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68277
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Amads Personal Portfolio Site by @Amad-Hussain-Dev Amads Personal Portfolio Site by @Amad-Hussain-Dev | Stardance...
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Amad-Hussain-Dev
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3
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3.82
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2
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-09T12:39:22Z", "hours": 1.0, "multiplier": 1.01, "payout": 1, "blessing": "neutral", "text": "this is my own personal portfolio site where I plan on adding all my certifications,achievements, projects and more. Currently built this for the Stardance mission “Personal Site”, but I had been planning on making something like this for quite a while, and the 10 stardust plus 11$ domain grant finally pushed me over the edge! Currently the website doesnt really have the best UI or subsection pages, but I have big plans on improving it with a more dynamic UI, subsections with multiple Images and more. Just need to find the time :) This is now my third ship and in it I have now added a section with my certifications", "repo": "https://github.com/dev-amad/personal-website", "demo": "https://syed-muhammad-amad-hussain.vercel.app/"}, {"ship_num": 2, "ts": "2026-10-07T11:02:03Z", "hours": 1.0, "multiplier": 1.04, "payout": 1, "blessing": "neutral", "text": "this is my own personal portfolio site where I plan on adding all my certifications,achievements, projects and more. Currently built this for the Stardance mission “Personal Site”, but I had been planning on making something like this for quite a while, and the 10 stardust plus 11$ domain grant finally pushed me over the edge! Currently the website doesnt really have the best UI or subsection pages, but I have big plans on improving it with a more dynamic UI, subsections with multiple Images and more. Just need to find the time :)", "repo": "https://github.com/dev-amad/personal-website", "demo": "https://syed-muhammad-amad-hussain.vercel.app/"}, {"ship_num": 3, "ts": "2026-10-06T15:23:02Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello fellow Devs! I am Amad, a high school student all the way in the mystical land of Pakistan. This project is my personal portfolio website which I built as part of the missions on Hack Club Star Dance! Currently its quite a basic site but I have plans to make it into my true portfolio for throughout my educational career like adding my certifications,awards and more. just need to find that one free weekend. :)", "repo": "https://github.com/dev-amad/personal-website", "demo": "https://syed-muhammad-amad-hussain.vercel.app/"}]...
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[{"post_id": 79018, "ts": "202 [{"post_id": 79018, "ts": "2026-10-12T11:35:27Z", "hours": 0.8164, "text": "header finally aligned to the top and added the direct links in certification section. also on day 6 of the stricky streak and a weak roll today. 62,869"}, {"post_id": 77817, "ts": "2026-10-08T12:08:50Z", "hours": 1.1322, "text": "Added a Certifications Section! Also added a kink to it in the navbar"}, {"post_id": 77531, "ts": "2026-10-07T10:55:44Z", "hours": 0.5319, "text": "adding my projects to the projects section with direct links. still experimenting with css and back ground colours. will likely keep the back ground as green instead of this blue tho"}, {"post_id": 77310, "ts": "2026-10-06T14:46:03Z", "hours": 0.3533, "text": "trying out css styling for the first time and adding links to my linkedin & github. NEXT STOPS GONNA BE UPLOADING THE CODE TO GITHUB!!!!"}, {"post_id": 77305, "ts": "2026-10-06T14:17:57Z", "hours": 0.3614, "text": "Added a Image of myself!!!"}, {"post_id": 77295, "ts": "2026-10-06T13:53:36Z", "hours": 0.4497, "text": "Started Building my own portfolio as part of the begginer stardance mission!!! Stoked to finally be doing one of these"}]...
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Title: Amads Personal Portfolio Site by @Amad-Huss Title: Amads Personal Portfolio Site by @Amad-Hussain-Dev | Stardance
Devlogs:
Started Building my own portfolio as part of the begginer stardance mission!!! Stoked to finally be doing one of these
Added a Image of myself!!!
trying out css styling for the first time and adding links to my linkedin & github. NEXT STOPS GONNA BE UPLOADING THE CODE TO GITHUB!!!!
adding my projects to the projects section with direct links. still experimenting with css and back ground colours. will likely keep the back ground as green instead of this blue tho
Added a Certifications Section! Also added a kink to it in the navbar
header finally aligned to the top and added the direct links in certification section. also on day 6 of the stricky streak and a weak roll today. 62,869
Ships:
Hello fellow Devs! I am Amad, a high school student all the way in the mystical land of Pakistan. This project is my personal portfolio website which I built as part of the missions on Hack Club Star Dance! Currently its quite a basic site but I have plans to make it into my true portfolio for throughout my educational career like adding my certifications,awards and more. just need to find that one free weekend. :)
this is my own personal portfolio site where I plan on adding all my certifications,achievements, projects and more. Currently built this for the Stardance mission “Personal Site”, but I had been planning on making something like this for quite a while, and the 10 stardust plus 11$ domain grant finally pushed me over the edge! Currently the website doesnt really have the best UI or subsection pages, but I have big plans on improving it with a more dynamic UI, subsections with multiple Images and more. Just need to find the time :)
this is my own personal portfolio site where I plan on adding all my certifications,achievements, projects and more. Currently built this for the Stardance mission “Personal Site”, but I had been planning on making something like this for quite a while, and the 10 stardust plus 11$ domain grant finally pushed me over the edge! Currently the website doesnt really have the best UI or subsection pages, but I have big plans on improving it with a more dynamic UI, subsections with multiple Images and more. Just need to find the time :) This is now my third ship and in it I have now added a section with my certifications...
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1793065790.0382798
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1793152190.0382798
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69321
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magnetic carousel by @makeme44 | Stardance
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makeme44
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0
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1.04
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0
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[]
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[{"post_id": 79025, "ts": "202 [{"post_id": 79025, "ts": "2026-10-12T12:24:45Z", "hours": 1.0386, "text": "basicly there is a motor spining a plate with magnets they are placet so that there are no same polareties next to echoder and there is a plate above the spining plate that dosnt spin and on it u put feromagnetic balls that spin in the opisite direction of the changing mag field today i made just the assembely but i made the models my self before i knew about this"}]...
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Title: magnetic carousel by @makeme44 | Stardance
Title: magnetic carousel by @makeme44 | Stardance
Devlogs:
basicly there is a motor spining a plate with magnets they are placet so that there are no same polareties next to echoder and there is a plate above the spining plate that dosnt spin and on it u put feromagnetic balls that spin in the opisite direction of the changing mag field today i made just the assembely but i made the models my self before i knew about this...
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1793130894.5310233
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1793735694.5310233
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69327
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Siyam-Portfolio by @Siyam | Stardance
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Siyam
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1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T12:32:14Z", "hours": 0.0, "multiplier": 1.01, "payout": 0, "blessing": "neutral", "text": "Simple HTML & CSS Webpage. I built this webpage using custom HTML and CSS included via a < style > tag in the main document. Features : Pure HTML & CSS: Built entirely from scratch using standard semantic elements (< h1 >, < h2 >, < p >). Full-Screen Background Image: Uses CSS styling to scale and stretch a web-hosted image to fill the entire screen. Styling & Effects: Features a subtle blur effect on the background image while keeping the white text clear and easy to read. Live-Preview : https://tanzil-alam.github.io/Web/", "repo": "https://github.com/Tanzil-Alam/Web", "demo": "https://tanzil-alam.github.io/Web/"}]...
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[{"post_id": 79026, "ts": "202 [{"post_id": 79026, "ts": "2026-10-12T12:29:50Z", "hours": 0.2525, "text": "I built a simple website about me. please take a look and rate me well, i know its very simple. Click me"}]...
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Title: Siyam-Portfolio by @Siyam | Stardance
Devl Title: Siyam-Portfolio by @Siyam | Stardance
Devlogs:
I built a simple website about me. please take a look and rate me well, i know its very simple. Click me
Ships:
Simple HTML & CSS Webpage. I built this webpage using custom HTML and CSS included via a < style > tag in the main document. Features : Pure HTML & CSS: Built entirely from scratch using standard semantic elements (< h1 >, < h2 >, < p >). Full-Screen Background Image: Uses CSS styling to scale and stretch a web-hosted image to fill the entire screen. Styling & Effects: Features a subtle blur effect on the background image while keeping the white text clear and easy to read. Live-Preview : https://tanzil-alam.github.io/Web/...
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1793062400.4170463
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1793148800.4170463
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3479
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Unofficial Google Docs Client by @nolanqsp | Stard Unofficial Google Docs Client by @nolanqsp | Stardance...
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nolanqsp
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0
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71.79
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0
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[]
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[{"post_id": 79028, "ts": "202 [{"post_id": 79028, "ts": "2026-10-12T12:39:09Z", "hours": 10.2656, "text": "GitHub, Why? Last weekend GitHub decided to suspend my account for no apparent reason(No it wasn’t a DMCA from Google). I got an email saying for me to “reverify my academic status” for the student developer pack at the same time I got suspended. I tried to do that but… you can’t reverify without being logged in, and you can’t login when you are suspended. So I contacted support and they asked “how [I] plan to use GitHub” and that “[my] account was flagged by [their] abuse-detection systems for manual review, as it may conflict with [their] Terms of Service”. I responded but haven’t gotten any response since then(that was a week ago). I ended up moving at least temporarily to GitLab. While I had a copy of the git repository on my development machine, unfortunately this doesn’t include GitHub releases. I created a new one on GitLab but there aren’t any before the newest one. Anyhow, lets get to the new features: Fix crashing when exiting causing lingering threads Add support for the space key & several special characters including Enter for newlines Add support for different font sizes Add support for downloading and applying font families at runtime (Huge thanks to Jonathan Neal for Google Fonts catalog) Improve install script by supporting powershell 5(the one included in windows) and fixing several errors Fix bug where installer’s progress bar wouldn’t update until completed Cache parsed Savekeys to prevent additional wasted compute Update installers to use GitLab Anyhow, those are the recent updates! Hopefully GitHub reviews my reinstatement request soon. :)"}, {"post_id": 72171, "ts": "2026-09-22T11:10:12Z", "hours": 9.4697, "text": "Lots more marginal improvements + New Rendering Engine + Pain Recently I have been adding: Support for more keys(symbols, numbers, numpad numbers & arrow keys) Paste (CTRL + V) support More verbose logging New Rendering Engine Can include additional data(underline color, etc) for the future Seems more stable(the old one was kind of jank) But to be honest, most of the time was spent trying to fix some unliveable bugs, when typing to quickly, stuff appears after the cursor. In addition when typing, bold text after the cursor seems to offset. I learned something that can help with the latter bug, but I wasn’t able to fix either."}, {"post_id": 66698, "ts": "2026-09-12T16:02:24Z", "hours": 7.985, "text": "Building Up to Release I’ve been working on numerous small issues that I have been putting off. One of these is that all documents over ~1.5 pages were getting cut off, it turns out the contents of the document is split into multiple chunks, each around ~1.5 pages long. It was a relatively simple problem, just needed to fix it. Also binding(incoming changes) now runs on a separate thread so that the UI doesn’t freeze when somebody else types. Saving also now runs on a separate thread, it auto saves every ~1 second, which caused another problem, outgoing changes got relayed back as incoming changes by Google’s servers, meaning everything you typed got duplicated. Again, simple fix, just needed doing. The main thing however is the caret/cursor behavior, which was/is doing some funky stuff, jumping around whenever you changed lines. I added a binary search to help with this, which helped but didnt completely fix it. So there is still some work there. I also added some savekeys to minimize the log output, because before…… there were almost a MB of logs from each run. The main things that stand before release are to finish the cursor behaviour, bolds & italics shifting, and add a home screen with your documents."}, {"post_id": 62838, "ts": "2026-09-06T11:25:02Z", "hours": 5.5689, "text": "HUGE Progress The past few hours I have worked on this project have been extremely productive. I found a header that genuine Google Docs sends, “X-Same-Domain”, which I believe just indicates whether the request is being sent to the same domain as the sender. It turns out that Google actively blocks requests from other domains, but luckily we can just send “X-Same-Domain” with a value of 1, pretending to be coming from the “docs.google.com” domain. After this realization the “/save” endpoint returned 200 (OK) . This was huge progress, this has been a major blocker for months . The one problem was that while the status code stated that the request was successful, the actual request payload contained an error “XSRF” and a string of numbers and letters, which I thought was probably some kind of authentication/coordination token. After a quick Google search, I realized that this was a token to prevent other websites in the same browser from sending requests impersonating Google Docs as the browser auto attaches authentication cookies. To my surprise, when I added “&token=XXXXXX” (with XXXXXX being the string of numbers and letters) to the request url, we get a different error! This one was very ambiguous though, it just was a JSON payload containing nothing but the number “400” , as in 400 (Bad Request) which I had become to dread. After searching around the codebase for a while I found a problem with the url encoding logic, Url encoding is the proccess of replacing invalid character with %XX (XX being the ASCII code for the invalid character), it turns out “&“s are valid characters……. but I was replacing them. Ampersands are also the seperator for parameters. I think the problem was that within the Google Docs server code, it seperates the parameters then decodes each one. With this problem fixed, saving worked!!!! There were a few tiny bugs I wont get into, but largely it worked. I implemented merging changes(sending “hello” rather than “h” + “e” + “l”+ “l”+ “o”). With saving working, I decided to start working on seeing whether these solutions also worked on “/bind” (real-time incoming changes), they didn’t immediately, but after a few tweaks trying to replicate the URL parameters that Google Docs uses, we had incoming changes! I had to do some fancy async enumerable shenanigans to get them to come in asynchronously. The main thing left to do on incoming changes is to set up a seperate thread. Anyhow, Big Devlog, just felt that if I wrote a devlog, it would be outdated within the hour. See ya next time! ; )"}, {"post_id": 60276, "ts": "2026-09-02T15:29:13Z", "hours": 3.3589, "text": "Polish ™ Worked on polishing up the UI, now the title of the document along with your Google account name and profile picture are displayed in the open document screen. Also text wrapping behaves much better. I also have been expermenting alot on how to get saving and realtime collaboration, since the last piece of progress, not much, just alot of 400 (Bad Request)s"}, {"post_id": 59515, "ts": "2026-09-01T11:51:25Z", "hours": 1.7619, "text": "Progress on Collaboration and saving Made some substantial progress on realtime collaboration, now I can successfully authenticate by posting to /bind to get a SID to then eventually make requests to /bind and /save. This was made possible by scraping the main web endpoint."}, {"post_id": 51809, "ts": "2026-08-21T17:28:55Z", "hours": 3.5811, "text": "Linux Compatibility And Polish The past few hours have been spent on refining the installer and associated scripts to work better on Linux and give a more reliable experience. Along with cleaning up some unimplemented features. A clear permission prompt for browser-scraping has been added. The past few Devlogs were focused on Internal Mode(Logging in without an external Browser), I still have plans to work on this but it is no longer the most pressing for me right now. School is starting soon for me, and I will have less time to work on this. I Want to get this ready to ship before the start of school so I can get this shipped before the end of the challenge. I will be focusing more on polish, installers, and getting it into a shippable state, If I can get saving to work before then, that’s great. But if not, I want to be able to ship a polished product even if it is missing a crucial feature(saving). But there is no guarantee that I will get it working by sinking more time into it, because it needs more reverse-engineering, I could get it to work in 3 Hours or 500, its down to how quickly I can crack the code in Wireshark(if ever)."}, {"post_id": 42573, "ts": "2026-08-07T12:04:37Z", "hours": 0.36, "text": "Welp, so much for that 2 Devlogs Ago I said I would create a CEF based C# app to authenticate with google. I did not realize that google explicitly blocks this. You might think, just change the “User-Agent: xxxxxx”, but no, Google has an entire JS detection system to stop exactly that. So then I tried making a web wrapper around “accounts.google.com” but Google has a CORS policy around this. So back to Servo it is!"}, {"post_id": 36980, "ts": "2026-07-29T12:37:08Z", "hours": 0.25, "text": "Progress! See Previous devlog."}, {"post_id": 36348, "ts": "2026-07-28T12:21:12Z", "hours": 4.8356, "text": "Internal Mode Been working on a Servo based google login (Internal Mode )(based on the servo slint example) in rust. I got far enough to be able to login, but it would take a lot more work in order to get to actually being able to login to google docs. This is my first rust project that goes beyond “Hello World!” so I have been trial and erroring my way through this proccess. I have realised that: My rust is not even close enough to being able to complete this within a reasonable timeframe(or ever) Servo doesn’t have any C#(my first and most experienced language) bindings(or not that I can find) CEF(Chromium Embedded Framework) does have C# bindings (Unfortunately is ALOT more bloated compared to Servo), aand Avalonia integration (I use Avalonia for the rest of the Google Docs App) Servo based login: doopyelephant/ServoGoogleLogin I Have started work on a CEF based google login in C#. Hopefully it plays out :)"}, {"post_id": 27686, "ts": "2026-07-13T13:59:14Z", "hours": 3.8225, "text": "Chromium App-Based-Encryption I have been working on chromium based browser support. Chrome & other modern Chromium based browsers use App-Bound-Encryption to encrypt their cookies. This is the reason why this unofficial Google Docs Client is currently unable to fully decrypt cookies from modern chromium based browsers out of the box on Windows. Chromium encrypts its cookies using the Windows DDAPI(Figure 2). Chromium used to decrypt cookies using the methods implemented in this repository before Chromium 127, this repository should decrypt cookies from chromium versions 127 and below(Figure 1). Figure 1 (C4 Bomb: Blowing up Chrome’s Appbound Cookie Encryption, www.cyberark.com/resources/threat-research-blog/c4-bomb-blowing-up-chromes-appbound-cookie-encryption . Accessed 13 July 2026.) Figure 2 (C4 Bomb: Blowing up Chrome’s Appbound Cookie Encryption, www.cyberark.com/resources/threat-research-blog/c4-bomb-blowing-up-chromes-appbound-cookie-encryption . Accessed 13 July 2026. ) Path forward On Windows ABE is in full effect, we would need SYSTEM perms, and try to impersonate Chrome. I plan to integrate xaitax/Chrome-App-Bound-Encryption-Decryption but this likely will not work forever, it is an arms race with Google and xaitax. Currently it works but likely Google with shut it down eventually. On Linux ABE is only used on Windows, on Linux Chromium uses the system Keychain over DBUS. (Gnome or KWallet) If these are unavailable it uses a completely exposed key in a file(basic encyption). This is very surpassable, it just needs implementation."}, {"post_id": 20798, "ts": "2026-07-02T14:33:09Z", "hours": 1.9575, "text": "Dynamic Path Support! Dynamic Paths are now enabled by default! Currently only Firefox works reliably from my limited testing. Zen(Fork of Firefox) works like 1/2 the time, and chromium based browsers get found but don’t work properly. The UI is kind of broken but it works for now(Working on it). Beta 3 is now released on Github with builds from the new Package&Release Script mentioned in the previous devlog."}, {"post_id": 19195, "ts": "2026-06-30T13:43:50Z", "hours": 1.8528, "text": "Platforms Platforms Platforms! Today I worked on yet more build scripts , now .zip files can be generated for every supported platform and placed in a folder with a single command! I still need to update the installer to fetch the corresponding .zip for the OS and Arch automatically. I am planning on doing my first ship once the installer & associated scripts are in a finished state where you can just paste one command into the terminal (for Win/Linux) and it opens the installer application which walks through the installation. After the installation the application should be able to be launched from the Start Menu/App Launcher along with an icon. Also the Dynamic Browser Paths(automatically finding the cookie directory of the user’s installed browser) should be stable, or if not then Internal Mode(planned mode which packages a Servo based browser to login with google to get cookies for auth)."}, {"post_id": 15601, "ts": "2026-06-25T11:20:57Z", "hours": 5.0742, "text": "Beta 2: Unofficial Google Docs Client I have worked more on RE’ing in Wireshark to RE saving and binding to a document(receive realtime updates), Implemented the infrastructure in the application, but both currently return a 400 (Bad Request), I am still working on it. There is a new material 3 theme with some other subtle UI changes. Various little fixes aswell. Also, you used to have to unzip and run the installer manually, but now there is a curl install command on the repo that downloads it to AppData and runs it."}, {"post_id": 8050, "ts": "2026-06-13T13:03:13Z", "hours": 4.2731, "text": "Finished Installer Flow! The installer now successfully downloads & installs the Google Docs application. It downloads the icon and adds a shortcut to the start menu, and adds Registry entries to add the uninstall script to the Add & Remove Programs Page in the windows settings app."}, {"post_id": 6249, "ts": "2026-06-10T14:33:35Z", "hours": 1.5903, "text": "Installer flow complete! It doesnt do any installing yet but we have a framework that calls a powershell script with progress updates and a progress bar"}, {"post_id": 3752, "ts": "2026-06-06T20:01:31Z", "hours": 0.7344, "text": "Avalonia Animations keep overlapping the pages!?!?"}, {"post_id": 3456, "ts": "2026-06-06T12:20:44Z", "hours": 0.8483, "text": "Made some fancy installer UI (Avalonia wwhhhyyy does your styling have to be so finicky!!!!!!)"}, {"post_id": 2876, "ts": "2026-06-05T19:16:51Z", "hours": 1.9375, "text": "Made a Build script to automate building and compiling the application for people!"}, {"post_id": 2728, "ts": "2026-06-05T14:07:58Z", "hours": 2.2578, "text": "-Demo of Unofficial Google Docs Client This is the status of my Unofficial Google Docs Client(Most of what is demoed in this devlog is done before stardance, this is a recap before i get into new features) Can authenticate with google to fetch public & private documents(using browser cookies) Can view documents including text(including bolds and italics) and tables Can move a cursor around and type, but cannot save to google’s servers yet"}]...
