:40:21Z", "hours": 9.9878, "text": "NEW DEVLOG! Alright ladies and gentlemen, I’ve made a layout for the images, where the user can choose either a compact layout or a normal (slot-like) layout. I’m using animejs for the smooth, snappy animations, in case anyone out there was curious :> Now, I need to allow the user to select which images they want, then, I’d also like to add some sort of utility bar on the top/bottom. Then, I’ll use those images to make the merge pages! wish me luck :>"}, {"post_id": 66402, "ts": "2026-09-12T06:48:35Z", "hours": 5.9064, "text": "OKAY. Some progress (and some setbacks :>) So I’ve worked on the uploaded design, as well as the backend that was meant to write the file to the /tmp directory. The problem I needed to solve was to figure out a way to store the files on the backend that didn’t involve writing duplicates to the user’s disk. This is a very difficult task, because I can’t get file paths from the input field in the frontend, only the filename and file content (and some other unrelated details). Solution? Implement a different system that DOESN’T involve file uploads :D If I just use the directory im in when the user runs the command to start the loopback GUI, I can define a “project scope” in a sense, where I only try to use images in that directory. This way, it’s up to the user to choose which folder they want to use as their project. :> So now I need to refactor BOTH my design and backend to support this HA. Awesome"}, {"post_id": 64620, "ts": "2026-09-09T04:51:06Z", "hours": 9.5767, "text": "Initial Devlog! Okay so: I’m back. :> I’ve started working on a project I’ve been meaning to do for a while, called “Pixeli”, a CLI for merging images together! I actually already made this project before, and now I’m adding a GUI to it. Currently, I’m working on the file upload and rendering mechanisms. :D Will also be doing dark mode :0"}]...
|
Title: pixeli by @Zephyr | Stardance
Devlogs:
Ini Title: pixeli by @Zephyr | Stardance
Devlogs:
Initial Devlog! Okay so: I’m back. :> I’ve started working on a project I’ve been meaning to do for a while, called “Pixeli”, a CLI for merging images together! I actually already made this project before, and now I’m adding a GUI to it. Currently, I’m working on the file upload and rendering mechanisms. :D Will also be doing dark mode :0
OKAY. Some progress (and some setbacks :>) So I’ve worked on the uploaded design, as well as the backend that was meant to write the file to the /tmp directory. The problem I needed to solve was to figure out a way to store the files on the backend that didn’t involve writing duplicates to the user’s disk. This is a very difficult task, because I can’t get file paths from the input field in the frontend, only the filename and file content (and some other unrelated details). Solution? Implement a different system that DOESN’T involve file uploads :D If I just use the directory im in when the user runs the command to start the loopback GUI, I can define a “project scope” in a sense, where I only try to use images in that directory. This way, it’s up to the user to choose which folder they want to use as their project. :> So now I need to refactor BOTH my design and backend to support this HA. Awesome
NEW DEVLOG! Alright ladies and gentlemen, I’ve made a layout for the images, where the user can choose either a compact layout or a normal (slot-like) layout. I’m using animejs for the smooth, snappy animations, in case anyone out there was curious :> Now, I need to allow the user to select which images they want, then, I’d also like to add some sort of utility bar on the top/bottom. Then, I’ll use those images to make the merge pages! wish me luck :>
DEVLOG! Okay SO. Image selection is now complete: users can choose which images they want to proceed with. I also added shift-clicking, so users can select multiple images more easily (see the video!). Next: Responsiveness ✨ I made the main sidebar responsive so far, so the layout of the page seems to be working fine, at least up until around the sm / md breakpoints. I’ll also have to handle making the secondary sidebar responsive in mobile screens. Finally: Light mode and dark mode! FINALLY, I added a button to toggle between the two, should be much easier to design either theme now :> Next step is to add a bar on the bottom of the screen which helps guide the user’s next step. Then we can start with the merge pages!
LADIES AND GENTLEMEN, GUESS WHAT TIME IT IS. (devlog time ) First of all, I added a summary and continue section in the sidebar on the right to provide a more “guided” user experience I guess you could say. :> Then, I also, changed the left sidebar to make things simpler; there will only be a single page for all merges now. :D And the rest? I’ve just been adding fields in the merge page for all the different settings the user can mess around with (there’s a LOT). Once I finish with that, I’ll be actually rendering the final product to the user so they can see what they get once they export!
Final devlog… forever (turning 19 tomorrow, so this is the last devlog :D) I finally released the beta!!! We got the GUI running (only for grid merge so far) but it works! I added state management inside of local storage so changes dont keep disappearing, and I also added the export button functionality! Have fun!
Ships:
I added a GUI to pixeli! currently, it only supports grid merge, but it fully works and is up and running (runs on port 3000). Make beautiful image mosaics, now outside of your terminal! Make sure to check out the beta release for the latest version of everything, as this is a beta release and not available on the main branch :) it’s on the “pixeli-gui” branch. Hope yall enjoy this last project from me!...
|
1793152530.8478527
|
1793238930.8478527
|
|
67918
|
Random Fact New Tab by @artitule | Stardance
|
artitule
|
0
|
1.42
|
0
|
[]
|
[{"post_id": 77615, "ts": "202 [{"post_id": 77615, "ts": "2026-10-07T17:21:24Z", "hours": 1.4231, "text": "Devlog Time!! Looks pretty basic but i managed to get the search function working. The search supports both text and link searching so you can type google.com and it won’t search google for “google.com” Probably will look at some styling next but who knows."}]...
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Title: Random Fact New Tab by @artitule | Stardanc Title: Random Fact New Tab by @artitule | Stardance
Devlogs:
Devlog Time!! Looks pretty basic but i managed to get the search function working. The search supports both text and link searching so you can type google.com and it won’t search google for “google.com” Probably will look at some styling next but who knows....
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1793116205.8079617
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1793721005.8079617
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66092
|
GameQuest by @ArchitCode2744 | Stardance
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ArchitCode2744
|
0
|
10.86
|
0
|
[]
|
[{"post_id": 77619, "ts": "202 [{"post_id": 77619, "ts": "2026-10-07T17:31:27Z", "hours": 4.37, "text": "DEVLOG 3 In this devlog, I mainly worked on the challenge system of GameQuest. I made it possible to create challenges for different games and give each challenge a type. I also worked on the system where a player can submit a screenshot as evidence after completing a challenge. I then connected the evidence system with the verification process, so a completed challenge doesn’t immediately give XP. Instead, it goes into Pending Verification, where it can be reviewed and either approved or rejected by the user rn. I also made sure that approving a challenge gives the correct amount of XP, while rejecting it doesn’t give any XP. This part honestly took more time than I expected because I kept running into small bugs while connecting the frontend and backend. At one point, even the Approve button and evidence viewer weren’t working properly, so I had to go back, find what was causing the problem, and fix it. By the end, I had a working basic verification system. However, while testing it, I realised that this is still not enough to make the system truly secure. A screenshot is evidence, but it doesn’t automatically prove that the challenge was actually completed. That’s something I want to work on next. This same thing I will try to complete in devlog 4."}, {"post_id": 77005, "ts": "2026-10-05T10:41:46Z", "hours": 3.6722, "text": "DEVLOG 2 As u all know about my project GameQuest . I have finally completed the MY GAMES section of my app and have given it as much functionality as i could. Only styling it with css is left. For now I am focusing on the functionality of my app and will definitely make it prettier in the coming time. For now , I am using Python , Html , JS and CSS for the project. In the next devlog I will be working on MY CHALLENGES section."}, {"post_id": 76105, "ts": "2026-10-02T10:22:05Z", "hours": 2.8197, "text": "So, for the past few days I have been working on GameQuest , a desktop game-tracking app. I first set up the basic files and got the Python and HTML/JavaScript parts connected. I made it such that I can add games and save them, and they stay saved even after closing the app. I also added buttons to delete a game and open it. When I open a game, it now shows its name, XP and level. It is still pretty basic right now and the design is not done because I wanted to get the main things working first. I also had a few problems while making it, especially with connecting the Python backend to JavaScript, but I fixed them. In the next devlog I will be working on actually earning XP and making the levels work."}]...