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Title: Unofficial Google Docs Client by @nolanqsp Title: Unofficial Google Docs Client by @nolanqsp | Stardance
Devlogs:
-Demo of Unofficial Google Docs Client This is the status of my Unofficial Google Docs Client(Most of what is demoed in this devlog is done before stardance, this is a recap before i get into new features) Can authenticate with google to fetch public & private documents(using browser cookies) Can view documents including text(including bolds and italics) and tables Can move a cursor around and type, but cannot save to google’s servers yet
Made a Build script to automate building and compiling the application for people!
Made some fancy installer UI (Avalonia wwhhhyyy does your styling have to be so finicky!!!!!!)
Avalonia Animations keep overlapping the pages!?!?
Installer flow complete! It doesnt do any installing yet but we have a framework that calls a powershell script with progress updates and a progress bar
Finished Installer Flow! The installer now successfully downloads & installs the Google Docs application. It downloads the icon and adds a shortcut to the start menu, and adds Registry entries to add the uninstall script to the Add & Remove Programs Page in the windows settings app.
Beta 2: Unofficial Google Docs Client I have worked more on RE’ing in Wireshark to RE saving and binding to a document(receive realtime updates), Implemented the infrastructure in the application, but both currently return a 400 (Bad Request), I am still working on it. There is a new material 3 theme with some other subtle UI changes. Various little fixes aswell. Also, you used to have to unzip and run the installer manually, but now there is a curl install command on the repo that downloads it to AppData and runs it.
Platforms Platforms Platforms! Today I worked on yet more build scripts , now .zip files can be generated for every supported platform and placed in a folder with a single command! I still need to update the installer to fetch the corresponding .zip for the OS and Arch automatically. I am planning on doing my first ship once the installer & associated scripts are in a finished state where you can just paste one command into the terminal (for Win/Linux) and it opens the installer application which walks through the installation. After the installation the application should be able to be launched from the Start Menu/App Launcher along with an icon. Also the Dynamic Browser Paths(automatically finding the cookie directory of the user’s installed browser) should be stable, or if not then Internal Mode(planned mode which packages a Servo based browser to login with google to get cookies for auth).
Dynamic Path Support! Dynamic Paths are now enabled by default! Currently only Firefox works reliably from my limited testing. Zen(Fork of Firefox) works like 1/2 the time, and chromium based browsers get found but don’t work properly. The UI is kind of broken but it works for now(Working on it). Beta 3 is now released on Github with builds from the new Package&Release Script mentioned in the previous devlog.
Chromium App-Based-Encryption I have been working on chromium based browser support. Chrome & other modern Chromium based browsers use App-Bound-Encryption to encrypt their cookies. This is the reason why this unofficial Google Docs Client is currently unable to fully decrypt cookies from modern chromium based browsers out of the box on Windows. Chromium encrypts its cookies using the Windows DDAPI(Figure 2). Chromium used to decrypt cookies using the methods implemented in this repository before Chromium 127, this repository should decrypt cookies from chromium versions 127 and below(Figure 1). Figure 1 (C4 Bomb: Blowing up Chrome’s Appbound Cookie Encryption, www.cyberark.com/resources/threat-research-blog/c4-bomb-blowing-up-chromes-appbound-cookie-encryption . Accessed 13 July 2026.) Figure 2 (C4 Bomb: Blowing up Chrome’s Appbound Cookie Encryption, www.cyberark.com/resources/threat-research-blog/c4-bomb-blowing-up-chromes-appbound-cookie-encryption . Accessed 13 July 2026. ) Path forward On Windows ABE is in full effect, we would need SYSTEM perms, and try to impersonate Chrome. I plan to integrate xaitax/Chrome-App-Bound-Encryption-Decryption but this likely will not work forever, it is an arms race with Google and xaitax. Currently it works but likely Google with shut it down eventually. On Linux ABE is only used on Windows, on Linux Chromium uses the system Keychain over DBUS. (Gnome or KWallet) If these are unavailable it uses a completely exposed key in a file(basic encyption). This is very surpassable, it just needs implementation.
Internal Mode Been working on a Servo based google login (Internal Mode )(based on the servo slint example) in rust. I got far enough to be able to login, but it would take a lot more work in order to get to actually being able to login to google docs. This is my first rust project that goes beyond “Hello World!” so I have been trial and erroring my way through this proccess. I have realised that: My rust is not even close enough to being able to complete this within a reasonable timeframe(or ever) Servo doesn’t have any C#(my first and most experienced language) bindings(or not that I can find) CEF(Chromium Embedded Framework) does have C# bindings (Unfortunately is ALOT more bloated compared to Servo), aand Avalonia integration (I use Avalonia for the rest of the Google Docs App) Servo based login: doopyelephant/ServoGoogleLogin I Have started work on a CEF based google login in C#. Hopefully it plays out :)
Progress! See Previous devlog.
Welp, so much for that 2 Devlogs Ago I said I would create a CEF based C# app to authenticate with google. I did not realize that google explicitly blocks this. You might think, just change the “User-Agent: xxxxxx”, but no, Google has an entire JS detection system to stop exactly that. So then I tried making a web wrapper around “accounts.google.com” but Google has a CORS policy around this. So back to Servo it is!
Linux Compatibility And Polish The past few hours have been spent on refining the installer and associated scripts to work better on Linux and give a more reliable experience. Along with cleaning up some unimplemented features. A clear permission prompt for browser-scraping has been added. The past few Devlogs were focused on Internal Mode(Logging in without an external Browser), I still have plans to work on this but it is no longer the most pressing for me right now. School is starting soon for me, and I will have less time to work on this. I Want to get this ready to ship before the start of school so I can get this shipped before the end of the challenge. I will be focusing more on polish, installers, and getting it into a shippable state, If I can get saving to work before then, that’s great. But if not, I want to be able to ship a polished product even if it is missing a crucial feature(saving). But there is no guarantee that I will get it working by sinking more time into it, because it needs more reverse-engineering, I could get it to work in 3 Hours or 500, its down to how quickly I can crack the code in Wireshark(if ever).
Progress on Collaboration and saving Made some substantial progress on realtime collaboration, now I can successfully authenticate by posting to /bind to get a SID to then eventually make requests to /bind and /save. This was made possible by scraping the main web endpoint.
Polish ™ Worked on polishing up the UI, now the title of the document along with your Google account name and profile picture are displayed in the open document screen. Also text wrapping behaves much better. I also have been expermenting alot on how to get saving and realtime collaboration, since the last piece of progress, not much, just alot of 400 (Bad Request)s
HUGE Progress The past few hours I have worked on this project have been extremely productive. I found a header that genuine Google Docs sends, “X-Same-Domain”, which I believe just indicates whether the request is being sent to the same domain as the sender. It turns out that Google actively blocks requests from other domains, but luckily we can just send “X-Same-Domain” with a value of 1, pretending to be coming from the “docs.google.com” domain. After this realization the “/save” endpoint returned 200 (OK) . This was huge progress, this has been a major blocker for months . The one problem was that while the status code stated that the request was successful, the actual request payload contained an error “XSRF” and a string of numbers and letters, which I thought was probably some kind of authentication/coordination token. After a quick Google search, I realized that this was a token to prevent other websites in the same browser from sending requests impersonating Google Docs as the browser auto attaches authentication cookies. To my surprise, when I added “&token=XXXXXX” (with XXXXXX being the string of numbers and letters) to the request url, we get a different error! This one was very ambiguous though, it just was a JSON payload containing nothing but the number “400” , as in 400 (Bad Request) which I had become to dread. After searching around the codebase for a while I found a problem with the url encoding logic, Url encoding is the proccess of replacing invalid character with %XX (XX being the ASCII code for the invalid character), it turns out “&“s are valid characters……. but I was replacing them. Ampersands are also the seperator for parameters. I think the problem was that within the Google Docs server code, it seperates the parameters then decodes each one. With this problem fixed, saving worked!!!! There were a few tiny bugs I wont get into, but largely it worked. I implemented merging changes(sending “hello” rather than “h” + “e” + “l”+ “l”+ “o”). With saving working, I decided to start working on seeing whether these solutions also worked on “/bind” (real-time incoming changes), they didn’t immediately, but after a few tweaks trying to replicate the URL parameters that Google Docs uses, we had incoming changes! I had to do some fancy async enumerable shenanigans to get them to come in asynchronously. The main thing left to do on incoming changes is to set up a seperate thread. Anyhow, Big Devlog, just felt that if I wrote a devlog, it would be outdated within the hour. See ya next time! ; )
Building Up to Release I’ve been working on numerous small issues that I have been putting off. One of these is that all documents over ~1.5 pages were getting cut off, it turns out the contents of the document is split into multiple chunks, each around ~1.5 pages long. It was a relatively simple problem, just needed to fix it. Also binding(incoming changes) now runs on a separate thread so that the UI doesn’t freeze when somebody else types. Saving also now runs on a separate thread, it auto saves every ~1 second, which caused another problem, outgoing changes got relayed back as incoming changes by Google’s servers, meaning everything you typed got duplicated. Again, simple fix, just needed doing. The main thing however is the caret/cursor behavior, which was/is doing some funky stuff, jumping around whenever you changed lines. I added a binary search to help with this, which helped but didnt completely fix it. So there is still some work there. I also added some savekeys to minimize the log output, because before…… there were almost a MB of logs from each run. The main things that stand before release are to finish the cursor behaviour, bolds & italics shifting, and add a home screen with your documents.
Lots more marginal improvements + New Rendering Engine + Pain Recently I have been adding: Support for more keys(symbols, numbers, numpad numbers & arrow keys) Paste (CTRL + V) support More verbose logging New Rendering Engine Can include additional data(underline color, etc) for the future Seems more stable(the old one was kind of jank) But to be honest, most of the time was spent trying to fix some unliveable bugs, when typing to quickly, stuff appears after the cursor. In addition when typing, bold text after the cursor seems to offset. I learned something that can help with the latter bug, but I wasn’t able to fix either.
GitHub, Why? Last weekend GitHub decided to suspend my account for no apparent reason(No it wasn’t a DMCA from Google). I got an email saying for me to “reverify my academic status” for the student developer pack at the same time I got suspended. I tried to do that but… you can’t reverify without being logged in, and you can’t login when you are suspended. So I contacted support and they asked “how [I] plan to use GitHub” and that “[my] account was flagged by [their] abuse-detection systems for manual review, as it may conflict with [their] Terms of Service”. I responded but haven’t gotten any response since then(that was a week ago). I ended up moving at least temporarily to GitLab. While I had a copy of the git repository on my development machine, unfortunately this doesn’t include GitHub releases. I created a new one on GitLab but there aren’t any before the newest one. Anyhow, lets get to the new features: Fix crashing when exiting causing lingering threads Add support for the space key & several special characters including Enter for newlines Add support for different font sizes Add support for downloading and applying font families at runtime (Huge thanks to Jonathan Neal for Google Fonts catalog) Improve install script by supporting powershell 5(the one included in windows) and fixing several errors Fix bug where installer’s progress bar wouldn’t update until completed Cache parsed Savekeys to prevent additional wasted compute Update installers to use GitLab Anyhow, those are the recent updates! Hopefully GitHub reviews my reinstatement request soon. :)...
|
1792774137.8595033
|
1793378937.8595033
|
|
32004
|
FW 190 - RC Airplane by @BAUMAU | Stardance
|
BAUMAU
|
0
|
147.44
|
0
|
[]
|
[{"post_id": 79030, "ts": "202 [{"post_id": 79030, "ts": "2026-10-12T12:48:11Z", "hours": 10.0228, "text": "Just like last devlog, I didn’t do too much exciting stuff. I changed the attachment of the nose and inner parts-tray, so the nose is screwed to the main body, while the tray is just tucked in place. I reprinted some parts and cleaned them up. I cut the carbon tube that goes trough the wings and bent the springsteel wires for the front and back gear. The picture just shows all the sketches I drew during the entire design process, which I just think looks cool. See you on the next (and probably last) devlog =D"}, {"post_id": 76385, "ts": "2026-10-03T11:33:38Z", "hours": 9.4903, "text": "Since last devlog, I didn’t do much exciting stuff. I spent hours trying to solder everything, only to find out that the soldering irons tip was the problem all along. I cleaned up, tested tolerances on the printed parts, made small changes to the model and reprinted some parts so they would fit. Not very interesting, but it brings the project forward."}, {"post_id": 73923, "ts": "2026-09-26T10:30:23Z", "hours": 9.7311, "text": "Finally, after so much time, all the parts are there. I still need to solder some things and make sure everything fits nicely, but after that, the final assembly may begin : D"}, {"post_id": 71147, "ts": "2026-09-20T11:00:20Z", "hours": 10.0317, "text": "Hey guys, I am finally printing all the planes parts now! I‘m printing with ASA Aero which was an absolute nightmare before having the right settings, with strings everywhere and many failed prints. But now the settings work and the prints look great for the filament. Probably only one more devlog before shipping this project XD. See you on the next one."}, {"post_id": 68842, "ts": "2026-09-15T20:56:57Z", "hours": 10.7514, "text": "Welcome to devlog number 8. Most I did, was to design some gears for the back steering-mechanism. It now consists of one twirly gear on a small motor I took out of a servo, which slowly turns a chain of gears. I also made some small additions, mainly to stabilise the structural integrity after putting the different printed parts together."}, {"post_id": 66898, "ts": "2026-09-12T21:01:34Z", "hours": 9.3947, "text": "Welcome to my 7th devlog. Since the last devlog, I have worked on fixations for the cockpit, the back wheel, some irl hardware stuff and the steering mechanisms in the back of the plane. As it turns out, there is so little room in the back of the plane, that I could not fit a servo in there to deliver the needed form of motion. Because of that, I had to deconstruct a servo irl, so I can measure and fit the single parts (potentiometer, motor and the pcb) where I want them to be, kinda like a custom servo-version. The cockpit now has little springs in the back and some kind of nose in the front for a quick montage and removal. I also replaced the voltage step-down converter of the little electronics complex for reading and sending the controllers data I use to control the plane, because the old one wasn’t working. Sadly, it seems like the esp32 I was using to read the data, now has a short-circuit and completely overheats after a short time. Next I will integrate the core servo parts of the servo I demolished into Fusion 360 and hopefully make it work. And buy a new esp32 :( See you on the next devlog :)"}, {"post_id": 65071, "ts": "2026-09-09T22:40:40Z", "hours": 9.4864, "text": "I’m finally back to working on my project! The last days, I mostly worked on the internal arrangement of all the necessary parts like pcb, battery, servos etc. The mechanism for controlling the aileron/flaps now consists of two gears on top of each other at a 90° angle, so the servos wouldn’t have to be in the middle of the plane, creating a space problem. I put the battery, pcb and ESC controller onto a removable tray, so taking the battery out is easier. The tray will be fixed with screws in the back, and be connected to the removable front part of the plane for a semi-easy removal while also holding in place while flying. I also fixed a real-world issue with the gear, where in CAD it would fit perfectly, while being out of place irl. Now the only ramaining thing to do is to design the mechanism to steer the rudder, which is quite tricky, because there is pretty much no space at all to attach anything in the very back of the plane. See you on the next devlog :)"}, {"post_id": 42555, "ts": "2026-08-07T11:38:38Z", "hours": 9.3664, "text": "Hello guys, I am finally finished with the pcb design. Now all that is left to do is to finish the steering mechanism in the plane, adding a mount for the pcb and then assembling everything. Sadly I wont be able to work on this project for about a month or so, since im on vacation. See you on the next one!"}, {"post_id": 40446, "ts": "2026-08-03T23:27:21Z", "hours": 9.6944, "text": "Hey guys, this devlog I just fixed some problems with the 3D model of the aircraft and added a screw mount for the cockpit, so it holds onto the main body and is detachable. I also started to do some research on electronics and pcb design for a simple main pcb in the plane. I even started with the schematic but still have quite a lot to learn and do."}, {"post_id": 38458, "ts": "2026-07-31T20:45:20Z", "hours": 46.2483, "text": "Hi guys, it has been quite some time since my last devlog in which I promised to show the plane model. Now I am almost finished with it. Because this was my first time modeling something as complex and dynamic, it took me much time to figure things out. I also did the first test 3D print which pointed out some important issues I will need to fix. Heres a quick overview of how I intend the aircraft to function: -The main body will consist of multiple parts which get put together with glue -The wings will further be stabilised by a carbon pipe -It will have retractable gear -The flaps will be controlled by spinning rods connected to gears inside the main body -Everything will be connected to a main pcb and controlled by an esp32 which receives the data via an antenna See you on the next devlog!"}, {"post_id": 27809, "ts": "2026-07-13T18:10:01Z", "hours": 8.4608, "text": "Hello guys, this is my second devlog on my RC airplane. I’m finally finished with programming both the receiving and transmitting ESP32 boards which I use for this project. Heres a list of all the things I did/added and fixed since the last devlog: -I got the antennas working -The radio connection works and transmits the data I want -The receiving ESP32 now hands the signals down to servos -Fixed a problem with the servo library where attaching the servos to any pin would overwrite other attached servos -Added an easy kind of failsafe -Built a container for the electronics that goes on the back of my controller on the transmitting end–> still working on it but almost finished I will update you guys, when I have a decent 3D model of the plane to show."}, {"post_id": 25337, "ts": "2026-07-09T15:50:52Z", "hours": 4.7606, "text": "This is my first ever devlog so don‘t expect too much. Heres what I already did: -I set up my coding workspace -I connected the ESP32 to my controller and can read the data -I set up the Antennas and tested them Now I just need the Antennas to work together with the rest. After that I will start to design the plane in CAD. Thats it for the devlog, I‘ll post the next one, when i‘m finished with the main coding part."}]...
|
Title: FW 190 - RC Airplane by @BAUMAU | Stardance Title: FW 190 - RC Airplane by @BAUMAU | Stardance
Devlogs:
This is my first ever devlog so don‘t expect too much. Heres what I already did: -I set up my coding workspace -I connected the ESP32 to my controller and can read the data -I set up the Antennas and tested them Now I just need the Antennas to work together with the rest. After that I will start to design the plane in CAD. Thats it for the devlog, I‘ll post the next one, when i‘m finished with the main coding part.