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Title: GameQuest by @ArchitCode2744 | Stardance
D Title: GameQuest by @ArchitCode2744 | Stardance
Devlogs:
So, for the past few days I have been working on GameQuest , a desktop game-tracking app. I first set up the basic files and got the Python and HTML/JavaScript parts connected. I made it such that I can add games and save them, and they stay saved even after closing the app. I also added buttons to delete a game and open it. When I open a game, it now shows its name, XP and level. It is still pretty basic right now and the design is not done because I wanted to get the main things working first. I also had a few problems while making it, especially with connecting the Python backend to JavaScript, but I fixed them. In the next devlog I will be working on actually earning XP and making the levels work.
DEVLOG 2 As u all know about my project GameQuest . I have finally completed the MY GAMES section of my app and have given it as much functionality as i could. Only styling it with css is left. For now I am focusing on the functionality of my app and will definitely make it prettier in the coming time. For now , I am using Python , Html , JS and CSS for the project. In the next devlog I will be working on MY CHALLENGES section.
DEVLOG 3 In this devlog, I mainly worked on the challenge system of GameQuest. I made it possible to create challenges for different games and give each challenge a type. I also worked on the system where a player can submit a screenshot as evidence after completing a challenge. I then connected the evidence system with the verification process, so a completed challenge doesn’t immediately give XP. Instead, it goes into Pending Verification, where it can be reviewed and either approved or rejected by the user rn. I also made sure that approving a challenge gives the correct amount of XP, while rejecting it doesn’t give any XP. This part honestly took more time than I expected because I kept running into small bugs while connecting the frontend and backend. At one point, even the Approve button and evidence viewer weren’t working properly, so I had to go back, find what was causing the problem, and fix it. By the end, I had a working basic verification system. However, while testing it, I realised that this is still not enough to make the system truly secure. A screenshot is evidence, but it doesn’t automatically prove that the challenge was actually completed. That’s something I want to work on next. This same thing I will try to complete in devlog 4....
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1793094674.2263234
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1793699474.2263234
|
|
7189
|
website by @Nanditha | Stardance
|
Nanditha
|
1
|
11.1
|
11
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T06:43:51Z", "hours": 10.0, "multiplier": 1.11, "payout": 11, "blessing": "neutral", "text": "I made a personal portfolio website to showcase my skills. I built it using HTML and CSS. I also added animation to make the website more interesting. The most challenging part was creating the animations and making sure they worked smoothly without affecting the layout of the website. I also had to fix several small issues with positioning and images while testing the website in the browser. Some images were not appearing because I had issues with the file paths and image locations. I had to check my folder structure, fix the image paths, and test the website several times until the images displayed properly. This helped me understand how files and relative paths work in a website. I am proud that I built the website myself and turned my ideas into a working project. I am especially proud of the animations and the overall design because they make the website feel more dynamic. I also learned how to use Git, GitHub, and GitHub Pages while working on this project. The project is a website, so no installation is required. Open the Demo URL in a browser and explore the different sections of the portfolio. Try the hover effects, and animations. The website is designed to work directly in a web browser.", "repo": "https://github.com/Nanditha-ux/hackclub", "demo": "https://nanditha-ux.github.io/hackclub/"}]...
|
[{"post_id": 77623, "ts": "202 [{"post_id": 77623, "ts": "2026-10-07T17:48:26Z", "hours": 1.0992, "text": "Changed the website concept to an underwater world instead of a regular portfolio layout. Added a welcome section with: “Hello!”“I’m Nanditha” “Welcome to my world” “Explore and discover more about me. ”Added fish swimming across the underwater section. Added bubbles that move upward. Added jellyfish with a simple floating animation. Added seaweed to make the underwater environment feel more natural. Changed the navigation into shells for About, Projects, Skills, and Contact. Made the shells scroll to their respective sections when clicked. Added smooth scrolling between sections."}, {"post_id": 76955, "ts": "2026-10-05T06:11:40Z", "hours": 9.9158, "text": "Day 1 — Project Idea 💡 I decided to build my own personal portfolio website to showcase my skills, projects, and learning journey as a student developer. I wanted the website to be simple, clean, and easy to navigate. Day 2 — Planning 🎯 I planned the main sections of the website: Home About Me Skills Projects Education Contact I also decided to use HTML, CSS, and JavaScript for the project. Day 3 — Building the Website I started creating the website in VS Code. I built the basic structure using HTML and then used CSS to design the different sections. I worked on the layout, spacing, fonts, buttons, and overall appearance of the website. Day 4 — Adding Animation I wanted my portfolio website to feel more dynamic instead of being completely static. So, I added animations to different sections of the website. I experimented with CSS animations and transitions to make elements appear smoothly.While working on the animations, I learned how small visual effects can improve the overall user experience without making the website complicated. I also tested the animations several times to make sure they were smooth and didn’t affect the usability of the website. Day 5 — Testing & Improvements I opened the website in my browser and tested it several times. I fixed some layout issues and made improvements to the design. I also checked how the website looks at different screen sizes. Day 6 — GitHub & Deployment I created a GitHub repository for the project and connected it with my VS Code project. I committed and pushed my changes to GitHub and worked on deploying the website using GitHub Pages. What I Learned : Through this project, I learned: How to structure a website with HTML How to style a website using CSS How to use Git and GitHub How to deploy a website using GitHub Pages How to debug and improve my own project"}]...
|
Title: website by @Nanditha | Stardance
Devlogs:
Title: website by @Nanditha | Stardance
Devlogs:
Day 1 — Project Idea 💡 I decided to build my own personal portfolio website to showcase my skills, projects, and learning journey as a student developer. I wanted the website to be simple, clean, and easy to navigate. Day 2 — Planning 🎯 I planned the main sections of the website: Home About Me Skills Projects Education Contact I also decided to use HTML, CSS, and JavaScript for the project. Day 3 — Building the Website I started creating the website in VS Code. I built the basic structure using HTML and then used CSS to design the different sections. I worked on the layout, spacing, fonts, buttons, and overall appearance of the website. Day 4 — Adding Animation I wanted my portfolio website to feel more dynamic instead of being completely static. So, I added animations to different sections of the website. I experimented with CSS animations and transitions to make elements appear smoothly.While working on the animations, I learned how small visual effects can improve the overall user experience without making the website complicated. I also tested the animations several times to make sure they were smooth and didn’t affect the usability of the website. Day 5 — Testing & Improvements I opened the website in my browser and tested it several times. I fixed some layout issues and made improvements to the design. I also checked how the website looks at different screen sizes. Day 6 — GitHub & Deployment I created a GitHub repository for the project and connected it with my VS Code project. I committed and pushed my changes to GitHub and worked on deploying the website using GitHub Pages. What I Learned : Through this project, I learned: How to structure a website with HTML How to style a website using CSS How to use Git and GitHub How to deploy a website using GitHub Pages How to debug and improve my own project
Changed the website concept to an underwater world instead of a regular portfolio layout. Added a welcome section with: “Hello!”“I’m Nanditha” “Welcome to my world” “Explore and discover more about me. ”Added fish swimming across the underwater section. Added bubbles that move upward. Added jellyfish with a simple floating animation. Added seaweed to make the underwater environment feel more natural. Changed the navigation into shells for About, Projects, Skills, and Contact. Made the shells scroll to their respective sections when clicked. Added smooth scrolling between sections.