Hello guys, this is my second devlog on my RC airplane. I’m finally finished with programming both the receiving and transmitting ESP32 boards which I use for this project. Heres a list of all the things I did/added and fixed since the last devlog: -I got the antennas working -The radio connection works and transmits the data I want -The receiving ESP32 now hands the signals down to servos -Fixed a problem with the servo library where attaching the servos to any pin would overwrite other attached servos -Added an easy kind of failsafe -Built a container for the electronics that goes on the back of my controller on the transmitting end–> still working on it but almost finished I will update you guys, when I have a decent 3D model of the plane to show.
Hi guys, it has been quite some time since my last devlog in which I promised to show the plane model. Now I am almost finished with it. Because this was my first time modeling something as complex and dynamic, it took me much time to figure things out. I also did the first test 3D print which pointed out some important issues I will need to fix. Heres a quick overview of how I intend the aircraft to function: -The main body will consist of multiple parts which get put together with glue -The wings will further be stabilised by a carbon pipe -It will have retractable gear -The flaps will be controlled by spinning rods connected to gears inside the main body -Everything will be connected to a main pcb and controlled by an esp32 which receives the data via an antenna See you on the next devlog!
Hey guys, this devlog I just fixed some problems with the 3D model of the aircraft and added a screw mount for the cockpit, so it holds onto the main body and is detachable. I also started to do some research on electronics and pcb design for a simple main pcb in the plane. I even started with the schematic but still have quite a lot to learn and do.
Hello guys, I am finally finished with the pcb design. Now all that is left to do is to finish the steering mechanism in the plane, adding a mount for the pcb and then assembling everything. Sadly I wont be able to work on this project for about a month or so, since im on vacation. See you on the next one!
I’m finally back to working on my project! The last days, I mostly worked on the internal arrangement of all the necessary parts like pcb, battery, servos etc. The mechanism for controlling the aileron/flaps now consists of two gears on top of each other at a 90° angle, so the servos wouldn’t have to be in the middle of the plane, creating a space problem. I put the battery, pcb and ESC controller onto a removable tray, so taking the battery out is easier. The tray will be fixed with screws in the back, and be connected to the removable front part of the plane for a semi-easy removal while also holding in place while flying. I also fixed a real-world issue with the gear, where in CAD it would fit perfectly, while being out of place irl. Now the only ramaining thing to do is to design the mechanism to steer the rudder, which is quite tricky, because there is pretty much no space at all to attach anything in the very back of the plane. See you on the next devlog :)
Welcome to my 7th devlog. Since the last devlog, I have worked on fixations for the cockpit, the back wheel, some irl hardware stuff and the steering mechanisms in the back of the plane. As it turns out, there is so little room in the back of the plane, that I could not fit a servo in there to deliver the needed form of motion. Because of that, I had to deconstruct a servo irl, so I can measure and fit the single parts (potentiometer, motor and the pcb) where I want them to be, kinda like a custom servo-version. The cockpit now has little springs in the back and some kind of nose in the front for a quick montage and removal. I also replaced the voltage step-down converter of the little electronics complex for reading and sending the controllers data I use to control the plane, because the old one wasn’t working. Sadly, it seems like the esp32 I was using to read the data, now has a short-circuit and completely overheats after a short time. Next I will integrate the core servo parts of the servo I demolished into Fusion 360 and hopefully make it work. And buy a new esp32 :( See you on the next devlog :)
Welcome to devlog number 8. Most I did, was to design some gears for the back steering-mechanism. It now consists of one twirly gear on a small motor I took out of a servo, which slowly turns a chain of gears. I also made some small additions, mainly to stabilise the structural integrity after putting the different printed parts together.
Hey guys, I am finally printing all the planes parts now! I‘m printing with ASA Aero which was an absolute nightmare before having the right settings, with strings everywhere and many failed prints. But now the settings work and the prints look great for the filament. Probably only one more devlog before shipping this project XD. See you on the next one.
Finally, after so much time, all the parts are there. I still need to solder some things and make sure everything fits nicely, but after that, the final assembly may begin : D
Since last devlog, I didn’t do much exciting stuff. I spent hours trying to solder everything, only to find out that the soldering irons tip was the problem all along. I cleaned up, tested tolerances on the printed parts, made small changes to the model and reprinted some parts so they would fit. Not very interesting, but it brings the project forward.
Just like last devlog, I didn’t do too much exciting stuff. I changed the attachment of the nose and inner parts-tray, so the nose is screwed to the main body, while the tray is just tucked in place. I reprinted some parts and cleaned them up. I cut the carbon tube that goes trough the wings and bent the springsteel wires for the front and back gear. The picture just shows all the sketches I drew during the entire design process, which I just think looks cool. See you on the next (and probably last) devlog =D...
|
1792518897.5662298
|
1793123697.5662298
|
|
58389
|
EpicWakerUpper by @Epicninja3 | Stardance
|
Epicninja3
|
0
|
9.81
|
0
|
[]
|
[{"post_id": 79032, "ts": "202 [{"post_id": 79032, "ts": "2026-10-12T13:13:06Z", "hours": 6.4214, "text": "Worked on my code and finished up the project! The clock can set alarms, set timers, and pulls data from Open Meteo to display the weather on the screen. I may add a little more functionality later."}, {"post_id": 71963, "ts": "2026-09-21T21:16:48Z", "hours": 1.7519, "text": "Finished up the CAD Case! I worked on my case, polishing it, and making it smooth. In my design, the screen is raised up and at the back of my clock. I also added some text at the front and raised the case up, and added circular legs."}, {"post_id": 64556, "ts": "2026-09-09T01:53:09Z", "hours": 1.6342, "text": "Finished up my PCB for my alarm clock! It uses 6 switches in a matrix, a buzzer, and the TFT Screen. It was pretty fun making it, and I plan to add a few more fun silkscreen images on the PCB (so far there’s a squirrel)."}]...
|
Title: EpicWakerUpper by @Epicninja3 | Stardance
Title: EpicWakerUpper by @Epicninja3 | Stardance
Devlogs:
Finished up my PCB for my alarm clock! It uses 6 switches in a matrix, a buzzer, and the TFT Screen. It was pretty fun making it, and I plan to add a few more fun silkscreen images on the PCB (so far there’s a squirrel).
Finished up the CAD Case! I worked on my case, polishing it, and making it smooth. In my design, the screen is raised up and at the back of my clock. I also added some text at the front and raised the case up, and added circular legs.
Worked on my code and finished up the project! The clock can set alarms, set timers, and pulls data from Open Meteo to display the weather on the screen. I may add a little more functionality later....
|
1792748980.8140543
|
1793353780.8140543
|
|
68988
|
GDML by @jujharseehra | Stardance
|
jujharseehra
|
0
|
8.03
|
0
|
[]
|
[{"post_id": 79035, "ts": "202 [{"post_id": 79035, "ts": "2026-10-12T13:26:56Z", "hours": 1.3486, "text": "Finished GDML! This was an amazing project, and while I may add more changes in the future, for now it is alright as it is. Feel free to try out this project, or look in the GitHub repo to see how it works!"}, {"post_id": 78518, "ts": "2026-10-11T01:59:31Z", "hours": 1.3144, "text": "Hi Everyone! I was able to add features that fixed the inital issues, and it is fully ready for the cube section in Stereo Madness! My next goal is expanding the effectiveness, adding one more level, and adding more gamemodes, such as upside-down and ship! Wish me luck for the last strech!"}, {"post_id": 78444, "ts": "2026-10-10T20:15:33Z", "hours": 1.0722, "text": "Been facing a bunch of issues, where the GDML bot has somehow gotten worse?? Will be fixing training data, as that might be the issue."}, {"post_id": 78374, "ts": "2026-10-10T16:28:30Z", "hours": 1.2978, "text": "Been working on GDML! Further improving the consistency of the ML model, and I am starting to add a death dectector for better performance! Wish me luck!"}, {"post_id": 78335, "ts": "2026-10-10T14:03:29Z", "hours": 3.0011, "text": "Been working on a Machine Learning model that can play Geometry Dash! Right now, I have built a barebones model, and I will be using it to play the level Stereo Madness in Geometry Dash. Wish me Luck!"}]...
|
Title: GDML by @jujharseehra | Stardance
Devlogs: Title: GDML by @jujharseehra | Stardance
Devlogs:
Been working on a Machine Learning model that can play Geometry Dash! Right now, I have built a barebones model, and I will be using it to play the level Stereo Madness in Geometry Dash. Wish me Luck!
Been working on GDML! Further improving the consistency of the ML model, and I am starting to add a death dectector for better performance! Wish me luck!
Been facing a bunch of issues, where the GDML bot has somehow gotten worse?? Will be fixing training data, as that might be the issue.
Hi Everyone! I was able to add features that fixed the inital issues, and it is fully ready for the cube section in Stereo Madness! My next goal is expanding the effectiveness, adding one more level, and adding more gamemodes, such as upside-down and ship! Wish me luck for the last strech!
Finished GDML! This was an amazing project, and while I may add more changes in the future, for now it is alright as it is. Feel free to try out this project, or look in the GitHub repo to see how it works!...
|
1793127317.3805144
|
1793732117.3805144
|
|
59299
|
My Webpage by @shra2408 | Stardance
|
shra2408
|
0
|
17.11
|
0
|
[]
|
[{"post_id": 79040, "ts": "202 [{"post_id": 79040, "ts": "2026-10-12T13:55:05Z", "hours": 5.4533, "text": "Devlog#10 🌼🌼Yay made an instantaneous clock, after all those hrs learning JS!! PS its Haikyuu! themed.🌼🌼"}, {"post_id": 76309, "ts": "2026-10-03T04:40:00Z", "hours": 1.6219, "text": "Devlog#9 🌼🌼I made an animation. But for some reason i can see two sprites moving.. I think its the space between the sprites :D"}, {"post_id": 75885, "ts": "2026-10-01T14:20:59Z", "hours": 1.6914, "text": "#Devlog 8 🌼🌼I made yet another navbar/sidebar… I just can’t help it, playing with navbars and sidebars is just soo fun!! I bet you can spot Boyle(my cute little sprite) in his spritesheet as well! Have a nice day.🌼🌼"}, {"post_id": 75457, "ts": "2026-09-30T04:44:14Z", "hours": 1.6258, "text": "#Devlog 7 🌼🌼Making a spritesheet for my game on My Webpage!!! Look forward to the game guys!! Im gonna ship it soon!🌼🌼"}, {"post_id": 74240, "ts": "2026-09-27T01:24:01Z", "hours": 0.2667, "text": "#Devlog 6 🌼🌼I made a navbar element. I have to fuse the two elements tho… the animation and the actual navbar :‘3 But yay I’m happy I made progress.🌼🌼"}, {"post_id": 74234, "ts": "2026-09-27T00:45:20Z", "hours": 1.3094, "text": "Devlog#5 🌼🌼Yess! Now, my gallery can scroll!🌼🌼"}, {"post_id": 70110, "ts": "2026-09-18T14:10:37Z", "hours": 1.2489, "text": "Devlog#4 🌼🌼Finally got the grid gallery aligned properly and now I am either going to add more images to it or a learn more section. Yay!🌼🌼"}, {"post_id": 70062, "ts": "2026-09-18T11:40:18Z", "hours": 0.2633, "text": "Devlog #3 🌼🌼I finally finished my website’s gallery :D I know it isn’t perfect, but this is a start!!!🌼🌼"}, {"post_id": 70032, "ts": "2026-09-18T10:23:59Z", "hours": 2.9714, "text": "Devlog #2 🌼🌼I am making an interactive website on which you can play games on, look at my artwork, and the hardware projects I made.🌼🌼"}, {"post_id": 68964, "ts": "2026-09-16T03:55:20Z", "hours": 0.6536, "text": "Navbar/Sidebar element🌼"}]...
|
Title: My Webpage by @shra2408 | Stardance
Devlog Title: My Webpage by @shra2408 | Stardance
Devlogs:
Navbar/Sidebar element🌼
Devlog #2 🌼🌼I am making an interactive website on which you can play games on, look at my artwork, and the hardware projects I made.🌼🌼
Devlog #3 🌼🌼I finally finished my website’s gallery :D I know it isn’t perfect, but this is a start!!!🌼🌼
Devlog#4 🌼🌼Finally got the grid gallery aligned properly and now I am either going to add more images to it or a learn more section. Yay!🌼🌼
Devlog#5 🌼🌼Yess! Now, my gallery can scroll!🌼🌼
#Devlog 6 🌼🌼I made a navbar element. I have to fuse the two elements tho… the animation and the actual navbar :‘3 But yay I’m happy I made progress.🌼🌼
#Devlog 7 🌼🌼Making a spritesheet for my game on My Webpage!!! Look forward to the game guys!! Im gonna ship it soon!🌼🌼
#Devlog 8 🌼🌼I made yet another navbar/sidebar… I just can’t help it, playing with navbars and sidebars is just soo fun!! I bet you can spot Boyle(my cute little sprite) in his spritesheet as well! Have a nice day.🌼🌼
Devlog#9 🌼🌼I made an animation. But for some reason i can see two sprites moving.. I think its the space between the sprites :D
Devlog#10 🌼🌼Yay made an instantaneous clock, after all those hrs learning JS!! PS its Haikyuu! themed.🌼🌼...
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1792792239.2973735
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1793397039.2973735
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31577
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PickleWatch by @karthikeya | Stardance
|
karthikeya
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2
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34.45
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308
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T03:58:34Z", "hours": 27.0, "multiplier": 16.51, "payout": 246, "blessing": "neutral", "text": "I updated it to now RallyLab. I did this because initially i had an app to find open pickleball courts near me in Tampa. It worked, but I realized you really only use a court finder once. You check it, drive there, and that’s it. So I’ve been rebuilding it into RallyLab. The idea is simple: put your phone on the bench and let it listen to your match. Instead of recording the match, the new app -RallyLab- just detects racket hits and the words you say like serves etc to detect who got the point. The audio gets processed 128 samples at a time and immediately overwritten, so there is no recording or audio file. I am going to spend more time on this and make it a full on product people can use.", "repo": "https://github.com/Coder-13-11/PickleWatch", "demo": "https://pickle-watch.vercel.app"}, {"ship_num": 2, "ts": "2026-07-10T15:13:48Z", "hours": 7.0, "multiplier": 8.97, "payout": 62, "blessing": "neutral", "text": "PickleWatch, an App for Pickleball Athletes So basically the problem is there’s like 8 pickleball courts around Tampa and you never know which ones are actually free or if they’re packed until you drive there and it’s a whole thing. So I made an app that tells you before you leave your house. It’s a website (kinda like an app, you can add it to your home screen) that shows all 8 courts and how busy each one probably is right now. It’s not just guessing randomly either — I made it learn the normal pattern for each court (like Northlakes gets crazy busy around 6pm on weekdays but High 5 is more of a lunchtime thing) and then it mixes that with actual people checking in. Like if you show up and tap “I’m here” and say how busy it is, that updates everyone’s app in real time for like 90 minutes and then it fades away. The real time part is honestly the coolest part, I used this thing called Supabase which is like a free database that can push updates instantly. I tested it by opening two browser windows side by side and checking in on one and watching it show up on the other one immediately, no refreshing or anything. Other stuff it does: Rally button — pick a time and it makes a message you can send to your group chat on WhatsApp asking who wants to play Polls — like if people can’t decide where to play you make a poll and everyone votes and you can see it update live Friends — add your friends and it’ll show you when they check in somewhere, plus little avatar bubbles showing who’s at a court right now No login or password or anything, you just type your name once and that’s it. Didn’t want to deal with accounts for something this small. Everything’s free too — Supabase has a free plan and I’m hosting it on Vercel which is also free, so it’s not costing me anything to run.", "repo": "https://github.com/Coder-13-11/PickleWatch", "demo": "https://pickle-watch.vercel.app"}]...
|
[{"post_id": 79042, "ts": "202 [{"post_id": 79042, "ts": "2026-10-12T14:04:26Z", "hours": 0.45, "text": "Update: fixed bugs and improved the sound detection algorithm so it accurately captures the hits, I am still wondering on how to make this really accurate so any suggestions would be helpful."}, {"post_id": 65180, "ts": "2026-09-10T03:56:43Z", "hours": 15.4464, "text": "🟢 Quick Update on Picklewatch 🟢. I updated it to now RallyLab. I did this because initially i had an app to find open pickleball courts near me in Tampa. It worked, but I realized you really only use a court finder once. You check it, drive there, and that’s it. So I’ve been rebuilding it into RallyLab. The idea is simple: put your phone on the bench and let it listen to your match. Instead of recording the match, the new app -RallyLab- just detects racket hits and the words you say like serves etc to detect who got the point. The audio gets processed 128 samples at a time and immediately overwritten, so there is no recording or audio file. The hit detector is working pretty well now. I tested it with simulated gym noise, talking, shoe squeaks, and another court playing nearby, and 9/11 conditions got an F1 of at least 0.93. I also added badminton, tennis, pickleball, squash, and table tennis, along with their different scoring rules. There are also 393 tests passing. The biggest thing I’m working on now is automatic score tracking. I originally planned to have players tap who won each rally, but nobody is going to do that during a game. Since players already say the score out loud, I’m using that instead. Speech recognition by itself is only around 73% accurate, but because there are only a few legal scores that can follow each score, an HMM + Viterbi decoder can bring that up to around 96–100%. I said its almost ready but I am trying to make it realible for an athlete to trust. Then I found a weird problem. The server’s score is always said first, so the microphone can know the score is 5-3 but can’t know which team is serving. That leaves two possibilities at exactly 50/50. I’m working on speaker ID now, but I’m using it as a probability instead of a hard rule so one mistake doesn’t ruin everything. Next is getting the score system into the UI, finishing speaker ID, figuring out the iOS audio situation, and testing it in a real gym. So far all my testing has been simulated. If it can’t handle six courts playing at once, then I have a much bigger problem. Maybe in the future, once i get the grant from hackclub to buy a licence for playstore, the app might fucntion more efficiently than a web app."}, {"post_id": 44219, "ts": "2026-08-09T20:42:41Z", "hours": 5.1753, "text": "Revamped the UI, check it out!"}, {"post_id": 32595, "ts": "2026-07-21T21:27:26Z", "hours": 6.0836, "text": "Fixed and Patched Bugs in PickleWatch!"}, {"post_id": 25968, "ts": "2026-07-10T14:41:36Z", "hours": 7.2303, "text": "Love Pickleball?? Check this out! I just made an app that tracks nearby pickleball courts and estimates how many people are on them, so the user can save time and play more efficiently when they get there. I have also created a feature for polls and for adding your crew to the friends list, so you can decide when to play the sport at your convenience. Please take a look at my screenshots below"}]...
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Title: PickleWatch by @karthikeya | Stardance
Dev Title: PickleWatch by @karthikeya | Stardance
Devlogs:
Love Pickleball?? Check this out! I just made an app that tracks nearby pickleball courts and estimates how many people are on them, so the user can save time and play more efficiently when they get there. I have also created a feature for polls and for adding your crew to the friends list, so you can decide when to play the sport at your convenience. Please take a look at my screenshots below
Fixed and Patched Bugs in PickleWatch!
Revamped the UI, check it out!
🟢 Quick Update on Picklewatch 🟢. I updated it to now RallyLab. I did this because initially i had an app to find open pickleball courts near me in Tampa. It worked, but I realized you really only use a court finder once. You check it, drive there, and that’s it. So I’ve been rebuilding it into RallyLab. The idea is simple: put your phone on the bench and let it listen to your match. Instead of recording the match, the new app -RallyLab- just detects racket hits and the words you say like serves etc to detect who got the point. The audio gets processed 128 samples at a time and immediately overwritten, so there is no recording or audio file. The hit detector is working pretty well now. I tested it with simulated gym noise, talking, shoe squeaks, and another court playing nearby, and 9/11 conditions got an F1 of at least 0.93. I also added badminton, tennis, pickleball, squash, and table tennis, along with their different scoring rules. There are also 393 tests passing. The biggest thing I’m working on now is automatic score tracking. I originally planned to have players tap who won each rally, but nobody is going to do that during a game. Since players already say the score out loud, I’m using that instead. Speech recognition by itself is only around 73% accurate, but because there are only a few legal scores that can follow each score, an HMM + Viterbi decoder can bring that up to around 96–100%. I said its almost ready but I am trying to make it realible for an athlete to trust. Then I found a weird problem. The server’s score is always said first, so the microphone can know the score is 5-3 but can’t know which team is serving. That leaves two possibilities at exactly 50/50. I’m working on speaker ID now, but I’m using it as a probability instead of a hard rule so one mistake doesn’t ruin everything. Next is getting the score system into the UI, finishing speaker ID, figuring out the iOS audio situation, and testing it in a real gym. So far all my testing has been simulated. If it can’t handle six courts playing at once, then I have a much bigger problem. Maybe in the future, once i get the grant from hackclub to buy a licence for playstore, the app might fucntion more efficiently than a web app.
Update: fixed bugs and improved the sound detection algorithm so it accurately captures the hits, I am still wondering on how to make this really accurate so any suggestions would be helpful.
Ships:
PickleWatch, an App for Pickleball Athletes So basically the problem is there’s like 8 pickleball courts around Tampa and you never know which ones are actually free or if they’re packed until you drive there and it’s a whole thing. So I made an app that tells you before you leave your house. It’s a website (kinda like an app, you can add it to your home screen) that shows all 8 courts and how busy each one probably is right now. It’s not just guessing randomly either — I made it learn the normal pattern for each court (like Northlakes gets crazy busy around 6pm on weekdays but High 5 is more of a lunchtime thing) and then it mixes that with actual people checking in. Like if you show up and tap “I’m here” and say how busy it is, that updates everyone’s app in real time for like 90 minutes and then it fades away. The real time part is honestly the coolest part, I used this thing called Supabase which is like a free database that can push updates instantly. I tested it by opening two browser windows side by side and checking in on one and watching it show up on the other one immediately, no refreshing or anything. Other stuff it does: Rally button — pick a time and it makes a message you can send to your group chat on WhatsApp asking who wants to play Polls — like if people can’t decide where to play you make a poll and everyone votes and you can see it update live Friends — add your friends and it’ll show you when they check in somewhere, plus little avatar bubbles showing who’s at a court right now No login or password or anything, you just type your name once and that’s it. Didn’t want to deal with accounts for something this small. Everything’s free too — Supabase has a free plan and I’m hosting it on Vercel which is also free, so it’s not costing me anything to run.
I updated it to now RallyLab. I did this because initially i had an app to find open pickleball courts near me in Tampa. It worked, but I realized you really only use a court finder once. You check it, drive there, and that’s it. So I’ve been rebuilding it into RallyLab. The idea is simple: put your phone on the bench and let it listen to your match. Instead of recording the match, the new app -RallyLab- just detects racket hits and the words you say like serves etc to detect who got the point. The audio gets processed 128 samples at a time and immediately overwritten, so there is no recording or audio file. I am going to spend more time on this and make it a full on product people can use....
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1793105695.0294683
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1793192095.0294683
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69288
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Scratchy by @KevinW | Stardance
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KevinW
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0
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7.87
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0
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[]
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[{"post_id": 79046, "ts": "202 [{"post_id": 79046, "ts": "2026-10-12T14:14:41Z", "hours": 7.8708, "text": "I just finished building all of the core functions in HTML! The point of this is to show me the limits of html and so far I haven’t used anything else. The whole program was made in html. I spent a lot of time testing out grid sizes and different patterns but the most confusing problem was figuring out how to detect when the player had scratched off enough of the grey to trigger the reveal and win checking functions without crashing the whole webpage. One method I used to fix this was to add a percentage threshold. Once the percentage of transparent pixels crosses 50% it clears the rest and runs the win evaluation."}]...
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Title: Scratchy by @KevinW | Stardance
Devlogs:
I Title: Scratchy by @KevinW | Stardance
Devlogs:
I just finished building all of the core functions in HTML! The point of this is to show me the limits of html and so far I haven’t used anything else. The whole program was made in html. I spent a lot of time testing out grid sizes and different patterns but the most confusing problem was figuring out how to detect when the player had scratched off enough of the grey to trigger the reveal and win checking functions without crashing the whole webpage. One method I used to fix this was to add a percentage threshold. Once the percentage of transparent pixels crosses 50% it clears the rest and runs the win evaluation....
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1792475843.0581944
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1793339843.0581944
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8100
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Crawssembly by @The_Craw | Stardance
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The_Craw
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3
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310.71
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5664
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T09:56:51Z", "hours": 137.0, "multiplier": 19.59, "payout": 2622, "blessing": "neutral", "text": "CRAWSSEMBLY - New and Improved! “Programming languages are a lie!” This is Crawssembly, the number 1 project on all of stardance! It’s a project that’s been in production for over a year. It is an educational assembly-like programming language that teaches users how computers actually work. Programming languages like Python, Ruby, and Java pull the wool over your eyes by abstraction and simplification. Crawssembly is the first step to seeing clearly. What is new? INTERNET SOCKETS! CRAWOS COMMAND LINES! DYNAMIC LABEL JUMPING! IMPROVED DEVICES! DEDICATED PACKAGE SHARING WEBSITE! AND MORE! Check it out for yourself! (Shipped early due to Fraud Squad limitations, Crawssembly is too powerful for Hack Club)", "repo": "https://github.com/Jonah-Crawford/Crawssembly", "demo": "https://crawssembly.ultimatecraw.xyz/"}, {"ship_num": 2, "ts": "2026-07-02T17:49:35Z", "hours": 33.0, "multiplier": 19.65, "payout": 633, "blessing": "neutral", "text": "Crawssembly v1.1.0 ready to ship! “Programming languages are a lie!” This is Crawssembly, a project that’s been in production for almost a year. It is an educational assembly-like programming language that teaches users how computers actually work. Programming languages like Python, Ruby, and Java pull the wool over your eyes by abstraction and simplification. Crawssembly is the first step to seeing clearly.", "repo": "https://github.com/Jonah-Crawford/Crawssembly", "demo": "https://crawssembly.ultimatecraw.xyz/"}, {"ship_num": 3, "ts": "2026-06-26T21:15:26Z", "hours": 134.0, "multiplier": 19.78, "payout": 2409, "blessing": "neutral", "text": "Crawssembly: The beginner’s gateway to low-level thinking. \"Programming languages are a lie!\" This is Crawssembly, a project that’s been in production for almost a year. It is an educational assembly-like programming language that teaches users how computers actually work. Programming languages like Python, Ruby, and Java pull the wool over your eyes by abstraction and simplification. Crawssembly is the first step to seeing clearly.", "repo": "https://github.com/Jonah-Crawford/Crawssembly", "demo": "https://crawssembly.ultimatecraw.xyz/"}]...
|
[{"post_id": 79047, "ts": "202 [{"post_id": 79047, "ts": "2026-10-12T14:17:02Z", "hours": 5.8211, "text": "idk where these extra hours are coming from, but as long as I don’t ship them, they won’t count towards stardust so I’ll be fine. In the meantime, enjoy craw slop"}, {"post_id": 73135, "ts": "2026-09-24T13:36:27Z", "hours": 0.8872, "text": "It has come to my attention that not everyone who has followed Crawssembly has starred it on GitHub! Please, if you like my project, star it on GitHub at https://github.com/Jonah-Crawford/Crawssembly Thank you."}, {"post_id": 62476, "ts": "2026-09-05T20:43:32Z", "hours": 1.1861, "text": "I’m back! Fraud Squad unbanned me so WE are all having a party at my house Although I can’t use nano apparently anymore… so Crawssembly will be having it’s final ship very very soon"}, {"post_id": 53379, "ts": "2026-08-23T22:12:14Z", "hours": 4.7478, "text": "I’ve been doing much more testing and implementing the network device. Specifically testing the following commands: io net ip , io net addr , io net connect , io net socket , io net port , io net listen , io net accept , io net send , io net protocol , io net block , and io net recv ."}, {"post_id": 52283, "ts": "2026-08-22T12:07:09Z", "hours": 0.5569, "text": "HTTP requests working 🔥 ts is so peak icl"}, {"post_id": 51913, "ts": "2026-08-21T20:28:29Z", "hours": 4.2456, "text": "I’VE ACTUALLY DONE IT 🔥 Networking is now officially part of Crawssembly. Alpha tests on localhost have all passed"}, {"post_id": 51556, "ts": "2026-08-21T10:23:09Z", "hours": 0.3189, "text": "I’ve brought run back from the dead. You can now use run rXX to run a binary value inside the input register as a Crawssembly instruction"}, {"post_id": 51201, "ts": "2026-08-20T18:32:01Z", "hours": 0.4944, "text": "stardance"}, {"post_id": 50613, "ts": "2026-08-19T20:41:05Z", "hours": 1.6864, "text": "I’m finally getting somewhere with the editor, however I’m now having issues with character deletion, and adding characters inside empty newlines"}, {"post_id": 49579, "ts": "2026-08-18T13:50:02Z", "hours": 4.3281, "text": "Still no clue why characters aren’t being saved to memory in my free heap block Slow day today fr"}, {"post_id": 48745, "ts": "2026-08-17T08:45:08Z", "hours": 2.36, "text": "For some reason, I’ve been banned on slack. I don’t know why, since no one will tell me. This is not good news, but luckily it doesn’t seem to be a stardance-wide ban, so I can still do the hackathon."}, {"post_id": 48355, "ts": "2026-08-16T17:45:02Z", "hours": 8.0639, "text": "Lots of work today, sorry for the . I’ve been struggling with the text editor, heap buffers, cursor allocation, character addresses, etc etc… ad infinitum. However, I’m getting close. Rendering is outputting something, although I don’t know why typing doesn’t seem to add anything…"}, {"post_id": 47504, "ts": "2026-08-15T13:39:53Z", "hours": 4.2456, "text": "I’ve added io keyboard mod to create a bitfield of modification key presses for the keyboard device, so now keys like CTRL and TAB can be handled, which lays the foundation for my next project which is making a basic file editor in casm"}, {"post_id": 46783, "ts": "2026-08-14T09:10:12Z", "hours": 4.3825, "text": "Sorry for the but it’s been a hectic couple of days. I got into University! I’ve also been busy taking a look at a CGOL implementation, truly amazing stuff! Go check it out: https://github.com/srxcode/game-of-life-crawssembly"}, {"post_id": 45634, "ts": "2026-08-12T08:01:02Z", "hours": 1.1425, "text": "I’ve separated the old sleep command into sleepms for millisecond waits and sleepus for microsecond waits. Although, microsecond precision is highly dependent on the OS, so it won’t be as accurate as sleepms for smaller values (Say, n<50)"}, {"post_id": 45230, "ts": "2026-08-11T15:52:21Z", "hours": 1.3411, "text": "I’ve merged the new fgo rules to the project, so now fgo points to labels similar to jmp , but fgo 0 now jumps to the label defined in r01 I was having some issues with using git but I got them sorted"}, {"post_id": 45046, "ts": "2026-08-11T09:08:16Z", "hours": 0.8819, "text": "I’m back from camping! (RIP my 60+ day streak) My plans going forward immediately is improving program counter modifications to allow for higher-level concepts to be bootstrapped onto Crawssembly instruction sets. (Image unrelated)"}, {"post_id": 40794, "ts": "2026-08-04T15:32:01Z", "hours": 1.0728, "text": "I’ve been working with @BetterClient to inprove the program counter and bringing back fgo from casm beta. This is also a reminder that I’ll be OOO until next Monday."}, {"post_id": 40209, "ts": "2026-08-03T16:48:57Z", "hours": 1.4692, "text": "I’ve made publishing packages super easy now, all you need to do is craw init to create the package, and then craw pkg publish . As long as you’re signed into CPM and gh, it’ll just work"}, {"post_id": 40094, "ts": "2026-08-03T14:12:19Z", "hours": 1.1475, "text": "I’ve added Markdown support for CPM packages 🔥"}, {"post_id": 40004, "ts": "2026-08-03T11:00:47Z", "hours": 2.5797, "text": "@imakebloatedcode Thank you for your pr for CPM to include OpenAPI scemata, another great addition from the Craw Systems community Most of my time has been reviewing it and making small edits to include the security auth headers for API keys Official Announcement I’m not going to be online through the 5th August to the 10th August, I’ll be camping for those 5* days in a very low-data spot, and I’m almost certainly not taking my laptop. I might be able to get a tiny amount of code on my phone to keep my streak but certainly not enough to engage in my normal conversation on slack or post devlogs"}, {"post_id": 39500, "ts": "2026-08-02T14:31:42Z", "hours": 1.0703, "text": "Package creation and accounts are now working (theoretically) from the command line 🔥"}, {"post_id": 38989, "ts": "2026-08-01T16:48:04Z", "hours": 2.2369, "text": "The account page is looking better, and it’s survived some user testing 🙏 I need to add some boring stuff though like API key listing and said key management"}, {"post_id": 38863, "ts": "2026-08-01T12:58:59Z", "hours": 3.1425, "text": "I’ve been back working on CPM, focused on user accounts."}, {"post_id": 38130, "ts": "2026-07-31T10:56:08Z", "hours": 1.39, "text": "The Crawssembly community is real 🙏 I’ve been reviewing a PR on the GitHub to improve the multiplication script in the CSL ( std/math/multiply.craw )"}, {"post_id": 37274, "ts": "2026-07-29T21:10:18Z", "hours": 0.7014, "text": "I’ve been messing around with --input tag which seems to mess around a bit in the rust vm, but I think I’m getting closer to the cause"}, {"post_id": 36468, "ts": "2026-07-28T16:32:48Z", "hours": 1.0483, "text": "Hack Club seems to have updated the rules on banner images, claiming it has to be an image of your project working. This is no issue for Crawssembly. The new banner is now the output of one of my programs, creating the banner pixel for pixel. This both compiles with the new rule, as it demonstrates Crawssembly functioning, while maintaining its identity."}, {"post_id": 36310, "ts": "2026-07-28T10:47:11Z", "hours": 2.2539, "text": "I’ve discovered that the input file mechanism is broken, so that’s great. I’ve also been adding more commands to CrawOS"}, {"post_id": 35823, "ts": "2026-07-27T14:42:16Z", "hours": 1.9103, "text": "I’ve been adding some very basic commands, such as exit , help , and clear"}, {"post_id": 34854, "ts": "2026-07-25T21:54:23Z", "hours": 2.7158, "text": "Once you get 1 command working, many more will follow! That’s right, a command line written 100% in Crawssembly code 🔥"}, {"post_id": 34296, "ts": "2026-07-24T21:36:54Z", "hours": 0.505, "text": "icl I’ve not done much today, mostly testing the allocation code and it looks up to spec tbh, not much to say"}, {"post_id": 33496, "ts": "2026-07-23T14:28:32Z", "hours": 1.4308, "text": "Stack allocation and freeing appear to work, but I need to do more testing to prove it"}, {"post_id": 32893, "ts": "2026-07-22T10:59:17Z", "hours": 4.3922, "text": "I’m still working on stack allocation, the complex parts are walking the stack properly to get the headers, along with making sure I don’t corrupt any data. The image attached shows the maximum heap block size in blue, with the data taken up by the header of that block in red (top corner)"}, {"post_id": 32353, "ts": "2026-07-21T13:52:27Z", "hours": 1.4989, "text": "I’m going ahead with this schema for heap blocks, the reserved bits can be used for extra features that I might want to add in later versions"}, {"post_id": 32254, "ts": "2026-07-21T09:37:22Z", "hours": 12.9831, "text": "Staff, please remove the time on this devlog, I accidentally left nano open all night. Sorry!"