Ships:
I made a personal portfolio website to showcase my skills. I built it using HTML and CSS. I also added animation to make the website more interesting. The most challenging part was creating the animations and making sure they worked smoothly without affecting the layout of the website. I also had to fix several small issues with positioning and images while testing the website in the browser. Some images were not appearing because I had issues with the file paths and image locations. I had to check my folder structure, fix the image paths, and test the website several times until the images displayed properly. This helped me understand how files and relative paths work in a website. I am proud that I built the website myself and turned my ideas into a working project. I am especially proud of the animations and the overall design because they make the website feel more dynamic. I also learned how to use Git, GitHub, and GitHub Pages while working on this project. The project is a website, so no installation is required. Open the Demo URL in a browser and explore the different sections of the portfolio. Try the hover effects, and animations. The website is designed to work directly in a web browser....
|
1793152630.3412533
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1793239030.3412533
|
|
17344
|
Privournal by @Manonit | Stardance
|
Manonit
|
2
|
48.0
|
664
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T18:09:56Z", "hours": 14.0, "multiplier": 13.4, "payout": 184, "blessing": "neutral", "text": "I made Privournal, a retro CLI application for private journaling and custom text encryption featuring basic ciphers, advanced encryption (Swiption, Randomised, Manual Modes Hehe), and new features like Show Keys and View Account. Pheww you’re gonna love this if you’ve people trying to read your journals 😭 The hardest part was restructuring the whole flow so as to make it less repetitive and cleaner , fixing CLI table alignment glitches, and honestly, if you saw my last ship you’d know that the Swiption feature I made gave me a pretty tough time, Lol. Though I’m really proud of creating a seamless terminal workflow and getting it published live on PyPI as well as GitHub, this is one of the few things I’ve worked on and completed in my life. To test it out, run pip install –upgrade privournal, and type privournal in your terminal, and try encrypting and immediately decrypting a short sentence with or without an account!", "repo": "https://github.com/sermanoire/Privournal", "demo": "https://pypi.org/project/privournal/"}, {"ship_num": 2, "ts": "2026-06-19T01:48:24Z", "hours": 34.0, "multiplier": 17.48, "payout": 480, "blessing": "neutral", "text": "I built Privournal, a command-line journal encryptor that allows users to encrypt and decrypt journal entries locally on their own device. Because for me, someone reading my journal is a legit nightmare, and Privournal is something I can use to keep my digital journals secure. For me that’s a clear quality-of-life improvement : ) Write your journal anywhere (Notes, Notion, etc), paste it into Privournal, get back unreadable text, paste that back into your app. No journal content is ever stored - only the encryption key, and that too locally, if you make an account. To read it yourself you can again head to Privournal and decrypt it! It supports multiple encryption modes, including Basic Encryption, Advanced Encryption, Randomized Encryption, and Swiption - a dynamic encryption system that changes a letter’s cover after a particular number of occurrences, making it impossible to crack. The biggest challenge was implementing Swiption and its decryption logic. Managing occurrence tracking, rotating covers, JSON storage, database integration, and reliable decryption took multiple iterations and a lot of debugging. I also migrated the project from a MySQL-based architecture to SQLite after realizing a shared database conflicted with the goal of being fully offline and private. I’m most proud of turning an idea into a complete, usable package that can be installed through PyPI. I’ve never worked on something so religiously on something of this complexity. The project ended up being over 1400 lines of code and taught me a huge amount about python, databases, GitHub and packaging, debugging, and obviously logical thinking. I’ve never worked on something so religiously on something of this complexity. 3 Major Quality-of-Life Improvements : Zero-setup local encryption - Works completely offline with automatic SQLite database. No server or complicated config needed. Powerful & flexible encryption - Multiple modes + Swiption (dynamic rotating covers) makes it much stronger than simple substitution ciphers. Seamless workflow - Write anywhere -> encrypt -> paste back -> decrypt easily with account or manual key. Perfect for daily journaling : ) Try creating an account (or continue without an account), encrypting a journal entry, saving it, and then decrypting it again. Swiption and Randomised Modes are the most interesting and secure features to experiment with. To test it, run these on terminal : pip install privournal python import MainCode MainCode.start() Thank you so much for reading! : )", "repo": "https://github.com/sermanoire/Privournal", "demo": "https://pypi.org/project/privournal/"}]...
|
[{"post_id": 77627, "ts": "202 [{"post_id": 77627, "ts": "2026-10-07T17:55:59Z", "hours": 2.0183, "text": "Devlog 16! — Okay, NOW It’s Done. 😭 Phew. I thought Privournal was finally finished, but while making the final ASCII recording, I found a bunch of small errors (Some was huge), inconsistencies and table issues that I had to fix. What I worked on: Added two new functions: Show Keys and View Account . Show Keys lets users view all their saved encryption keys. View Account displays their account details neatly in a table. Fixed several encryption and decryption bugs , including issues with journal selection, menu choices and input validation. Fixed problems with database values and journal data being handled incorrectly. Improved table formatting, spacing and alignment throughout the program. Cleaned up various small inconsistencies and errors that appeared during full end-to-end testing. Made the new ASCII recording . There was some old test data already stored, which was causing confusing duplicate entries and messing up the tables. After clearing that out, everything worked properly. And finally… The entire thing worked perfectly. 🎉 Most of this Devlog was about fixing the small things rather than adding huge new features, but it made Privournal more consistent and reliable."}, {"post_id": 77302, "ts": "2026-10-06T14:14:50Z", "hours": 6.5342, "text": "Devlog 15! It’s done. Phew. Finally, Privournal is DONE. Complete, everything’s perfect. In this final version I’ve made so many improvements! Instead of using time.sleep() to give pauses/time to copy the details, now the users can copy and paste encrypted text and its key without a time limit, and then they can simply press Enter to move ahead. I also made HUGE changes to the code. Earlier, the code used to run and at multiple steps ask for login/signup, which was fine but it was confusing. Now the first page is for login/signup, then the rest of the code flows smoothly accordingly. This restructuring required writing many parts of the code again and breaking a lot of functions into 2 parts. I also renamed some variables. I also worked on spacing and formatting. Now the user details are printed cleanly in a table. Overall, the code outputs are much more uniform. I made a new ASCII recording. It is yet to be updated on my GitHub, though. I’ve also published this new version on PyPI. If you had already installed Privournal, you can just update it. Now the main thing. I’m going to make a Website for Privournal where users wouldn’t need to install anything and can just go straight to encrypting or decrypting their journals. This version will still exist, though. It’ll be a rather Retro CLI version for people who like it this way. Phew. I’ll work on that now."