}, {"post_id": 31982, "ts": "2026-07-20T20:21:19Z", "hours": 1.13, "text": "Reading user input isn’t that easy compared to a language like Python, where you can just do input() . Each character has to be processed as soon as the keyboard records a press, and then saved to memory. I’m currently working on a block method that takes every 16 character you type, and allocates a small block on the heap for each press. This is going to be used for my big project"}, {"post_id": 31817, "ts": "2026-07-20T14:36:29Z", "hours": 1.2011, "text": "I’ve decided to add a heap library to complement the stack library. Doing this should make my next idea easier"}, {"post_id": 31759, "ts": "2026-07-20T12:24:31Z", "hours": 0.7053, "text": "Please also star my actual github page! It’s more important than stardance followers 😤😤 https://github.com/Jonah-Crawford/Crawssembly"}, {"post_id": 31691, "ts": "2026-07-20T09:37:05Z", "hours": 1.4242, "text": "Since IEEE 754 single precision can encode much larger numbers than a standard 32-bit binary number, you can use the library to approximate much larger values for computation"}, {"post_id": 31320, "ts": "2026-07-19T16:50:46Z", "hours": 3.3533, "text": "I’ve been working on a IEEE 754 single precision 32-bit floating point number library for CSL, it turns out it’s more difficult than I expected!"}, {"post_id": 31143, "ts": "2026-07-19T09:51:00Z", "hours": 0.7642, "text": "I realised that my documentation had some issues and unfinished sections, so I touched them up"}, {"post_id": 30931, "ts": "2026-07-18T22:37:22Z", "hours": 0.9317, "text": "Added a simple stack library for function calls and other uses, along with some smaller graphics programs such as screen/rectangle_fill.craw This is also my official announcement that I’ll be doing much less programming, due to summer holiday starting now. This is because I can’t program during family time, camping weeks, and other events. In addition, I have University after summer holidays, so this reduced productivity will continue throughout the rest of Stardance. Thank you all for making Crawssembly the number 1 project on stardance!"}, {"post_id": 29811, "ts": "2026-07-16T23:06:00Z", "hours": 0.5503, "text": "67 followers"}, {"post_id": 29415, "ts": "2026-07-16T11:01:49Z", "hours": 0.8972, "text": "I’m currently focusing on adding new functions to the screen library, such as rectangles, using the line program as a primitive"}, {"post_id": 28832, "ts": "2026-07-15T10:34:49Z", "hours": 2.9103, "text": "The initial line algo only works for the 0-octant, but now my new and improved version works for every line angle!"}, {"post_id": 27711, "ts": "2026-07-13T14:37:24Z", "hours": 1.2111, "text": "We have proper line segments working 🔥"}, {"post_id": 27105, "ts": "2026-07-12T11:30:09Z", "hours": 2.2058, "text": "I’ve been adding line functions at the moment, to be honest it’s harder than the circle! Getting the angles right is the hardest"}, {"post_id": 26637, "ts": "2026-07-11T15:56:48Z", "hours": 1.8617, "text": "Circle made 🔥"}, {"post_id": 26568, "ts": "2026-07-11T14:04:16Z", "hours": 2.7844, "text": "Taking a break from CPM to work on some graphics libraries, drawing lines, circles etc…"}, {"post_id": 25954, "ts": "2026-07-10T14:03:02Z", "hours": 2.3158, "text": "Accounts are going to be tricky, more front-end stuff and some complex security back-end is going to make this tricky"}, {"post_id": 25201, "ts": "2026-07-09T09:27:17Z", "hours": 0.7178, "text": "Thinking about user login for the CPM, might implement this soon"}, {"post_id": 24627, "ts": "2026-07-08T10:43:46Z", "hours": 0.66, "text": "Thanks to @Keyboard1000n17 for making the CPM website!"}, {"post_id": 24593, "ts": "2026-07-08T09:25:31Z", "hours": 0.6333, "text": "I won’t be as active over the next couple of days so don’t expect many updates"}, {"post_id": 24123, "ts": "2026-07-07T14:18:16Z", "hours": 3.4186, "text": "I’m not good at css, but I’m trying to make the CPM website simple and easy to use. It’ll take a while but it’s slowly coming together"}, {"post_id": 23750, "ts": "2026-07-06T21:31:52Z", "hours": 0.2561, "text": "It turns out I was way closer than I thought! Publishing your own Crawssembly projects is now out of alpha, into beta (Because only I have an API key atm!)"}, {"post_id": 23730, "ts": "2026-07-06T20:59:27Z", "hours": 1.5481, "text": "Still not too much progress on CPM, but I’m still confident I can get it working"}, {"post_id": 23656, "ts": "2026-07-06T19:20:07Z", "hours": 4.075, "text": "CPM is being difficult, I’ve gone through multiple iterations now of the craw pkg publish command, but I feel like I’m getting close."}, {"post_id": 23514, "ts": "2026-07-06T15:13:35Z", "hours": 1.2278, "text": "I’ve been fighting with my server for a while now, the connection keeps on interrupting. As votes are currently coming in for Crawssembly v1.1.0, I suspect my score will be lower than expected due to the demo and doc websites coming offline randomly."}, {"post_id": 23449, "ts": "2026-07-06T13:09:35Z", "hours": 2.1969, "text": "My issues at the moment are about getting a command, craw pkg pack to create a CPM ready tarball of your project from the command line. That and my server is having a couple of internet issues at the moment which are hindering my progress. This devlog is also an official announcement that I won’t be as active as normal over the next week. I have family coming around so my time programming will be limited. In addition, when summer holiday starts this will continue, which is why most of my time programming is in the June and early July, the rest of stardance will have fewer updates and less time spent on casm."}, {"post_id": 23401, "ts": "2026-07-06T10:39:43Z", "hours": 2.2703, "text": "CPM officially works! The pipeline of Crawssembly Source -> Tarball -> Github -> CPM -> craw pkg install -> executestd functions!"}, {"post_id": 22937, "ts": "2026-07-05T16:19:57Z", "hours": 0.6922, "text": "I forgot to add on the hackatime projects of my time spent on the CPM and tests, mb"}, {"post_id": 22902, "ts": "2026-07-05T15:21:06Z", "hours": 4.3764, "text": "I’ve registered the Crawssembly Package Manager website, some SQLite problems caused some issues but I’m getting there."}, {"post_id": 22103, "ts": "2026-07-04T11:47:12Z", "hours": 0.8486, "text": "I’ve been having some internet issues with my server recently, so my productivity has slowed. However I’m at the final testing stages of linking github repos to get craw install <package> to work. The test is done on a simple repo but it should be enough to see if it works"}, {"post_id": 22080, "ts": "2026-07-04T10:27:02Z", "hours": 1.33, "text": "Compiling from a local tarball works! I’ll be working on the database soon so users can search and download. My plan is that the program is stored as a github repo, similar to cargo ."}, {"post_id": 21459, "ts": "2026-07-03T12:44:46Z", "hours": 2.6692, "text": "Package manager is coming along… slowly. I’m still working on getting a local package to install into the global executestd file inside the home folder, but it’s taking it’s time!"}, {"post_id": 21375, "ts": "2026-07-03T08:43:14Z", "hours": 2.1081, "text": "v1.2.0 is already underway! I’ve spent some time constructing a cargo crate for Crawssembly to allow other rust programs to use Crawssembly’s logic. So now YOU can add Crawssembly to your programs!"}, {"post_id": 20935, "ts": "2026-07-02T17:47:58Z", "hours": 4.0467, "text": "After helping figure out the Stardance bug with projects, Crawssembly v1.1.0 is ready to ship!"}, {"post_id": 20147, "ts": "2026-07-01T18:08:54Z", "hours": 1.3117, "text": "I’ve added the compare branch, for number checks. == , != , > , >= , < , and <= all included"}, {"post_id": 20079, "ts": "2026-07-01T16:25:10Z", "hours": 1.3397, "text": "I’ve added more CSL files, such as math/power.craw , math/abs.craw , and math/modulo.craw"}, {"post_id": 19299, "ts": "2026-06-30T15:54:10Z", "hours": 1.4808, "text": "Basic multiplication and division are the first to enter the CSL! I focused on making them memory efficient rather than time efficient, because using fewer registers makes it easier for beginners to use them in normal programs. And because Crawssembly is very very quick (Almost C level speeds) a couple extra thousand ticks won’t be missed for these first programs"}, {"post_id": 19219, "ts": "2026-06-30T14:16:39Z", "hours": 1.9419, "text": "File execution is now working! You can insert programs using execute path/to/program.craw , this leads to the Crawssembly Standard Library, a collection of useful programs that can be accessed using executestd program.craw , such as multiply or division code."}, {"post_id": 19106, "ts": "2026-06-30T10:40:13Z", "hours": 1.1736, "text": "I’m going to confess here, I was a bit lazy. I decided that, because I could create the time program, I rewarded myself by adding a native ISO 8601 time output command io text iso rXX . Elegant? Yes. Low-Level? Not as much as I would like. But the choice was either make a single line of code to simplify programs like this massively, or wire in a tediously made, messy 350 line program that doesn’t fully account for the 400 leap year rule or leap seconds. Hmm… TLDR; I caved to simplicity. But CrawFS file listing from boot now display file genesis time!"}, {"post_id": 18658, "ts": "2026-06-29T20:58:53Z", "hours": 1.0361, "text": "The time program finally works! I wrapped it in a loop so it reloads every 200ms to make a real-time clock. Soon I’ll port it to the CrawFS system to read file creation dates"}, {"post_id": 18592, "ts": "2026-06-29T19:40:11Z", "hours": 4.485, "text": "It turns out that time resolution is much harder than I thought! It’s taken me a while but I’ve got the program working for CCYY-MM-DD"}, {"post_id": 18335, "ts": "2026-06-29T13:20:35Z", "hours": 3.6708, "text": "CrawFS reading is almost done, but I need to program a way to take a raw Unix timestamp and convert it into a nice iso 8601 format ( CCYY-MM-DD HH:MM:SS ) for the ‘Time created’ field"}, {"post_id": 17965, "ts": "2026-06-28T22:33:13Z", "hours": 1.9408, "text": "Reading a specific file is clearly much harder than reading the boot sector. It turns out that parsing user input is a devious task itself!"}, {"post_id": 17863, "ts": "2026-06-28T20:03:06Z", "hours": 6.4758, "text": "Did someone say boot sectors? That’s right, Crawssembly can now read CrawFS boot sectors and output the file table data! This took a surprisingly long time, as the binary boot sector is very delicate."}, {"post_id": 17529, "ts": "2026-06-28T10:56:52Z", "hours": 2.0917, "text": "I’ve been working on a basic file system, CrawFS , used as a stepping stone towards real ones like FAT16 , FAT32 , and NTFS ."}, {"post_id": 16918, "ts": "2026-06-27T14:08:58Z", "hours": 1.6475, "text": "No time to waste after v1.0.0 is released! I’ve added raw disk sector editing for Crawssembly; an opt-in way of reading and writing to your real disk, rather than a VM. ! THIS COULD DESTROY YOUR COMPUTER ! So only do it if you know what you’re doing, as a single bit change will probably brick your entire machine if you use the --raw-disk option"}, {"post_id": 16497, "ts": "2026-06-26T20:53:01Z", "hours": 0.2767, "text": "The final updates have been made, the github is ready to ship!"}, {"post_id": 16387, "ts": "2026-06-26T17:43:02Z", "hours": 0.4742, "text": "THIS IS IT! The moment I’ve been waiting for almost a year, the first stable release of Crawssembly v1.0.0 ! And what fortune that I get to share it with you people on Stardance!"}, {"post_id": 16247, "ts": "2026-06-26T11:58:09Z", "hours": 2.7383, "text": "Crawssembly is soon to be shipped on version 1.0.0 ! A massive milestone for a project I started ~11 months ago. The raffle discs have been burned, and final preparations are underway for release."}, {"post_id": 15925, "ts": "2026-06-25T21:28:53Z", "hours": 2.8969, "text": "Basic syntax highlighting for nano ! Simply run craw install-nano to gain access to these beautiful new colours when editing .craw files."}, {"post_id": 15761, "ts": "2026-06-25T17:09:48Z", "hours": 3.3403, "text": "RAFFLE UPDATE! The 3 discs have been completed. Soon, Crawssembly will be shipped on it’s first release! Remember to follow Crawssembly before the 1st July 00:00 UTC for your chance to win one of these beautiful pieces of computing history!"}, {"post_id": 15622, "ts": "2026-06-25T12:32:33Z", "hours": 2.0561, "text": "I’ve been working on fixing up the activities in the README.md, and providing possible solutions for each. The image below is a possible output of the activity “Smiling Screen”"}, {"post_id": 15555, "ts": "2026-06-25T09:06:54Z", "hours": 0.6672, "text": "Adding the last features for pong was quite simple, making the computer lag behind a random amount utilises the current millisecond UNIX timestamp, with the least significant 2 bits being used as the ‘reaction time’, along with a per-frame flag to increase this reaction time to solve for repeating loops. The scoring system at this point is just the number of pixels in the top corner, unlike the real pong which used numbers. Perhaps for a later version?"}, {"post_id": 15542, "ts": "2026-06-25T08:21:44Z", "hours": 6.6775, "text": "PONG is very almost finished, all that needs to be done is to fine-tune the computer movement and finish displaying the score."}, {"post_id": 15086, "ts": "2026-06-24T14:51:07Z", "hours": 1.7008, "text": "I’m now moving onto some game examples. I’m working on a basic version of the popular game PONG, the hardest part is going to be the graphics syncing up with the mathematical logic"}, {"post_id": 14404, "ts": "2026-06-23T14:59:26Z", "hours": 1.9525, "text": "The structure of the compiler is complete, but getting it to work is another beast of debugging. I think this is the first program of its kind; the first program where no one, not even me, can understand it fully. A true milestone for Crawssembly"}, {"post_id": 14331, "ts": "2026-06-23T12:57:06Z", "hours": 3.1389, "text": "Integer parsing requires multiplication by 10, which in Base-10 is easy as you can just add a zero at the end. But in binary you can’t do this, as that would be multiplying by 2. So you need to get a bit more creative when multiplying by a known amount in binary. The code below shows how a number, ‘abc’ can be expressed as 100a + 10b + c. This is real code from my Crawssembly compiler written in Crawssembly."}, {"post_id": 13936, "ts": "2026-06-22T21:21:17Z", "hours": 2.0808, "text": "I’ve done a little experiment with a reduced branch of Crawssembly made for tiny ISA’s, with instructions only a single byte wide! An image of what the CPU’s core might look like is shown below."}, {"post_id": 13603, "ts": "2026-06-22T09:14:02Z", "hours": 5.5197, "text": "The trie is complete! Although I’ve still much to do for the compiler, such as per-character parsing, storage of label elements, calculation of register codes, etc…"}, {"post_id": 12777, "ts": "2026-06-20T21:47:41Z", "hours": 1.7731, "text": "7/24 trie branches have been added to the compiler, totalling just under 1000 lines of Crawssembly code, the longest hand-written .craw program ever made!"}, {"post_id": 12486, "ts": "2026-06-20T12:09:00Z", "hours": 6.3061, "text": "Adding branches still takes a while, but it’s much more efficient than testing every character for every instruction. So far I’ve mapped 17 out of ~64 command strings."}, {"post_id": 12022, "ts": "2026-06-19T16:40:42Z", "hours": 7.6139, "text": "I’ll be taking a break over the weekend, as I’ve just completed my final exams and I’m celebrating. I’ll be back proper on Monday. Today I worked on creating a trie for Crawssembly’s commands, which can be used to increase efficiency in my compiler to parse instructions faster. Rather than checking every char for every instruction like cal add -65 r01 ; if r01 = 65, this will be 0 ifz 10 ; continue if 0 cal add -70 r02 ; if r02 = 65, this will be 0 ifz 20 ; continue if 0 etc... I can split each branch into separate instructions, reducing line count and time-to-compile"}, {"post_id": 11550, "ts": "2026-06-18T20:54:02Z", "hours": 1.8203, "text": "Basic structures are coming together for the compiler"}, {"post_id": 11465, "ts": "2026-06-18T18:55:47Z", "hours": 3.2833, "text": "The C emitter function now works to the same standard as Crawssembly Online! In other news, I’m starting to write a Crawssembly compiler in Crawssembly ! This is a big step and proves that Crawssembly’s language is comprehensive enough to take on this task."}, {"post_id": 11201, "ts": "2026-06-18T10:23:03Z", "hours": 4.2258, "text": "I’m working on a way to convert Crawssembly into native ASM language, by writing to a C file and compiling that output."}, {"post_id": 9958, "ts": "2026-06-16T14:20:14Z", "hours": 0.7653, "text": "ATTENTION! The moment has arrived; The CRAWSSEMBLY Raffle! Get the chance to win a LIMITED-EDITION installer and collectable Crawssembly Disc! The disc contains the official compiler, virtual machine, and documentation. Also included are un-released legacy files from development. Simply follow Crawssembly on Stardance to enter your name! Shipping may vary depending on the UK Postal service. There are 3 physical First Edition discs available worldwide. If you’re outside the UK, I may ask you to contribute towards postage if shipping costs are high. The 3 winners will be announced on the 1st of July! So get your entry in before 23:59 UTC 30th June! Don’t miss this opportunity! Follow Crawssembly today and support open-source learning!"}, {"post_id": 9903, "ts": "2026-06-16T12:33:41Z", "hours": 0.4594, "text": "I want to thank the Stardance devs for my Super Star tag! Peak staff fr"}, {"post_id": 9210, "ts": "2026-06-15T13:50:37Z", "hours": 1.9831, "text": "Random number generator has been added to the example group, I used XOR and bit shifts with the new command io time milli , which extracts the current UNIX timestamp in milliseconds, as the seed. Basic, but quite random from a human perspective."}, {"post_id": 9153, "ts": "2026-06-15T10:18:06Z", "hours": 5.0008, "text": "I’ve been working on some examples, the biggest one being a simple calculator."}, {"post_id": 8769, "ts": "2026-06-14T16:05:49Z", "hours": 2.1869, "text": "Graphics bug fixed! Crawssembly for macOS is officially working!"}, {"post_id": 8694, "ts": "2026-06-14T13:21:09Z", "hours": 0.2944, "text": "File input now works for macOS Crawssembly! Run craw myprogram.craw --file myinputs.file to run! (The image is from Linux, not from my Mac because it’s too old for me to log in to stardance and post a ss from it, but I can assure you it works!)"}, {"post_id": 8685, "ts": "2026-06-14T13:00:13Z", "hours": 1.8931, "text": "macOS can now do everything windows can except use the speakers, scan-line free graphics, and access files. These will be the largest source of my time."}, {"post_id": 8634, "ts": "2026-06-14T11:02:36Z", "hours": 1.2475, "text": "I’m currently working on getting macOS support running. At the moment, macOS is only confirmed to work to the same level as Crawssembly Online. Hopefully I can get it to the same standard as Linux and Dos systems!"}, {"post_id": 8214, "ts": "2026-06-13T17:40:18Z", "hours": 1.2083, "text": "My respect to real CPU designers, this is tricky work! The most difficult thing is working with the 256 different registers, that’s lots of wiring to get done."}, {"post_id": 8022, "ts": "2026-06-13T11:56:22Z", "hours": 0.4569, "text": "Dedicated documentation website created, and the new demo is live at https://crawssembly.ultimatecraw.xyz/"}, {"post_id": 8011, "ts": "2026-06-13T11:23:53Z", "hours": 0.9736, "text": "Demo and README in working order, for real this time! The final things to do before shipping: Full macOS functionality: Maybe Add documentation to demo: Yes Add syntax highlighting to demo: Maybe Final Cleanup: Yes"}, {"post_id": 7748, "ts": "2026-06-12T22:53:22Z", "hours": 0.7378, "text": "I don’t usually work with frontend, so the demo won’t look anywhere near as nice as some of the other projects on Stardance, but as long as it’s usable then I’m happy."}, {"post_id": 7722, "ts": "2026-06-12T21:43:33Z", "hours": 0.8628, "text": "Crawssembly demo now working! Luckily it wasn’t as hard as I expected. I’ve tied it to an old URL for now, and it’s basic, but it works. https://demo.ultimatecraw.xyz/"}, {"post_id": 7681, "ts": "2026-06-12T20:38:11Z", "hours": 4.555, "text": "README.md Complete! The final steps is creating the demo! (And maybe getting MacOS working)"}, {"post_id": 7517, "ts": "2026-06-12T15:35:42Z", "hours": 2.0622, "text": "Many thanks to Koy Camerini-Yachdav , who tested Crawssembly on Mac OS! Their efforts go towards helping more people understand how computers actually work. ❤️ In other news, Crawssembly is soon ready for the first official release. I estimate <2 weeks before a ship fully working on both Linux and Windows systems will be made!"}, {"post_id": 7381, "ts": "2026-06-12T09:39:51Z", "hours": 0.5978, "text": "File inputs are finally ready, I think craw now has all it needs for the first release. Exciting times!"}, {"post_id": 7124, "ts": "2026-06-11T22:07:29Z", "hours": 2.2083, "text": "README.md now has documentation about all commands that will be in the first release. I’m yet to make the live demo and the documentation about machine codes though!"}, {"post_id": 7034, "ts": "2026-06-11T19:54:59Z", "hours": 3.0742, "text": "Crawssembly Programs can now be force-quit by pressing CRTL+C. I should have added this long ago, but I added it in the end."}, {"post_id": 6771, "ts": "2026-06-11T10:45:07Z", "hours": 5.2019, "text": "I’ve been doing some user testing, and have made changes to the documentation and program, such as adding craw myfile.craw --dump-decoded and craw myfile.craw --tui commands easy to use and run."}, {"post_id": 6180, "ts": "2026-06-10T11:48:41Z", "hours": 21.6656, "text": "Dynamic graphic size achieved! You can now set the screen size of the Crawssembly program by running craw myfile.craw --screen WIDTHxHEIGHT using the –screen argument."}, {"post_id": 5582, "ts": "2026-06-09T13:09:25Z", "hours": 4.1789, "text": "README.md now contains enough information about Crawssembly to make it Turing Complete. The rest involves storage, input devices, and output service commands."}, {"post_id": 5471, "ts": "2026-06-09T08:19:39Z", "hours": 0.3619, "text": "Crawssembly is officially clear for Windows & Linux OS releases! Mac OS support will hopefully come soon. There may be some linux distros that are special and cause some weird and wonderful problems, but for the generic versions (Think Ubuntu) I’m confident that Crawssembly is compatible."}, {"post_id": 5456, "ts": "2026-06-09T07:45:58Z", "hours": 4.5339, "text": "Never understood what binary actually is? Why is it important, and why are binary skills becoming less important? All this, and more, is revealed in the Crawssembly Project; the ultimate guide to learning the fundamentals of real computer design, and assembly-like languages."}, {"post_id": 4930, "ts": "2026-06-08T15:11:03Z", "hours": 3.2828, "text": "More work done on the docs today. I’m assuming near-zero knowledge about computing to allow all to access the Crawssembly Project"}, {"post_id": 4319, "ts": "2026-06-07T16:05:58Z", "hours": 3.4303, "text": "Most of my efforts today are going to the README.md file, helping beginners get their heads around Assembly-like languages"}, {"post_id": 3567, "ts": "2026-06-06T15:47:13Z", "hours": 1.5453, "text": "Currently working on adding logical branching (‘if’ statements) to CRISP, my high-level language to compile into Crawssembly"}, {"post_id": 2869, "ts": "2026-06-05T18:56:50Z", "hours": 0.5139, "text": "Crawssembly - Initial Post"}]...
|
Title: Crawssembly by @The_Craw | Stardance
Devlo Title: Crawssembly by @The_Craw | Stardance
Devlogs:
Crawssembly - Initial Post
Currently working on adding logical branching (‘if’ statements) to CRISP, my high-level language to compile into Crawssembly
Most of my efforts today are going to the README.md file, helping beginners get their heads around Assembly-like languages
More work done on the docs today. I’m assuming near-zero knowledge about computing to allow all to access the Crawssembly Project
Never understood what binary actually is? Why is it important, and why are binary skills becoming less important? All this, and more, is revealed in the Crawssembly Project; the ultimate guide to learning the fundamentals of real computer design, and assembly-like languages.
Crawssembly is officially clear for Windows & Linux OS releases! Mac OS support will hopefully come soon. There may be some linux distros that are special and cause some weird and wonderful problems, but for the generic versions (Think Ubuntu) I’m confident that Crawssembly is compatible.
README.md now contains enough information about Crawssembly to make it Turing Complete. The rest involves storage, input devices, and output service commands.
Dynamic graphic size achieved! You can now set the screen size of the Crawssembly program by running craw myfile.craw --screen WIDTHxHEIGHT using the –screen argument.
I’ve been doing some user testing, and have made changes to the documentation and program, such as adding craw myfile.craw --dump-decoded and craw myfile.craw --tui commands easy to use and run.
Crawssembly Programs can now be force-quit by pressing CRTL+C. I should have added this long ago, but I added it in the end.
README.md now has documentation about all commands that will be in the first release. I’m yet to make the live demo and the documentation about machine codes though!
File inputs are finally ready, I think craw now has all it needs for the first release. Exciting times!
Many thanks to Koy Camerini-Yachdav , who tested Crawssembly on Mac OS! Their efforts go towards helping more people understand how computers actually work. ❤️ In other news, Crawssembly is soon ready for the first official release. I estimate <2 weeks before a ship fully working on both Linux and Windows systems will be made!
README.md Complete! The final steps is creating the demo! (And maybe getting MacOS working)
Crawssembly demo now working! Luckily it wasn’t as hard as I expected. I’ve tied it to an old URL for now, and it’s basic, but it works. https://demo.ultimatecraw.xyz/
I don’t usually work with frontend, so the demo won’t look anywhere near as nice as some of the other projects on Stardance, but as long as it’s usable then I’m happy.
Demo and README in working order, for real this time! The final things to do before shipping: Full macOS functionality: Maybe Add documentation to demo: Yes Add syntax highlighting to demo: Maybe Final Cleanup: Yes
Dedicated documentation website created, and the new demo is live at https://crawssembly.ultimatecraw.xyz/
My respect to real CPU designers, this is tricky work! The most difficult thing is working with the 256 different registers, that’s lots of wiring to get done.
I’m currently working on getting macOS support running. At the moment, macOS is only confirmed to work to the same level as Crawssembly Online. Hopefully I can get it to the same standard as Linux and Dos systems!
macOS can now do everything windows can except use the speakers, scan-line free graphics, and access files. These will be the largest source of my time.
File input now works for macOS Crawssembly! Run craw myprogram.craw --file myinputs.file to run! (The image is from Linux, not from my Mac because it’s too old for me to log in to stardance and post a ss from it, but I can assure you it works!)
Graphics bug fixed! Crawssembly for macOS is officially working!
I’ve been working on some examples, the biggest one being a simple calculator.
Random number generator has been added to the example group, I used XOR and bit shifts with the new command io time milli , which extracts the current UNIX timestamp in milliseconds, as the seed. Basic, but quite random from a human perspective.
I want to thank the Stardance devs for my Super Star tag! Peak staff fr
ATTENTION! The moment has arrived; The CRAWSSEMBLY Raffle! Get the chance to win a LIMITED-EDITION installer and collectable Crawssembly Disc! The disc contains the official compiler, virtual machine, and documentation. Also included are un-released legacy files from development. Simply follow Crawssembly on Stardance to enter your name! Shipping may vary depending on the UK Postal service. There are 3 physical First Edition discs available worldwide. If you’re outside the UK, I may ask you to contribute towards postage if shipping costs are high. The 3 winners will be announced on the 1st of July! So get your entry in before 23:59 UTC 30th June! Don’t miss this opportunity! Follow Crawssembly today and support open-source learning!
I’m working on a way to convert Crawssembly into native ASM language, by writing to a C file and compiling that output.
The C emitter function now works to the same standard as Crawssembly Online! In other news, I’m starting to write a Crawssembly compiler in Crawssembly ! This is a big step and proves that Crawssembly’s language is comprehensive enough to take on this task.
Basic structures are coming together for the compiler
I’ll be taking a break over the weekend, as I’ve just completed my final exams and I’m celebrating. I’ll be back proper on Monday. Today I worked on creating a trie for Crawssembly’s commands, which can be used to increase efficiency in my compiler to parse instructions faster. Rather than checking every char for every instruction like cal add -65 r01 ; if r01 = 65, this will be 0 ifz 10 ; continue if 0 cal add -70 r02 ; if r02 = 65, this will be 0 ifz 20 ; continue if 0 etc... I can split each branch into separate instructions, reducing line count and time-to-compile
Adding branches still takes a while, but it’s much more efficient than testing every character for every instruction. So far I’ve mapped 17 out of ~64 command strings.
7/24 trie branches have been added to the compiler, totalling just under 1000 lines of Crawssembly code, the longest hand-written .craw program ever made!
The trie is complete! Although I’ve still much to do for the compiler, such as per-character parsing, storage of label elements, calculation of register codes, etc…
I’ve done a little experiment with a reduced branch of Crawssembly made for tiny ISA’s, with instructions only a single byte wide! An image of what the CPU’s core might look like is shown below.
Integer parsing requires multiplication by 10, which in Base-10 is easy as you can just add a zero at the end. But in binary you can’t do this, as that would be multiplying by 2. So you need to get a bit more creative when multiplying by a known amount in binary. The code below shows how a number, ‘abc’ can be expressed as 100a + 10b + c. This is real code from my Crawssembly compiler written in Crawssembly.
The structure of the compiler is complete, but getting it to work is another beast of debugging. I think this is the first program of its kind; the first program where no one, not even me, can understand it fully. A true milestone for Crawssembly
I’m now moving onto some game examples. I’m working on a basic version of the popular game PONG, the hardest part is going to be the graphics syncing up with the mathematical logic
PONG is very almost finished, all that needs to be done is to fine-tune the computer movement and finish displaying the score.
Adding the last features for pong was quite simple, making the computer lag behind a random amount utilises the current millisecond UNIX timestamp, with the least significant 2 bits being used as the ‘reaction time’, along with a per-frame flag to increase this reaction time to solve for repeating loops. The scoring system at this point is just the number of pixels in the top corner, unlike the real pong which used numbers. Perhaps for a later version?
I’ve been working on fixing up the activities in the README.md, and providing possible solutions for each. The image below is a possible output of the activity “Smiling Screen”
RAFFLE UPDATE! The 3 discs have been completed. Soon, Crawssembly will be shipped on it’s first release! Remember to follow Crawssembly before the 1st July 00:00 UTC for your chance to win one of these beautiful pieces of computing history!
Basic syntax highlighting for nano ! Simply run craw install-nano to gain access to these beautiful new colours when editing .craw files.
Crawssembly is soon to be shipped on version 1.0.0 ! A massive milestone for a project I started ~11 months ago. The raffle discs have been burned, and final preparations are underway for release.
THIS IS IT! The moment I’ve been waiting for almost a year, the first stable release of Crawssembly v1.0.0 ! And what fortune that I get to share it with you people on Stardance!
The final updates have been made, the github is ready to ship!
No time to waste after v1.0.0 is released! I’ve added raw disk sector editing for Crawssembly; an opt-in way of reading and writing to your real disk, rather than a VM. ! THIS COULD DESTROY YOUR COMPUTER ! So only do it if you know what you’re doing, as a single bit change will probably brick your entire machine if you use the --raw-disk option
I’ve been working on a basic file system, CrawFS , used as a stepping stone towards real ones like FAT16 , FAT32 , and NTFS .
Did someone say boot sectors? That’s right, Crawssembly can now read CrawFS boot sectors and output the file table data! This took a surprisingly long time, as the binary boot sector is very delicate.
Reading a specific file is clearly much harder than reading the boot sector. It turns out that parsing user input is a devious task itself!
CrawFS reading is almost done, but I need to program a way to take a raw Unix timestamp and convert it into a nice iso 8601 format ( CCYY-MM-DD HH:MM:SS ) for the ‘Time created’ field
It turns out that time resolution is much harder than I thought! It’s taken me a while but I’ve got the program working for CCYY-MM-DD
The time program finally works! I wrapped it in a loop so it reloads every 200ms to make a real-time clock. Soon I’ll port it to the CrawFS system to read file creation dates
I’m going to confess here, I was a bit lazy. I decided that, because I could create the time program, I rewarded myself by adding a native ISO 8601 time output command io text iso rXX . Elegant? Yes. Low-Level? Not as much as I would like. But the choice was either make a single line of code to simplify programs like this massively, or wire in a tediously made, messy 350 line program that doesn’t fully account for the 400 leap year rule or leap seconds. Hmm… TLDR; I caved to simplicity. But CrawFS file listing from boot now display file genesis time!
File execution is now working! You can insert programs using execute path/to/program.craw , this leads to the Crawssembly Standard Library, a collection of useful programs that can be accessed using executestd program.craw , such as multiply or division code.
Basic multiplication and division are the first to enter the CSL! I focused on making them memory efficient rather than time efficient, because using fewer registers makes it easier for beginners to use them in normal programs. And because Crawssembly is very very quick (Almost C level speeds) a couple extra thousand ticks won’t be missed for these first programs
I’ve added more CSL files, such as math/power.craw , math/abs.craw , and math/modulo.craw
I’ve added the compare branch, for number checks. == , != , > , >= , < , and <= all included
After helping figure out the Stardance bug with projects, Crawssembly v1.1.0 is ready to ship!
v1.2.0 is already underway! I’ve spent some time constructing a cargo crate for Crawssembly to allow other rust programs to use Crawssembly’s logic. So now YOU can add Crawssembly to your programs!
Package manager is coming along… slowly. I’m still working on getting a local package to install into the global executestd file inside the home folder, but it’s taking it’s time!
Compiling from a local tarball works! I’ll be working on the database soon so users can search and download. My plan is that the program is stored as a github repo, similar to cargo .
I’ve been having some internet issues with my server recently, so my productivity has slowed. However I’m at the final testing stages of linking github repos to get craw install <package> to work. The test is done on a simple repo but it should be enough to see if it works
I’ve registered the Crawssembly Package Manager website, some SQLite problems caused some issues but I’m getting there.
I forgot to add on the hackatime projects of my time spent on the CPM and tests, mb
CPM officially works! The pipeline of Crawssembly Source -> Tarball -> Github -> CPM -> craw pkg install -> executestd functions!
My issues at the moment are about getting a command, craw pkg pack to create a CPM ready tarball of your project from the command line. That and my server is having a couple of internet issues at the moment which are hindering my progress. This devlog is also an official announcement that I won’t be as active as normal over the next week. I have family coming around so my time programming will be limited. In addition, when summer holiday starts this will continue, which is why most of my time programming is in the June and early July, the rest of stardance will have fewer updates and less time spent on casm.
I’ve been fighting with my server for a while now, the connection keeps on interrupting. As votes are currently coming in for Crawssembly v1.1.0, I suspect my score will be lower than expected due to the demo and doc websites coming offline randomly.
CPM is being difficult, I’ve gone through multiple iterations now of the craw pkg publish command, but I feel like I’m getting close.
Still not too much progress on CPM, but I’m still confident I can get it working
It turns out I was way closer than I thought! Publishing your own Crawssembly projects is now out of alpha, into beta (Because only I have an API key atm!)
I’m not good at css, but I’m trying to make the CPM website simple and easy to use. It’ll take a while but it’s slowly coming together
I won’t be as active over the next couple of days so don’t expect many updates
Thanks to @Keyboard1000n17 for making the CPM website!
Thinking about user login for the CPM, might implement this soon
Accounts are going to be tricky, more front-end stuff and some complex security back-end is going to make this tricky
Taking a break from CPM to work on some graphics libraries, drawing lines, circles etc…
Circle made 🔥
I’ve been adding line functions at the moment, to be honest it’s harder than the circle! Getting the angles right is the hardest
We have proper line segments working 🔥
The initial line algo only works for the 0-octant, but now my new and improved version works for every line angle!