}, {"post_id": 15049, "ts": "2026-06-24T13:23:31Z", "hours": 5.1881, "text": "##Devlog #14 - The Reviewer Arc 🥲 . Well… . The reviewer found some issues 😭 . So I went back and tested basically the ENTIRE project again. . While testing, I found and fixed a bunch of errors, especially in Advanced Encryption. I also added a lot of fallback checks throughout the code so Privournal doesn’t randomly decide to crash anymore 😭 . I also improved the decryption flow. . Earlier users had to select journals using IDs, now they can simply choose them by name, which feels way cleaner. . Another addition was a user guide in menu. I was short on time and it was a no brainer, so I used Claude to help generate the guide content and then integrated it into Privournal. The goal was simply to make the different encryption modes easier to understand :) . Apart from code changes, I also polished the project page, uploaded a sample flowchart, improved formatting and timing, and recorded a completely new asciinema demo PLUS I updated the README too. . Then came final testing, packaging, uploading the latest release, and requesting review again 🤞🏻 . Hopefully Privournal passes thru this time 😭 . Thank you : )"}, {"post_id": 11681, "ts": "2026-06-19T01:11:08Z", "hours": 16.0992, "text": "Devlog #13 - IT’S DONE DONE! The Final Chapter. FINALLY. After two intense days and 16+ hours of grinding, Privournal is officially complete and ready for Stardance! 😭🎉 OH AND Yeah, it’s been two days - Long time no see 😭 . Sorry for disappearing without posting Devlog #13 🥲 . These last 16+ hours were so packed with debugging, packaging, testing, and polishing that I kept postponing the devlog. So this one covers the entire final stretch. . Btw hey I’ll upload the clean Flowchart on Git repo, and yk I was gonna write a LOT here with complete details, but damn there’s a limit. Well it’s oki i’ll add a list of all my devlogs to the repo too :) What Happened? I thought Devlog #12 was the “everything works” moment, but the final stretch turned out to be the work. Audited every function in the codebase Fixed dozens of lingering bugs Cleaned up the entire code Updated the README 10+ times Set up PyPI packaging and releases Recorded asciinema demos (Took enormous time 😭) Added prettier output/interface functions Tested every scenario I could think of Major Change: MySQL → SQLite One of the biggest changes was moving away from MySQL. . Originally, Privournal used MySQL with accounts and a shared database. Later I realized that requires a server, hosting, maintenance, and introduces privacy concerns. . So I redesigned everything around SQLite. . Benefits: Fully offline More private Easier installation Simpler deployment Probably the biggest architectural change in the entire project. Biggest Bugs Fixed Login/signup flow issues Missing database commits Foreign key linking problems JSON serialization/loading bugs The infamous “extra spaces everywhere” decryption bug Variable scope and traversal issues Randomised Mode integration By the end of Day 1, the core encryption/decryption system was finally reliable. The Swiption Demon 😭 Swiption and SwipDe took forever. . The idea sounds simple: letters rotate through multiple covers after a certain number of occurrences. . Actually implementing occurrence tracking, rotation logic, life values, multiple dictionaries, JSON storage, and decryption logic nearly broke my brain 😭 . The funniest part? . After hours of struggling I realized I had overcomplicated everything. Since every cover uniquely maps to a letter, I could simply search through the dictionaries instead of tracking a ton of extra information. LIKE DAMN. Swiption is now fully functional and ended up becoming my coolest feature in the project. Packaging & Shipping Cleaned up the repository Improved README and documentation Fixed PyPI packaging issues Tested in fresh virtual environments Published releases Recorded final demos ✨ Project Complete Privournal is now a real, usable command-line journal encryptor. Thanks to: My brother for catching early logic flaws GPT for quick syntax rescues Everyone who followed the devlogs And myself for not giving up 😭 **Privournal is shipped and ready for Stardance! ** I’d love your feedback once you try it. . This project taught me something exams never did : . Working religiously on something with all your heart to make it real. . Thank you for reading all 13 devlogs ❤️ . ✨ See you in the next project ✨ | Project Complete | Ready to Submit | 🎉"}, {"post_id": 10031, "ts": "2026-06-16T16:23:14Z", "hours": 1.6072, "text": "Devlog #12 - IT WORKS! FINALLY! After an hour of debugging, EVERYTHING WORKS! -Encryption -Decryption -Uploading to & Fetching from the Database -Sign Up -Login . The only things that aren’t fully working yet are Swiption and Random Mode, and honestly that’s on me 😭. I got way too focused on making everything else work first AND GOD I had to improvise whole sections of the decryption logic, you won’t believe it. . If you compare the code I committed before this and the code I committed today, I had to improvise so much! . I removed and added so much. My old decryption was code wrong, I mean the logic was on point but the syntax and a few other things were off that’s why it wasn’t working. . Some of the errors were genuinely silly, again 😅 . All my elifs somehow had the same condition, and people this is why you don’t copy paste conditions to save time (I still don’t know how I missed that) 🥲 . My traversal i was a string, and I kept accidentally treating it like an int iterator, I mean ugh. . A lot of bugs were literally sitting right in front of my eyes. . Some bugs were much bigger tho. One of the weirdest happened after I finally got decryption working - The decrypted text had way too many spaces between words. . After staring at it for a while, I noticed that the number of spaces was exactly the same as the number of unique letters in the text. That’s when it hit me - the loop was continuing to run even after finding a match. Few “breaks” later hehe, everything worked 😭 . After Swiption and Random Mode, those 2 really aren’t done right now, I’m sorry I type so slow 😭 . Yeah so after that I’ll focus on making the code look real pretty, like -Fixing my silly variable names -Comment notes ig? -Better spacing and formatting -Cleaning up extra files -Writing a proper README and project description . And yes… On the 13th Devlog, the project will be done done 🤞🏻 . Note : I improvised all my previous devlogs, with proper format so that it’s easier to read, you can tell me if it’s better 🙃 . See you in the next one!"}, {"post_id": 9530, "ts": "2026-06-15T22:02:49Z", "hours": 3.1286, "text": "Devlog #11 - First Successful Test! Let’s go!!! . First successful test done 😇 . The database fetching works, the encryption flow works - it wasn’t working earlier tho (And I spent an hour finding errors, like i’d run it again n again and also ended up rewriting portions, like my Advanced Encyption code was all messed up 😭) . But yes, now it’s working, i’m sure there are a couple more errors but i’m on my way to fix em! . And yk some of the errors were so silly - I had written input(“Enter cover for”,x), and damn i failed to realise what the issue was. . Then after a lot of trying I asked GPT and it said it’s cuz input() can only have one argument in the braces 😅 . A lot of other errors too were like me getting all confused btw variable names, function not being global and so on. . But yeah, one at a time i fixed em, fixed the code and now only the refining of the code and some other bugs remain. . And um I had said i’d do it in 10 devlogs, but ah now it looks like 12th would be the last one. . But hey, the more the better, ig? 😭 . See ya in the next devlog!"}, {"post_id": 9123, "ts": "2026-06-15T08:21:26Z", "hours": 4.0792, "text": "Devlog #10 - A Slight Setback This is going to be the biggest devlog. And this one’s gonna be a disappointing one 🥲 . First of all, I was talking to my brother and he asked such a good question - It pointed to a flaw which I didn’t notice at all. . Let’s say there’s a word “am” in the journal, a’s cover is 1 and m’s cover is 27 (so am = 127). Now cuz there’s not spacing the decryption code will actually traverse thru each of number at a time in the encrypted text (127), so it’ll literally convert 1 and then 2 and then 7 separately. This was such a major flaw in my logic and I’m still agonizing internally over the fact that my eyes missed it. . But ah it’s ok, I’m fixing that by simply making adding a trailing space after the cover to separate each letter’s cover. . There was so much running and errors and staring at screen and all that. . Another thing I noticed is that in Advanced Encryption when the user will choose covers for 52 letters, he might accidentally repeat a cover - which obvi will make it impossible to distinguish btw 2 letters. So I gotta add each cover to a list and then every time the user adds a cover i’ll see if it’s already there in the list or not. . Now these flaws I got to know when I was talking to my brother, and it was past midnight. So almost immediately after waking up I was onto fixing these