I’m currently focusing on adding new functions to the screen library, such as rectangles, using the line program as a primitive
67 followers
Added a simple stack library for function calls and other uses, along with some smaller graphics programs such as screen/rectangle_fill.craw This is also my official announcement that I’ll be doing much less programming, due to summer holiday starting now. This is because I can’t program during family time, camping weeks, and other events. In addition, I have University after summer holidays, so this reduced productivity will continue throughout the rest of Stardance. Thank you all for making Crawssembly the number 1 project on stardance!
I realised that my documentation had some issues and unfinished sections, so I touched them up
I’ve been working on a IEEE 754 single precision 32-bit floating point number library for CSL, it turns out it’s more difficult than I expected!
Since IEEE 754 single precision can encode much larger numbers than a standard 32-bit binary number, you can use the library to approximate much larger values for computation
Please also star my actual github page! It’s more important than stardance followers 😤😤 https://github.com/Jonah-Crawford/Crawssembly
I’ve decided to add a heap library to complement the stack library. Doing this should make my next idea easier
Reading user input isn’t that easy compared to a language like Python, where you can just do input() . Each character has to be processed as soon as the keyboard records a press, and then saved to memory. I’m currently working on a block method that takes every 16 character you type, and allocates a small block on the heap for each press. This is going to be used for my big project
Staff, please remove the time on this devlog, I accidentally left nano open all night. Sorry!
I’m going ahead with this schema for heap blocks, the reserved bits can be used for extra features that I might want to add in later versions
I’m still working on stack allocation, the complex parts are walking the stack properly to get the headers, along with making sure I don’t corrupt any data. The image attached shows the maximum heap block size in blue, with the data taken up by the header of that block in red (top corner)
Stack allocation and freeing appear to work, but I need to do more testing to prove it
icl I’ve not done much today, mostly testing the allocation code and it looks up to spec tbh, not much to say
Once you get 1 command working, many more will follow! That’s right, a command line written 100% in Crawssembly code 🔥
I’ve been adding some very basic commands, such as exit , help , and clear
I’ve discovered that the input file mechanism is broken, so that’s great. I’ve also been adding more commands to CrawOS
Hack Club seems to have updated the rules on banner images, claiming it has to be an image of your project working. This is no issue for Crawssembly. The new banner is now the output of one of my programs, creating the banner pixel for pixel. This both compiles with the new rule, as it demonstrates Crawssembly functioning, while maintaining its identity.
I’ve been messing around with --input tag which seems to mess around a bit in the rust vm, but I think I’m getting closer to the cause
The Crawssembly community is real 🙏 I’ve been reviewing a PR on the GitHub to improve the multiplication script in the CSL ( std/math/multiply.craw )
I’ve been back working on CPM, focused on user accounts.
The account page is looking better, and it’s survived some user testing 🙏 I need to add some boring stuff though like API key listing and said key management
Package creation and accounts are now working (theoretically) from the command line 🔥
@imakebloatedcode Thank you for your pr for CPM to include OpenAPI scemata, another great addition from the Craw Systems community Most of my time has been reviewing it and making small edits to include the security auth headers for API keys Official Announcement I’m not going to be online through the 5th August to the 10th August, I’ll be camping for those 5* days in a very low-data spot, and I’m almost certainly not taking my laptop. I might be able to get a tiny amount of code on my phone to keep my streak but certainly not enough to engage in my normal conversation on slack or post devlogs
I’ve added Markdown support for CPM packages 🔥
I’ve made publishing packages super easy now, all you need to do is craw init to create the package, and then craw pkg publish . As long as you’re signed into CPM and gh, it’ll just work
I’ve been working with @BetterClient to inprove the program counter and bringing back fgo from casm beta. This is also a reminder that I’ll be OOO until next Monday.
I’m back from camping! (RIP my 60+ day streak) My plans going forward immediately is improving program counter modifications to allow for higher-level concepts to be bootstrapped onto Crawssembly instruction sets. (Image unrelated)
I’ve merged the new fgo rules to the project, so now fgo points to labels similar to jmp , but fgo 0 now jumps to the label defined in r01 I was having some issues with using git but I got them sorted
I’ve separated the old sleep command into sleepms for millisecond waits and sleepus for microsecond waits. Although, microsecond precision is highly dependent on the OS, so it won’t be as accurate as sleepms for smaller values (Say, n<50)
Sorry for the but it’s been a hectic couple of days. I got into University! I’ve also been busy taking a look at a CGOL implementation, truly amazing stuff! Go check it out: https://github.com/srxcode/game-of-life-crawssembly
I’ve added io keyboard mod to create a bitfield of modification key presses for the keyboard device, so now keys like CTRL and TAB can be handled, which lays the foundation for my next project which is making a basic file editor in casm
Lots of work today, sorry for the . I’ve been struggling with the text editor, heap buffers, cursor allocation, character addresses, etc etc… ad infinitum. However, I’m getting close. Rendering is outputting something, although I don’t know why typing doesn’t seem to add anything…
For some reason, I’ve been banned on slack. I don’t know why, since no one will tell me. This is not good news, but luckily it doesn’t seem to be a stardance-wide ban, so I can still do the hackathon.
Still no clue why characters aren’t being saved to memory in my free heap block Slow day today fr
I’m finally getting somewhere with the editor, however I’m now having issues with character deletion, and adding characters inside empty newlines
stardance
I’ve brought run back from the dead. You can now use run rXX to run a binary value inside the input register as a Crawssembly instruction
I’VE ACTUALLY DONE IT 🔥 Networking is now officially part of Crawssembly. Alpha tests on localhost have all passed
HTTP requests working 🔥 ts is so peak icl
I’ve been doing much more testing and implementing the network device. Specifically testing the following commands: io net ip , io net addr , io net connect , io net socket , io net port , io net listen , io net accept , io net send , io net protocol , io net block , and io net recv .
I’m back! Fraud Squad unbanned me so WE are all having a party at my house Although I can’t use nano apparently anymore… so Crawssembly will be having it’s final ship very very soon
It has come to my attention that not everyone who has followed Crawssembly has starred it on GitHub! Please, if you like my project, star it on GitHub at https://github.com/Jonah-Crawford/Crawssembly Thank you.
idk where these extra hours are coming from, but as long as I don’t ship them, they won’t count towards stardust so I’ll be fine. In the meantime, enjoy craw slop
Ships:
Crawssembly: The beginner’s gateway to low-level thinking. "Programming languages are a lie!" This is Crawssembly, a project that’s been in production for almost a year. It is an educational assembly-like programming language that teaches users how computers actually work. Programming languages like Python, Ruby, and Java pull the wool over your eyes by abstraction and simplification. Crawssembly is the first step to seeing clearly.
Crawssembly v1.1.0 ready to ship! “Programming languages are a lie!” This is Crawssembly, a project that’s been in production for almost a year. It is an educational assembly-like programming language that teaches users how computers actually work. Programming languages like Python, Ruby, and Java pull the wool over your eyes by abstraction and simplification. Crawssembly is the first step to seeing clearly.
CRAWSSEMBLY - New and Improved! “Programming languages are a lie!” This is Crawssembly, the number 1 project on all of stardance! It’s a project that’s been in production for over a year. It is an educational assembly-like programming language that teaches users how computers actually work. Programming languages like Python, Ruby, and Java pull the wool over your eyes by abstraction and simplification. Crawssembly is the first step to seeing clearly. What is new? INTERNET SOCKETS! CRAWOS COMMAND LINES! DYNAMIC LABEL JUMPING! IMPROVED DEVICES! DEDICATED PACKAGE SHARING WEBSITE! AND MORE! Check it out for yourself! (Shipped early due to Fraud Squad limitations, Crawssembly is too powerful for Hack Club)...
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Offline AI using Ollama by @supersonicarjun123 | S Offline AI using Ollama by @supersonicarjun123 | Stardance...
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supersonicarjun123
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1.21
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0
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[]
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[{"post_id": 79050, "ts": "202 [{"post_id": 79050, "ts": "2026-10-12T14:21:48Z", "hours": 1.205, "text": "I finished"}]...
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Title: Offline AI using Ollama by @supersonicarjun Title: Offline AI using Ollama by @supersonicarjun123 | Stardance
Devlogs:
I finished...
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1792612372.6966298
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1793476372.6966298
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studyforge by @pangenitilak13 | Stardance
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pangenitilak13
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0
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2.05
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0
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[]
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[{"post_id": 79051, "ts": "202 [{"post_id": 79051, "ts": "2026-10-12T14:22:59Z", "hours": 2.0469, "text": "so this is a website called studyforge and it is an AI-powered learning platform designed to help students study smarter. It brings together organized notes, flashcards, practice activities, focus tracking, progress analytics, and an AI tutor in one place. My goal is to build a practical, personalized study companion that makes learning easier, more engaging, and more effective."}]...
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Title: studyforge by @pangenitilak13 | Stardance
Title: studyforge by @pangenitilak13 | Stardance
Devlogs:
so this is a website called studyforge and it is an AI-powered learning platform designed to help students study smarter. It brings together organized notes, flashcards, practice activities, focus tracking, progress analytics, and an AI tutor in one place. My goal is to build a practical, personalized study companion that makes learning easier, more engaging, and more effective....
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1793130914.3120108
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1793735714.3120108
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AEGIS by @sudarsh | Stardance
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sudarsh
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1
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8.93
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T20:00:07Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "AEGIS (Advanced Earth Guard & Intelligence System) is a real-time planetary │ defense mission control dashboard that monitors near-Earth asteroids, solar │ weather events, and ISS orbital telemetry. Built with React, Three.js, Express, │ and SQLite, it visualizes an interactive 3D Solar System with custom GLSL │ planetary shaders while actively streaming live data from NASA NeoWs, NASA DONKI, │ NOAA SWPC, and WhereTheISS.at.", "repo": "https://github.com/sudarshandev-llm/aegis-star", "demo": "https://beastsudarsh09.hackclub.app"}]...
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[{"post_id": 79052, "ts": "202 [{"post_id": 79052, "ts": "2026-10-12T14:34:27Z", "hours": 1.9278, "text": "AEGIS got returned, and that’s fair The Shipwrights returned AEGIS. Their feedback was that it reads as AI-generated end to end, without enough of my own input. I used AI heavily to build the first version, so I can’t really argue with that. So I’m going to remake it properly. This time: I’ll redesign the UI myself, with my own layout, colors and panel designs I’ll go through the code until I can explain how each part works (the NASA polling, the DEFCON logic, the ISS tracker, the Earth shader) I’ll make smaller, more frequent commits so the progress is visible I’ll add an “AI usage” section to the README that says honestly what was AI-assisted and what I wrote Will post updates as I go. To be continued…"}, {"post_id": 75705, "ts": "2026-09-30T19:58:52Z", "hours": 1.3342, "text": "Finally AEGIS is live check out 🎊🎊🎊🎊"}, {"post_id": 72251, "ts": "2026-09-22T15:08:34Z", "hours": 0.4294, "text": "I know I haven’t posted a devlog for a while — and there’s a reason. While working on AEGIS, I ran into an unexpected issue that broke the entire simulation tab and its mappings. A lot of the work had to be rebuilt and remapped from scratch, which completely disrupted the development timeline. Instead of rushing out an update, I decided to fix the foundation properly. Now I’m back on track, rebuilding the simulation system and continuing AEGIS toward its bigger goal: real-time space data, simulations, research tools, and eventually more advanced systems for exploring space technology."}, {"post_id": 71334, "ts": "2026-09-20T17:21:39Z", "hours": 0.3914, "text": "🚀 AEGIS — Development Update Just pushed another major update to AEGIS. I’ve now integrated NASA’s space-data APIs to bring live/near-real-time space data directly into the AEGIS interface — including: ☀️ Solar Activity & CME data ☄️ Near-Earth Object tracking 🛰️ ISS orbital-position data The goal isn’t to simply display numbers on a screen. AEGIS is being built as a foundation for exploring and researching space systems. I’m now focusing on taking it further — turning these real-time data streams into tools that can help us analyze space environments, study orbital behavior, monitor celestial events, and eventually support the design of more advanced devices for space research. This is still an early stage, but the direction is becoming much clearer: From data → to analysis → to research → to real space technology."}, {"post_id": 70682, "ts": "2026-09-19T16:12:29Z", "hours": 0.4678, "text": "I have just made an simulation for Aegis(Advanced Earth-orbit & Geospatial Intelligence System) I have made this 3D space visualization and simulation interface as part of AEGIS. It provides an interactive view of Earth, planetary bodies, orbital paths, asteroids, and space objects in a dynamic environment. Users can track objects, zoom through space, control simulation speed, enable real-time rotation, and switch between different simulation states. The interface is designed like a mission-control environment, combining scientific visualization with a clean futuristic HUD. My focus was on making complex orbital and space data visually understandable while keeping the experience interactive and immersive. This is one of the core visualization components I built for AEGIS."}, {"post_id": 70191, "ts": "2026-09-18T17:40:50Z", "hours": 4.2275, "text": "Designing the AEGIS Frontend 🚀"}]...
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Title: AEGIS by @sudarsh | Stardance
Devlogs:
Des Title: AEGIS by @sudarsh | Stardance
Devlogs:
Designing the AEGIS Frontend 🚀
I have just made an simulation for Aegis(Advanced Earth-orbit & Geospatial Intelligence System) I have made this 3D space visualization and simulation interface as part of AEGIS. It provides an interactive view of Earth, planetary bodies, orbital paths, asteroids, and space objects in a dynamic environment. Users can track objects, zoom through space, control simulation speed, enable real-time rotation, and switch between different simulation states. The interface is designed like a mission-control environment, combining scientific visualization with a clean futuristic HUD. My focus was on making complex orbital and space data visually understandable while keeping the experience interactive and immersive. This is one of the core visualization components I built for AEGIS.
🚀 AEGIS — Development Update Just pushed another major update to AEGIS. I’ve now integrated NASA’s space-data APIs to bring live/near-real-time space data directly into the AEGIS interface — including: ☀️ Solar Activity & CME data ☄️ Near-Earth Object tracking 🛰️ ISS orbital-position data The goal isn’t to simply display numbers on a screen. AEGIS is being built as a foundation for exploring and researching space systems. I’m now focusing on taking it further — turning these real-time data streams into tools that can help us analyze space environments, study orbital behavior, monitor celestial events, and eventually support the design of more advanced devices for space research. This is still an early stage, but the direction is becoming much clearer: From data → to analysis → to research → to real space technology.
I know I haven’t posted a devlog for a while — and there’s a reason. While working on AEGIS, I ran into an unexpected issue that broke the entire simulation tab and its mappings. A lot of the work had to be rebuilt and remapped from scratch, which completely disrupted the development timeline. Instead of rushing out an update, I decided to fix the foundation properly. Now I’m back on track, rebuilding the simulation system and continuing AEGIS toward its bigger goal: real-time space data, simulations, research tools, and eventually more advanced systems for exploring space technology.
Finally AEGIS is live check out 🎊🎊🎊🎊
AEGIS got returned, and that’s fair The Shipwrights returned AEGIS. Their feedback was that it reads as AI-generated end to end, without enough of my own input. I used AI heavily to build the first version, so I can’t really argue with that. So I’m going to remake it properly. This time: I’ll redesign the UI myself, with my own layout, colors and panel designs I’ll go through the code until I can explain how each part works (the NASA polling, the DEFCON logic, the ISS tracker, the Earth shader) I’ll make smaller, more frequent commits so the progress is visible I’ll add an “AI usage” section to the README that says honestly what was AI-assisted and what I wrote Will post updates as I go. To be continued…
Ships:
AEGIS (Advanced Earth Guard & Intelligence System) is a real-time planetary │ defense mission control dashboard that monitors near-Earth asteroids, solar │ weather events, and ISS orbital telemetry. Built with React, Three.js, Express, │ and SQLite, it visualizes an interactive 3D Solar System with custom GLSL │ planetary shaders while actively streaming live data from NASA NeoWs, NASA DONKI, │ NOAA SWPC, and WhereTheISS.at....
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1793235229.022733
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OpenSeal: Sign Documents Online by @prthm | Starda OpenSeal: Sign Documents Online by @prthm | Stardance...