flaws, and it’s in progress :) . Apart from that, I’ve been refining the code (Found some silly errors in functions) and fixing more logic issues. . Earlier the Encryption Key that I was using to decrypt, it was a dictionary - with the keys as letters and values as the cover. So before uploading them to the db table, I converted them into text. But then while fixing decryption code, I did tried dict(the string key) and later found out that it all doesn’t work like that, the syntax. . I checked online, asked GPT, he suggested that I use the json module, and so I did. Json made it pretty easy, now the conversion was smooth and 2 liner. . Also I fixed all the login/signup system, it works as smooth as butter now Hehe . I’d say the main issue wasn’t the code it was following where am I. . Like cuz there are so many functions and steps and paths that I was getting overwhelmed (plus the code is like 600 lines), so I basically carefully went thru each line of code and arranged each function in an order and side by side made the final flowchart (It made following the code super easy and looks cool tbh) - But yes that’s hectic work right there. . Now after all that… Does the code run? HELL NO IT DOESNT! . It’s still showing 21 errors 😭 Plus, Swiption’s still left. . So right now, I’m trying to fix the flaws and errors and get this code up and running without Swiption, once it is smooth then at the end I can code Swiption into it. . See ya in the next devlog!"}, {"post_id": 8726, "ts": "2026-06-14T14:26:44Z", "hours": 1.1836, "text": "Devlog #9 - This was unexpected… Turns out there were some issues in the decryption function. It completely ignored spaces while decrypting, which definitely wasn’t ideal 😭 . I’ve fixed that tho. . Also I remade the tables in database with much more info such as date of encryption and email (for forgot password purposes) . And this code was getting too long, like more than 400 lines long. . So, I’ve started splitting things into different files to keep everything organized. Db code has its own file, big functions like AdvEn() have their own file, and the same goes for Swiption and Random Encryption logic. . Target’s to finish the code tonight. . Thanks for reading!"}, {"post_id": 8602, "ts": "2026-06-14T09:32:39Z", "hours": 1.1364, "text": "Devlog #8 - The Eights. . So this would be Privournal’s 8th devlog, and this one feels kinda special :) . My birthday falls on an 8th too, and I just love the number 8. . Anyways, I was actually supposed to be done with the Swiption feature by now, but I just couldn’t help myself and started working on the Random Encryption feature. . Reason’s that it just came to me - . Why not make Random Encryption available for both Advanced Encryption AND Swiption too?? . This would make the whole Encryption process super fast if some user doesn’t want to manually encrypt each letter. So I’m onto that, then I’ll immediately look into Swiption. . Then finally I’ll refine the whole code and just go through all the variables, functions and rename them if needed (I’m one of those people who name the variable something silly and forget what it was for 😭) . I’ve also started mapping out the overall visual flow of Privournal cuz it was getting a bit confusing. . I’m thinking abt wrapping this project up in about 12 devlogs, and then launching it. . You can also check out the GitHub - I’ve been committing code changes on it regularly :) . Thanks for reading!"}, {"post_id": 8359, "ts": "2026-06-13T21:56:30Z", "hours": 1.7153, "text": "Devlog #7 - Almost There! Only the Swiption feature remains! . I’ve also been thinking about adding another cool feature where the covers are randomly chosen using Python’s random module. The idea is that it’ll be added in Custom Encryption. . Also, my bad 😭 . I sometimes refered to the Custom Encryption as Advanced Encrytion, that might confuse you - but i’ll be consistent with names now. It’s just that it’s the start and so many features and ideas just mush into my head 🙃 . Once Swiption is done, the Python version should basically be mostly complete, and then it’ll be time for da next step . Getting all this on a website, tho that is gonna be really difficult for me, I really don’t know how to make websites 🥲. . Not gonna lie, that part scares me a a lot cuz I don’t wanna use AI for the website 😭 . I really don’t know much about web development, but I guess that’s part of building a project. You learn whatever you need as you go. . Thank you so much for reading these devlogs tho :) . Hopefully tmrw the code will be done and I’ll be one step closer to completing Privournal!"}, {"post_id": 8152, "ts": "2026-06-13T16:24:59Z", "hours": 1.0783, "text": "Devlog #6 - Advanced Encryption! Pheww, this part took some effort! . Today I worked on the main encryption logic for Advanced Encryption, and after a lot of thinking, coding, testing, and rethinking, I finally got the foundation for it down :) . This is one of the core features of Privournal, so it feels really good seeing it slowly come together. . That said, this is only a small win . The real challenge is gonna be the “Swiption” feature. Bet Swiption is gonna take half my brain cells 😭"}, {"post_id": 8096, "ts": "2026-06-13T14:51:13Z", "hours": 0.4681, "text": "Devlog #5 - Database Established! . Now the basic outline has to be perfected, with each and every thing being functional. . After spending some time figuring out SQL, databases, connections, and all that stuff, I finally managed to get Python talking to the database successfully :) . Seeing actual records being fetched felt pretty satisfying not gonna lie. For now, the goal’s Add features and make everything functional Connect everything together Improve the overall structure On the way to do that!"}, {"post_id": 8033, "ts": "2026-06-13T12:07:47Z", "hours": 0.9758, "text": "Devlog #4 - Still on the Db thing . Hehe, my highschool Python-SQL interface notes are coming in handy! . When I was studying this stuff, I honestly didn’t think I’d ever end up using most of it cuz it seemed too basic Turns out I was wrong :) . Since Privournal is gonna need a database for account credentials and all that, I’ve started revising my old notes and figuring out how everything fits together. . Let’s see how this goes!"}, {"post_id": 7690, "ts": "2026-06-12T21:00:25Z", "hours": 0.6611, "text": "Devlog #3 - The Plan’s Shape Guys! . Errors fixed and a basic outline has been made (This time on a paper Hehe) . AND i’ve thought about how i’m gonna go about it! . I’ve also spent some time thinking about how I’m actually gonna build this thing. . I’ll have to make a sql database ig (For account credentials and encryption details) and link it to my python code. I’m still new so i’m not sure if the sql database method for keeping records is how the real companies operate, but still seems pretty nice. . And I mean these are journals that we’re talking about, - so security and privacy matter a lot. . Tho my whole idea and code is that the actual journal entry is never stored. Only the encryption sequence and logic is. . That way, even if some dummy somehow got access to the database, they wouldn’t find the journal itself (Hehe can’t outsmart me) . For now, the plan pretty clear: Finish the Python main code Get encryption working properly Add database support Convert it into a website Well, that’s it ig. . I’m gonna go and tmrw complete the whole thing in python and then yes - hopefully convert it into a website :)"}, {"post_id": 7639, "ts": "2026-06-12T19:21:01Z", "hours": 0.9731, "text": "Devlog #2 - The First Error and an Outline . Ran into the first error, phewww! . Honestly, had it coming - things were going way too smoothly for a rather newbie like me 😭 . I was working on the account system and trying to get the signup and login flow working when I hit the error. I also created a basic outline of flow (In my mind 😅) . Spent a good chunk of time staring, retracing my code, and trying to figure out what exactly I had written wrong. But yes, I’m on it!"}, {"post_id": 7568, "ts": "2026-06-12T17:29:14Z", "hours": 0.5239, "text": "Devlog #1 - The Beginning . Today wasn’t about building features but about getting everything ready. . I finished setting up the Github thing (Took me an hour lol), cleaned things up, and wrote the first version of the README. . It might not seem like much, but damn did it feel so hectic, maybe cuz it’s my first time working on a real software project :) . After the setup, I finally started writing the core code. . Right now it’s just the foundation and an outline that I’ve set out to achieve :) . The journey begins!"}]...
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Title: Privournal by @Manonit | Stardance
Devlogs Title: Privournal by @Manonit | Stardance
Devlogs:
Devlog #1 - The Beginning . Today wasn’t about building features but about getting everything ready. . I finished setting up the Github thing (Took me an hour lol), cleaned things up, and wrote the first version of the README. . It might not seem like much, but damn did it feel so hectic, maybe cuz it’s my first time working on a real software project :) . After the setup, I finally started writing the core code. . Right now it’s just the foundation and an outline that I’ve set out to achieve :) . The journey begins!
Devlog #2 - The First Error and an Outline . Ran into the first error, phewww! . Honestly, had it coming - things were going way too smoothly for a rather newbie like me 😭 . I was working on the account system and trying to get the signup and login flow working when I hit the error. I also created a basic outline of flow (In my mind 😅) . Spent a good chunk of time staring, retracing my code, and trying to figure out what exactly I had written wrong. But yes, I’m on it!
Devlog #3 - The Plan’s Shape Guys! . Errors fixed and a basic outline has been made (This time on a paper Hehe) . AND i’ve thought about how i’m gonna go about it! . I’ve also spent some time thinking about how I’m actually gonna build this thing. . I’ll have to make a sql database ig (For account credentials and encryption details) and link it to my python code. I’m still new so i’m not sure if the sql database method for keeping records is how the real companies operate, but still seems pretty nice. . And I mean these are journals that we’re talking about, - so security and privacy matter a lot. . Tho my whole idea and code is that the actual journal entry is never stored. Only the encryption sequence and logic is. . That way, even if some dummy somehow got access to the database, they wouldn’t find the journal itself (Hehe can’t outsmart me) . For now, the plan pretty clear: Finish the Python main code Get encryption working properly Add database support Convert it into a website Well, that’s it ig. . I’m gonna go and tmrw complete the whole thing in python and then yes - hopefully convert it into a website :)
Devlog #4 - Still on the Db thing . Hehe, my highschool Python-SQL interface notes are coming in handy! . When I was studying this stuff, I honestly didn’t think I’d ever end up using most of it cuz it seemed too basic Turns out I was wrong :) . Since Privournal is gonna need a database for account credentials and all that, I’ve started revising my old notes and figuring out how everything fits together. . Let’s see how this goes!
Devlog #5 - Database Established! . Now the basic outline has to be perfected, with each and every thing being functional. . After spending some time figuring out SQL, databases, connections, and all that stuff, I finally managed to get Python talking to the database successfully :) . Seeing actual records being fetched felt pretty satisfying not gonna lie. For now, the goal’s Add features and make everything functional Connect everything together Improve the overall structure On the way to do that!
Devlog #6 - Advanced Encryption! Pheww, this part took some effort! . Today I worked on the main encryption logic for Advanced Encryption, and after a lot of thinking, coding, testing, and rethinking, I finally got the foundation for it down :) . This is one of the core features of Privournal, so it feels really good seeing it slowly come together. . That said, this is only a small win . The real challenge is gonna be the “Swiption” feature. Bet Swiption is gonna take half my brain cells 😭
Devlog #7 - Almost There! Only the Swiption feature remains! . I’ve also been thinking about adding another cool feature where the covers are randomly chosen using Python’s random module. The idea is that it’ll be added in Custom Encryption. . Also, my bad 😭 . I sometimes refered to the Custom Encryption as Advanced Encrytion, that might confuse you - but i’ll be consistent with names now. It’s just that it’s the start and so many features and ideas just mush into my head 🙃 . Once Swiption is done, the Python version should basically be mostly complete, and then it’ll be time for da next step . Getting all this on a website, tho that is gonna be really difficult for me, I really don’t know how to make websites 🥲. . Not gonna lie, that part scares me a a lot cuz I don’t wanna use AI for the website 😭 . I really don’t know much about web development, but I guess that’s part of building a project. You learn whatever you need as you go. . Thank you so much for reading these devlogs tho :) . Hopefully tmrw the code will be done and I’ll be one step closer to completing Privournal!
Devlog #8 - The Eights. . So this would be Privournal’s 8th devlog, and this one feels kinda special :) . My birthday falls on an 8th too, and I just love the number 8. . Anyways, I was actually supposed to be done with the Swiption feature by now, but I just couldn’t help myself and started working on the Random Encryption feature. . Reason’s that it just came to me - . Why not make Random Encryption available for both Advanced Encryption AND Swiption too?? . This would make the whole Encryption process super fast if some user doesn’t want to manually encrypt each letter. So I’m onto that, then I’ll immediately look into Swiption. . Then finally I’ll refine the whole code and just go through all the variables, functions and rename them if needed (I’m one of those people who name the variable something silly and forget what it was for 😭) . I’ve also started mapping out the overall visual flow of Privournal cuz it was getting a bit confusing. . I’m thinking abt wrapping this project up in about 12 devlogs, and then launching it. . You can also check out the GitHub - I’ve been committing code changes on it regularly :) . Thanks for reading!
Devlog #9 - This was unexpected… Turns out there were some issues in the decryption function. It completely ignored spaces while decrypting, which definitely wasn’t ideal 😭 . I’ve fixed that tho. . Also I remade the tables in database with much more info such as date of encryption and email (for forgot password purposes) . And this code was getting too long, like more than 400 lines long. . So, I’ve started splitting things into different files to keep everything organized. Db code has its own file, big functions like AdvEn() have their own file, and the same goes for Swiption and Random Encryption logic. . Target’s to finish the code tonight. . Thanks for reading!
Devlog #10 - A Slight Setback This is going to be the biggest devlog. And this one’s gonna be a disappointing one 🥲 . First of all, I was talking to my brother and he asked such a good question - It pointed to a flaw which I didn’t notice at all. . Let’s say there’s a word “am” in the journal, a’s cover is 1 and m’s cover is 27 (so am = 127). Now cuz there’s not spacing the decryption code will actually traverse thru each of number at a time in the encrypted text (127), so it’ll literally convert 1 and then 2 and then 7 separately. This was such a major flaw in my logic and I’m still agonizing internally over the fact that my eyes missed it. . But ah it’s ok, I’m fixing that by simply making adding a trailing space after the cover to separate each letter’s cover. . There was so much running and errors and staring at screen and all that. . Another thing I noticed is that in Advanced Encryption when the user will choose covers for 52 letters, he might accidentally repeat a cover - which obvi will make it impossible to distinguish btw 2 letters. So I gotta add each cover to a list and then every time the user adds a cover i’ll see if it’s already there in the list or not. . Now these flaws I got to know when I was talking to my brother, and it was past midnight. So almost immediately after waking up I was onto fixing these flaws, and it’s in progress :) . Apart from that, I’ve been refining the code (Found some silly errors in functions) and fixing more logic issues. . Earlier the Encryption Key that I was using to decrypt, it was a dictionary - with the keys as letters and values as the cover. So before uploading them to the db table, I converted them into text. But then while fixing decryption code, I did tried dict(the string key) and later found out that it all doesn’t work like that, the syntax. . I checked online, asked GPT, he suggested that I use the json module, and so I did. Json made it pretty easy, now the conversion was smooth and 2 liner. . Also I fixed all the login/signup system, it works as smooth as butter now Hehe . I’d say the main issue wasn’t the code it was following where am I. . Like cuz there are so many functions and steps and paths that I was getting overwhelmed (plus the code is like 600 lines), so I basically carefully went thru each line of code and arranged each function in an order and side by side made the final flowchart (It made following the code super easy and looks cool tbh) - But yes that’s hectic work right there. . Now after all that… Does the code run? HELL NO IT DOESNT! . It’s still showing 21 errors 😭 Plus, Swiption’s still left. . So right now, I’m trying to fix the flaws and errors and get this code up and running without Swiption, once it is smooth then at the end I can code Swiption into it. . See ya in the next devlog!
Devlog #11 - First Successful Test! Let’s go!!! . First successful test done 😇 . The database fetching works, the encryption flow works - it wasn’t working earlier tho (And I spent an hour finding errors, like i’d run it again n again and also ended up rewriting portions, like my Advanced Encyption code was all messed up 😭) . But yes, now it’s working, i’m sure there are a couple more errors but i’m on my way to fix em! . And yk some of the errors were so silly - I had written input(“Enter cover for”,x), and damn i failed to realise what the issue was. . Then after a lot of trying I asked GPT and it said it’s cuz input() can only have one argument in the braces 😅 . A lot of other errors too were like me getting all confused btw variable names, function not being global and so on. . But yeah, one at a time i fixed em, fixed the code and now only the refining of the code and some other bugs remain. . And um I had said i’d do it in 10 devlogs, but ah now it looks like 12th would be the last one. . But hey, the more the better, ig? 😭 . See ya in the next devlog!
Devlog #12 - IT WORKS! FINALLY! After an hour of debugging, EVERYTHING WORKS! -Encryption -Decryption -Uploading to & Fetching from the Database -Sign Up -Login . The only things that aren’t fully working yet are Swiption and Random Mode, and honestly that’s on me 😭. I got way too focused on making everything else work first AND GOD I had to improvise whole sections of the decryption logic, you won’t believe it. . If you compare the code I committed before this and the code I committed today, I had to improvise so much! . I removed and added so much. My old decryption was code wrong, I mean the logic was on point but the syntax and a few other things were off that’s why it wasn’t working. . Some of the errors were genuinely silly, again 😅 . All my elifs somehow had the same condition, and people this is why you don’t copy paste conditions to save time (I still don’t know how I missed that) 🥲 . My traversal i was a string, and I kept accidentally treating it like an int iterator, I mean ugh. . A lot of bugs were literally sitting right in front of my eyes. . Some bugs were much bigger tho. One of the weirdest happened after I finally got decryption working - The decrypted text had way too many spaces between words. . After staring at it for a while, I noticed that the number of spaces was exactly the same as the number of unique letters in the text. That’s when it hit me - the loop was continuing to run even after finding a match. Few “breaks” later hehe, everything worked 😭 . After Swiption and Random Mode, those 2 really aren’t done right now, I’m sorry I type so slow 😭 . Yeah so after that I’ll focus on making the code look real pretty, like -Fixing my silly variable names -Comment notes ig? -Better spacing and formatting -Cleaning up extra files -Writing a proper README and project description . And yes… On the 13th Devlog, the project will be done done 🤞🏻 . Note : I improvised all my previous devlogs, with proper format so that it’s easier to read, you can tell me if it’s better 🙃 . See you in the next one!
Devlog #13 - IT’S DONE DONE! The Final Chapter. FINALLY. After two intense days and 16+ hours of grinding, Privournal is officially complete and ready for Stardance! 😭🎉 OH AND Yeah, it’s been two days - Long time no see 😭 . Sorry for disappearing without posting Devlog #13 🥲 . These last 16+ hours were so packed with debugging, packaging, testing, and polishing that I kept postponing the devlog. So this one covers the entire final stretch. . Btw hey I’ll upload the clean Flowchart on Git repo, and yk I was gonna write a LOT here with complete details, but damn there’s a limit. Well it’s oki i’ll add a list of all my devlogs to the repo too :) What Happened? I thought Devlog #12 was the “everything works” moment, but the final stretch turned out to be the work. Audited every function in the codebase Fixed dozens of lingering bugs Cleaned up the entire code Updated the README 10+ times Set up PyPI packaging and releases Recorded asciinema demos (Took enormous time 😭) Added prettier output/interface functions Tested every scenario I could think of Major Change: MySQL → SQLite One of the biggest changes was moving away from MySQL. . Originally, Privournal used MySQL with accounts and a shared database. Later I realized that requires a server, hosting, maintenance, and introduces privacy concerns. . So I redesigned everything around SQLite. . Benefits: Fully offline More private Easier installation Simpler deployment Probably the biggest architectural change in the entire project. Biggest Bugs Fixed Login/signup flow issues Missing database commits Foreign key linking problems JSON serialization/loading bugs The infamous “extra spaces everywhere” decryption bug Variable scope and traversal issues Randomised Mode integration By the end of Day 1, the core encryption/decryption system was finally reliable. The Swiption Demon 😭 Swiption and SwipDe took forever. . The idea sounds simple: letters rotate through multiple covers after a certain number of occurrences. . Actually implementing occurrence tracking, rotation logic, life values, multiple dictionaries, JSON storage, and decryption logic nearly broke my brain 😭 . The funniest part? . After hours of struggling I realized I had overcomplicated everything. Since every cover uniquely maps to a letter, I could simply search through the dictionaries instead of tracking a ton of extra information. LIKE DAMN. Swiption is now fully functional and ended up becoming my coolest feature in the project. Packaging & Shipping Cleaned up the repository Improved README and documentation Fixed PyPI packaging issues Tested in fresh virtual environments Published releases Recorded final demos ✨ Project Complete Privournal is now a real, usable command-line journal encryptor. Thanks to: My brother for catching early logic flaws GPT for quick syntax rescues Everyone who followed the devlogs And myself for not giving up 😭 **Privournal is shipped and ready for Stardance! ** I’d love your feedback once you try it. . This project taught me something exams never did : . Working religiously on something with all your heart to make it real. . Thank you for reading all 13 devlogs ❤️ . ✨ See you in the next project ✨ | Project Complete | Ready to Submit | 🎉
##Devlog #14 - The Reviewer Arc 🥲 . Well… . The reviewer found some issues 😭 . So I went back and tested basically the ENTIRE project again. . While testing, I found and fixed a bunch of errors, especially in Advanced Encryption. I also added a lot of fallback checks throughout the code so Privournal doesn’t randomly decide to crash anymore 😭 . I also improved the decryption flow. . Earlier users had to select journals using IDs, now they can simply choose them by name, which feels way cleaner. . Another addition was a user guide in menu. I was short on time and it was a no brainer, so I used Claude to help generate the guide content and then integrated it into Privournal. The goal was simply to make the different encryption modes easier to understand :) . Apart from code changes, I also polished the project page, uploaded a sample flowchart, improved formatting and timing, and recorded a completely new asciinema demo PLUS I updated the README too. . Then came final testing, packaging, uploading the latest release, and requesting review again 🤞🏻 . Hopefully Privournal passes thru this time 😭 . Thank you : )
Devlog 15! It’s done. Phew. Finally, Privournal is DONE. Complete, everything’s perfect. In this final version I’ve made so many improvements! Instead of using time.sleep() to give pauses/time to copy the details, now the users can copy and paste encrypted text and its key without a time limit, and then they can simply press Enter to move ahead. I also made HUGE changes to the code. Earlier, the code used to run and at multiple steps ask for login/signup, which was fine but it was confusing. Now the first page is for login/signup, then the rest of the code flows smoothly accordingly. This restructuring required writing many parts of the code again and breaking a lot of functions into 2 parts. I also renamed some variables. I also worked on spacing and formatting. Now the user details are printed cleanly in a table. Overall, the code outputs are much more uniform. I made a new ASCII recording. It is yet to be updated on my GitHub, though. I’ve also published this new version on PyPI. If you had already installed Privournal, you can just update it. Now the main thing. I’m going to make a Website for Privournal where users wouldn’t need to install anything and can just go straight to encrypting or decrypting their journals. This version will still exist, though. It’ll be a rather Retro CLI version for people who like it this way. Phew. I’ll work on that now.
Devlog 16! — Okay, NOW It’s Done. 😭 Phew. I thought Privournal was finally finished, but while making the final ASCII recording, I found a bunch of small errors (Some was huge), inconsistencies and table issues that I had to fix. What I worked on: Added two new functions: Show Keys and View Account . Show Keys lets users view all their saved encryption keys. View Account displays their account details neatly in a table. Fixed several encryption and decryption bugs , including issues with journal selection, menu choices and input validation. Fixed problems with database values and journal data being handled incorrectly. Improved table formatting, spacing and alignment throughout the program. Cleaned up various small inconsistencies and errors that appeared during full end-to-end testing. Made the new ASCII recording . There was some old test data already stored, which was causing confusing duplicate entries and messing up the tables. After clearing that out, everything worked properly. And finally… The entire thing worked perfectly. 🎉 Most of this Devlog was about fixing the small things rather than adding huge new features, but it made Privournal more consistent and reliable.
Ships:
I built Privournal, a command-line journal encryptor that allows users to encrypt and decrypt journal entries locally on their own device. Because for me, someone reading my journal is a legit nightmare, and Privournal is something I can use to keep my digital journals secure. For me that’s a clear quality-of-life improvement : ) Write your journal anywhere (Notes, Notion, etc), paste it into Privournal, get back unreadable text, paste that back into your app. No journal content is ever stored - only the encryption key, and that too locally, if you make an account. To read it yourself you can again head to Privournal and decrypt it! It supports multiple encryption modes, including Basic Encryption, Advanced Encryption, Randomized Encryption, and Swiption - a dynamic encryption system that changes a letter’s cover after a particular number of occurrences, making it impossible to crack. The biggest challenge was implementing Swiption and its decryption logic. Managing occurrence tracking, rotating covers, JSON storage, database integration, and reliable decryption took multiple iterations and a lot of debugging. I also migrated the project from a MySQL-based architecture to SQLite after realizing a shared database conflicted with the goal of being fully offline and private. I’m most proud of turning an idea into a complete, usable package that can be installed through PyPI. I’ve never worked on something so religiously on something of this complexity. The project ended up being over 1400 lines of code and taught me a huge amount about python, databases, GitHub and packaging, debugging, and obviously logical thinking. I’ve never worked on something so religiously on something of this complexity. 3 Major Quality-of-Life Improvements : Zero-setup local encryption - Works completely offline with automatic SQLite database. No server or complicated config needed. Powerful & flexible encryption - Multiple modes + Swiption (dynamic rotating covers) makes it much stronger than simple substitution ciphers. Seamless workflow - Write anywhere -> encrypt -> paste back -> decrypt easily with account or manual key. Perfect for daily journaling : ) Try creating an account (or continue without an account), encrypting a journal entry, saving it, and then decrypting it again. Swiption and Randomised Modes are the most interesting and secure features to experiment with. To test it, run these on terminal : pip install privournal python import MainCode MainCode.start() Thank you so much for reading! : )
I made Privournal, a retro CLI application for private journaling and custom text encryption featuring basic ciphers, advanced encryption (Swiption, Randomised, Manual Modes Hehe), and new features like Show Keys and View Account. Pheww you’re gonna love this if you’ve people trying to read your journals 😭 The hardest part was restructuring the whole flow so as to make it less repetitive and cleaner , fixing CLI table alignment glitches, and honestly, if you saw my last ship you’d know that the Swiption feature I made gave me a pretty tough time, Lol. Though I’m really proud of creating a seamless terminal workflow and getting it published live on PyPI as well as GitHub, this is one of the few things I’ve worked on and completed in my life. To test it out, run pip install –upgrade privournal, and type privournal in your terminal, and try encrypting and immediately decrypting a short sentence with or without an account!...
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slimePet by @yahoo77 | Stardance
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yahoo77
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1
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8.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T19:45:30Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "slimePet - LAST DEVLOG Well the biggest thing that I took away from this project is that game development is not for me hahah. Fixing bugs was the most challenging part to be honest. It was the most painful experience to make slime behave normally on my resolution and make sure it wouldn’t bug out at the borders of the screen. Everything you should know is in the README on GitHub if you want to check it out! My teacher already asked me if it isn’t annoying to code with a weird slime jumping on my screen lol", "repo": "https://github.com/Chillerek/SlimePet", "demo": "https://yahoo-77.itch.io/slimepet"}]...
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[{"post_id": 77638, "ts": "202 [{"post_id": 77638, "ts": "2026-10-07T18:20:12Z", "hours": 1.5775, "text": "slimePet - 00 Before shipping i made some new things he gets angry when you hold him for too long you can pet him behavioral system fixed many errors 🙏🙏🙏 Because of this project i know that game development is not for me hahah"}, {"post_id": 77382, "ts": "2026-10-06T18:47:32Z", "hours": 1.3997, "text": "slimePet - 03 Today I fixed errors with dragging the slime outside the screen and changing its appearance i think it handles all errors that user can do! (i don’t have any screenshots so i will just add some random stuff lol)"}, {"post_id": 77121, "ts": "2026-10-05T18:12:11Z", "hours": 2.4514, "text": "slimePet - 02 Made some skins that you can change by using your numbers Repaired some errors And more…"}, {"post_id": 76787, "ts": "2026-10-04T15:58:53Z", "hours": 3.0606, "text": "slimePet - 01 I’ve copied the code from guide and now i’m making my own pet it’s gonna to be a slime that will bounce on ur desktop bar :3 today i’ve added Movement Bouncing off the edges Animations Dragging And animation of death when you’re clicking it with the scroll! Started designing the apperance menu too and afk animation code"}]...
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Title: slimePet by @yahoo77 | Stardance
Devlogs:
Title: slimePet by @yahoo77 | Stardance
Devlogs:
slimePet - 01 I’ve copied the code from guide and now i’m making my own pet it’s gonna to be a slime that will bounce on ur desktop bar :3 today i’ve added Movement Bouncing off the edges Animations Dragging And animation of death when you’re clicking it with the scroll! Started designing the apperance menu too and afk animation code
slimePet - 02 Made some skins that you can change by using your numbers Repaired some errors And more…
slimePet - 03 Today I fixed errors with dragging the slime outside the screen and changing its appearance i think it handles all errors that user can do! (i don’t have any screenshots so i will just add some random stuff lol)
slimePet - 00 Before shipping i made some new things he gets angry when you hold him for too long you can pet him behavioral system fixed many errors 🙏🙏🙏 Because of this project i know that game development is not for me hahah
Ships:
slimePet - LAST DEVLOG Well the biggest thing that I took away from this project is that game development is not for me hahah. Fixing bugs was the most challenging part to be honest. It was the most painful experience to make slime behave normally on my resolution and make sure it wouldn’t bug out at the borders of the screen. Everything you should know is in the README on GitHub if you want to check it out! My teacher already asked me if it isn’t annoying to code with a weird slime jumping on my screen lol...
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