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prthm
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2
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14.0
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111
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T06:31:17Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Implemented a Read PDF button to read the PDF before signing it. Wrote a shell script to clean the files and database. To make it compatible for the Nest’s server.", "repo": "https://github.com/pr1hm/openseal", "demo": "https://openseal.prthm.xyz/"}, {"ship_num": 2, "ts": "2026-08-22T20:56:50Z", "hours": 12.0, "multiplier": 9.13, "payout": 111, "blessing": "neutral", "text": "I made… An online document signing platform with a really simple process. If anyone knew about DocuSign. It’s a bit more hassle to deal while you just need a PDF to be signed. So, I developed OpenSeal : a really simple online document signing platform where you can get work done in an easy flow. The most difficult part was.. to find bugs. and mostly, the reason was typos like rounded-zl instead of rounded-xl in tailwind CSS. To be honest. A bit more challenging part you can consider to make the Signature box to place on the right and intended place on the document. Because PDF rendering and Sign box coordinates weren’t matching at all at first. I’m proud of.. a really really simple flow of uploading a document to signing it. It just feels like the most usefull thing. Because how can you take the sign of your parent’s if you’re in another city / state or country maybe? How can you ask your client to sign the deal in a foreign country? I’m really glad that I was able to work on such solution. A bit note before you test it : It’s just a simple working application in FastAPI (python) I just deployed it from the nest . You won’t be able to see any signup page because this is not a startup, it’s an MVP model that I’ve deployed it because you can check it’s really simple flow. You can download it on your own. Github’s right here. And deploy it one own servers with your own tweaks. AI used? Yeah. Now-a-days this is the most concerning thing if creativity is genuine or not. I only took the help of AI in Error detection like typos, mis-arranged logic codes, and to draft the commit messages. As the VSCode’s git / version control allows to draft commit messages using AI. I took help in this project to also test how good they are. Andd they are very well.. How can you use it? Just go to openseal.prthm.xyz or download it from Github the download instructions are in the README.md How to test it? You openup the webapp. You create a New Request . You upload your PDF that needs to be signed (in this case, only a dummy pdf) (because there aren’t auth rn) You place the signature box where you want the signer to sign. You click Generate Signature Link . It’ll be copied to your clipboard. Fire up another tab, and paste the link. Click Click to Sign . Sign the canvas and hit apply. Voilaa.. It’s signed. A little note: Only upload your non-important / dummy pdf while testing. Only the signer’s view ( /sign ) is mobile optimized. So, try to use desktop. this is the working MVP of the product.", "repo": "https://github.com/pr1hm/openseal", "demo": "https://openseal.prthm.xyz/"}]...
|
[{"post_id": 79053, "ts": "202 [{"post_id": 79053, "ts": "2026-10-12T14:40:38Z", "hours": 0.3719, "text": "created OpenSeal cleanup Protocol bash file to clean the db and pdfs to not slow down the server and made everything back to zero. Check it out -> here.."}, {"post_id": 79029, "ts": "2026-10-12T12:39:38Z", "hours": 1.2192, "text": "Implemented this Read PDF button in the signing page. So, that the signer can read the complete document first."}, {"post_id": 52611, "ts": "2026-08-22T20:27:15Z", "hours": 0.3128, "text": "As it completed. I went to slack channels to get feedback and the one and only feedback I got is that I cannot ship with onrender.com . So, I found out hackclub’s nest . Since I bought domain from namecheap. I configured the nameservers to manage it from cloudflare. and then deployed the web app from nest. Here’s it’s URL : openseal.prthm.xyz"}, {"post_id": 52340, "ts": "2026-08-22T13:31:50Z", "hours": 0.4953, "text": "I’ve Updated the README.md file. Along with the working demo (screen recording). Check it out."}, {"post_id": 51643, "ts": "2026-08-21T12:56:53Z", "hours": 0.345, "text": "Deployed the Project to onrender.com ’s free server. Fixed some production copy link bugs in production . Now you can check it out on openseal.onrender.com And one more note. If you check the commits. I’ve written the code. But the commit message are only drafted using AI. trust me"}, {"post_id": 51129, "ts": "2026-08-20T17:02:15Z", "hours": 1.6103, "text": "Finally completed the /sign UI UX. There were that many typos that it took me half an hour to just find and solve them. I was trying to implement that Blue-Yellow-Green minimal theme but ended up maximizing it. I’ll try to keep it minimal. But yoo.. It atleast works for now."}, {"post_id": 51029, "ts": "2026-08-20T14:54:08Z", "hours": 0.4003, "text": "Made the button’s with that minimal - Blue, Yellow and Green Theme. And make the Sign box follow that theme"}, {"post_id": 51006, "ts": "2026-08-20T14:25:27Z", "hours": 0.405, "text": "Tweeked the dashboard UI. To look more playful and alive. Black & White was feeling soo boring. And this color theme looks fine. I should have implemented on other pages as well.."}, {"post_id": 50942, "ts": "2026-08-20T12:33:50Z", "hours": 0.9344, "text": "Improved the UI of the /new-request page. Tried to keep consistency with the black and white theme only for now. Uploaded the upload icon as gif."}, {"post_id": 50903, "ts": "2026-08-20T11:29:32Z", "hours": 1.2414, "text": "Implemented the proper dashboard to keep track of the documents. If you check this. you can access this dashboard at http://localhost:8000/ . To keep it straight forward. this dashboard is at / ."}, {"post_id": 50857, "ts": "2026-08-20T09:30:33Z", "hours": 0.8992, "text": "Added PDF / file upload functionality instead of hardcoded dummy.pdf. Introduced API endpoints of uploading files. Updated the database schema. Now, onto updating the /sign ."}, {"post_id": 50817, "ts": "2026-08-20T07:45:34Z", "hours": 0.365, "text": "Fixxed. document signing functionality. But I think that the document signing canvas isn’t working right."}, {"post_id": 50809, "ts": "2026-08-20T07:06:55Z", "hours": 0.53, "text": "Wrote the code for signer.js . But still says document not found. Time to debug.."}, {"post_id": 49785, "ts": "2026-08-18T18:32:07Z", "hours": 0.5639, "text": "Crafted the code for signer dashboard / portal. Developed the skeleton of f\"/sign/{doc_id}\" Only signer.js implementation remaining to make /sign really work properly (as intended)"}, {"post_id": 49754, "ts": "2026-08-18T17:53:57Z", "hours": 0.6161, "text": "Stripped down the prototype. Because prototype was containing stamping and signing the document on a single page. So, crafted the /admin . where you can setup the signature stamp and send the link to the signer."}, {"post_id": 49697, "ts": "2026-08-18T16:19:43Z", "hours": 0.3622, "text": "It’s working now.. After refractoring codebase as well."}, {"post_id": 49575, "ts": "2026-08-18T13:41:08Z", "hours": 0.7167, "text": "Implemented page selection function. Now, I’m refactoring the codebase. Share your thoughts."}, {"post_id": 49030, "ts": "2026-08-17T16:53:52Z", "hours": 0.3108, "text": "Well. It worked. It’s now working. You can see it live. I’m trying to make it accurate. Cause.. You can see it in the result_document. It’s not accurate."}, {"post_id": 48996, "ts": "2026-08-17T16:19:03Z", "hours": 0.7444, "text": "It actually worked! But I don’t see any result I’ve tried to implement a feature signing the document and saving it. Still debugging it 😢 Hope it soon get’s working."}, {"post_id": 48949, "ts": "2026-08-17T14:54:32Z", "hours": 0.5036, "text": "NextJS for the prototype is like cutting a cake with a sword. I got rid of it. Just Vanilla HTML, CSS and JS is enough to know if its working or not. It’s not working now as well."}, {"post_id": 48881, "ts": "2026-08-17T13:30:25Z", "hours": 0.7625, "text": "Just done completing the initialization of the repo. ‘Git is really painful if gone bad.’ btw. Here’s the progress… PDF detecting is broken. But it’s the update."}]...
|
Title: OpenSeal: Sign Documents Online by @prthm | Title: OpenSeal: Sign Documents Online by @prthm | Stardance
Devlogs:
Just done completing the initialization of the repo. ‘Git is really painful if gone bad.’ btw. Here’s the progress… PDF detecting is broken. But it’s the update.
NextJS for the prototype is like cutting a cake with a sword. I got rid of it. Just Vanilla HTML, CSS and JS is enough to know if its working or not. It’s not working now as well.
It actually worked! But I don’t see any result I’ve tried to implement a feature signing the document and saving it. Still debugging it 😢 Hope it soon get’s working.
Well. It worked. It’s now working. You can see it live. I’m trying to make it accurate. Cause.. You can see it in the result_document. It’s not accurate.
Implemented page selection function. Now, I’m refactoring the codebase. Share your thoughts.
It’s working now.. After refractoring codebase as well.
Stripped down the prototype. Because prototype was containing stamping and signing the document on a single page. So, crafted the /admin . where you can setup the signature stamp and send the link to the signer.
Crafted the code for signer dashboard / portal. Developed the skeleton of f"/sign/{doc_id}" Only signer.js implementation remaining to make /sign really work properly (as intended)
Wrote the code for signer.js . But still says document not found. Time to debug..
Fixxed. document signing functionality. But I think that the document signing canvas isn’t working right.
Added PDF / file upload functionality instead of hardcoded dummy.pdf. Introduced API endpoints of uploading files. Updated the database schema. Now, onto updating the /sign .
Implemented the proper dashboard to keep track of the documents. If you check this. you can access this dashboard at http://localhost:8000/ . To keep it straight forward. this dashboard is at / .
Improved the UI of the /new-request page. Tried to keep consistency with the black and white theme only for now. Uploaded the upload icon as gif.
Tweeked the dashboard UI. To look more playful and alive. Black & White was feeling soo boring. And this color theme looks fine. I should have implemented on other pages as well..
Made the button’s with that minimal - Blue, Yellow and Green Theme. And make the Sign box follow that theme
Finally completed the /sign UI UX. There were that many typos that it took me half an hour to just find and solve them. I was trying to implement that Blue-Yellow-Green minimal theme but ended up maximizing it. I’ll try to keep it minimal. But yoo.. It atleast works for now.
Deployed the Project to onrender.com ’s free server. Fixed some production copy link bugs in production . Now you can check it out on openseal.onrender.com And one more note. If you check the commits. I’ve written the code. But the commit message are only drafted using AI. trust me
I’ve Updated the README.md file. Along with the working demo (screen recording). Check it out.
As it completed. I went to slack channels to get feedback and the one and only feedback I got is that I cannot ship with onrender.com . So, I found out hackclub’s nest . Since I bought domain from namecheap. I configured the nameservers to manage it from cloudflare. and then deployed the web app from nest. Here’s it’s URL : openseal.prthm.xyz
Implemented this Read PDF button in the signing page. So, that the signer can read the complete document first.
created OpenSeal cleanup Protocol bash file to clean the db and pdfs to not slow down the server and made everything back to zero. Check it out -> here..
Ships:
I made… An online document signing platform with a really simple process. If anyone knew about DocuSign. It’s a bit more hassle to deal while you just need a PDF to be signed. So, I developed OpenSeal : a really simple online document signing platform where you can get work done in an easy flow. The most difficult part was.. to find bugs. and mostly, the reason was typos like rounded-zl instead of rounded-xl in tailwind CSS. To be honest. A bit more challenging part you can consider to make the Signature box to place on the right and intended place on the document. Because PDF rendering and Sign box coordinates weren’t matching at all at first. I’m proud of.. a really really simple flow of uploading a document to signing it. It just feels like the most usefull thing. Because how can you take the sign of your parent’s if you’re in another city / state or country maybe? How can you ask your client to sign the deal in a foreign country? I’m really glad that I was able to work on such solution. A bit note before you test it : It’s just a simple working application in FastAPI (python) I just deployed it from the nest . You won’t be able to see any signup page because this is not a startup, it’s an MVP model that I’ve deployed it because you can check it’s really simple flow. You can download it on your own. Github’s right here. And deploy it one own servers with your own tweaks. AI used? Yeah. Now-a-days this is the most concerning thing if creativity is genuine or not. I only took the help of AI in Error detection like typos, mis-arranged logic codes, and to draft the commit messages. As the VSCode’s git / version control allows to draft commit messages using AI. I took help in this project to also test how good they are. Andd they are very well.. How can you use it? Just go to openseal.prthm.xyz or download it from Github the download instructions are in the README.md How to test it? You openup the webapp. You create a New Request . You upload your PDF that needs to be signed (in this case, only a dummy pdf) (because there aren’t auth rn) You place the signature box where you want the signer to sign. You click Generate Signature Link . It’ll be copied to your clipboard. Fire up another tab, and paste the link. Click Click to Sign . Sign the canvas and hit apply. Voilaa.. It’s signed. A little note: Only upload your non-important / dummy pdf while testing. Only the signer’s view ( /sign ) is mobile optimized. So, try to use desktop. this is the working MVP of the product.
Implemented a Read PDF button to read the PDF before signing it. Wrote a shell script to clean the files and database. To make it compatible for the Nest’s server....
|
1793112945.5959468
|
1793199345.5959468
|
|
68462
|
My awesome macropad! by @avm | Stardance
|
avm
|
0
|
5.42
|
0
|
[]
|
[{"post_id": 79057, "ts": "202 [{"post_id": 79057, "ts": "2026-10-12T15:01:09Z", "hours": 1.3833, "text": "I had another little problem, I checked and I found out I accidentally used the wrong led footprint so I had to redo the PCB again… The hardest part is 100% the PCB I will start to make the case in Blender. Maybe I have some problems importing models, I hope not. Below is an idea of how I want my case to look like (except I will use the colors red and black)"}, {"post_id": 78448, "ts": "2026-10-10T20:24:14Z", "hours": 2.4667, "text": "I just added RGB lights and fixed the rotate switch schematic because i had a warning in the PCB. I re-started doing the PCB and I think it looks good now. I will check the size and I will also try to have it approved in #hackpad"}, {"post_id": 78215, "ts": "2026-10-10T00:16:24Z", "hours": 1.5667, "text": "Trying to build a macropad (very difficult) I have no previous knowledge of electronics at all and maybe i will have to redo it (I will post it on github so that someone can give me tips)"}]...
|
Title: My awesome macropad! by @avm | Stardance
D Title: My awesome macropad! by @avm | Stardance
Devlogs:
Trying to build a macropad (very difficult) I have no previous knowledge of electronics at all and maybe i will have to redo it (I will post it on github so that someone can give me tips)
I just added RGB lights and fixed the rotate switch schematic because i had a warning in the PCB. I re-started doing the PCB and I think it looks good now. I will check the size and I will also try to have it approved in #hackpad
I had another little problem, I checked and I found out I accidentally used the wrong led footprint so I had to redo the PCB again… The hardest part is 100% the PCB I will start to make the case in Blender. Maybe I have some problems importing models, I hope not. Below is an idea of how I want my case to look like (except I will use the colors red and black)...
|
1793123260.0895443
|
1793728060.0895443
|
|
68863
|
toad runner by @JP | Stardance
|
JP
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T15:25:58Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 2D platformer game that is easy to play and learn. The most challenging part of this project was creating the levels. It was not easy finding inspiration to create these levels, but I think I tried my best 🥲. I’m proud of me completing the project; seeing it actually work made me super happy. This is just an easy game where you can collect apples, jump on enemies to kill them, and touch them to get hurt by them.", "repo": "https://github.com/JP-CM237/toad-runner", "demo": "https://itch.io/embed-upload/19698628?color=333333"}]...
|
[{"post_id": 79058, "ts": "202 [{"post_id": 79058, "ts": "2026-10-12T15:04:03Z", "hours": 9.0036, "text": "I am finally done with Toad runner."}, {"post_id": 78159, "ts": "2026-10-09T20:30:30Z", "hours": 2.3119, "text": "I just finished working on some character movements, such as moving left, right and up"}]...
|
Title: toad runner by @JP | Stardance
Devlogs:
I Title: toad runner by @JP | Stardance
Devlogs:
I just finished working on some character movements, such as moving left, right and up
I am finally done with Toad runner.
Ships:
I made a 2D platformer game that is easy to play and learn. The most challenging part of this project was creating the levels. It was not easy finding inspiration to create these levels, but I think I tried my best 🥲. I’m proud of me completing the project; seeing it actually work made me super happy. This is just an easy game where you can collect apples, jump on enemies to kill them, and touch them to get hurt by them....
|
1793155875.4625201
|
1793242275.4625201
|
|
69016
|
My awesome macropad! by @ArnavVerma | Stardance
|
ArnavVerma
|
0
|
0.62
|
0
|
[]
|
[{"post_id": 79059, "ts": "202 [{"post_id": 79059, "ts": "2026-10-12T15:08:49Z", "hours": 0.625, "text": "Created a new schematic and pcb design for my custom console/music controller hackpad"}]...
|
Title: My awesome macropad! by @ArnavVerma | Stard Title: My awesome macropad! by @ArnavVerma | Stardance
Devlogs:
Created a new schematic and pcb design for my custom console/music controller hackpad...
|
1793127365.488793
|
1793732165.488793
|
|
62714
|
1-axis Reaction Wheel by @CVictor | Stardance
|
CVictor
|
0
|
24.72
|
0
|
[]
|
[{"post_id": 79060, "ts": "202 [{"post_id": 79060, "ts": "2026-10-12T15:16:23Z", "hours": 3.4522, "text": "More on V2 CAD I did more cad on the desig and printed out all the materials, I just needed to add mounting hole for the pcb and design the pcb!"}, {"post_id": 77855, "ts": "2026-10-08T15:29:26Z", "hours": 3.2092, "text": "V2 CAD THe cad for V2 of my reaction wheel is almost ready, just need to add battery mounts and as well as pcb mounting holes. My motor have arrived, so I am excited to add it into the CAD. Hope for the best!"}, {"post_id": 77719, "ts": "2026-10-08T02:43:00Z", "hours": 6.4842, "text": "Working On V2 The v1 reaction wheel with DC tt motor without any encoder made the wheels turn and adjust without knowing its speed, making it really hard to control it precisely. Without the encoder, the motor is effectively blind, that is why I am working on a Version 2 for my reaction wheel project. Using a Nidec 12v motor and a lighter from, I hope the system will be more responsive and achieve self balancing."}, {"post_id": 70685, "ts": "2026-09-19T16:18:32Z", "hours": 5.0525, "text": "Build Log Today I finish soldering components on to the perfboard with a small exception of a 3 pin xh2.54 connector for the battery. The IMU I am using is work pefectly and I hope I can finish shipping te project by next week! Hope for the best!"}, {"post_id": 70143, "ts": "2026-09-18T15:31:56Z", "hours": 1.5333, "text": "Build Log I finish printing all components today and have already started building it, all parts are in place and I plan on soldering components tomorrow. Wish to ship it by next week!!"}, {"post_id": 69966, "ts": "2026-09-18T04:23:27Z", "hours": 0.7008, "text": "9/16 Build Log I am almost finished with the CAD design and components that I ordered are commin over the weekend, I will be start building and shipping over the weekend!"}, {"post_id": 69172, "ts": "2026-09-16T15:03:51Z", "hours": 4.2908, "text": "9/15 Build Log I made design the CAD for my one axis reaction wheel deisgn, quick and easy,hopefully I can get it done this week!"}]...
|
Title: 1-axis Reaction Wheel by @CVictor | Stardan Title: 1-axis Reaction Wheel by @CVictor | Stardance
Devlogs:
9/15 Build Log I made design the CAD for my one axis reaction wheel deisgn, quick and easy,hopefully I can get it done this week!
9/16 Build Log I am almost finished with the CAD design and components that I ordered are commin over the weekend, I will be start building and shipping over the weekend!
Build Log I finish printing all components today and have already started building it, all parts are in place and I plan on soldering components tomorrow. Wish to ship it by next week!!
Build Log Today I finish soldering components on to the perfboard with a small exception of a 3 pin xh2.54 connector for the battery. The IMU I am using is work pefectly and I hope I can finish shipping te project by next week! Hope for the best!
Working On V2 The v1 reaction wheel with DC tt motor without any encoder made the wheels turn and adjust without knowing its speed, making it really hard to control it precisely. Without the encoder, the motor is effectively blind, that is why I am working on a Version 2 for my reaction wheel project. Using a Nidec 12v motor and a lighter from, I hope the system will be more responsive and achieve self balancing.
V2 CAD THe cad for V2 of my reaction wheel is almost ready, just need to add battery mounts and as well as pcb mounting holes. My motor have arrived, so I am excited to add it into the CAD. Hope for the best!
More on V2 CAD I did more cad on the desig and printed out all the materials, I just needed to add mounting hole for the pcb and design the pcb!...
|
1793047746.5691252
|
1793652546.5691252
|
|
34134
|
SlopUI by @racek256 | Stardance
|
racek256
|
1
|
95.0
|
1637
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T15:49:06Z", "hours": 95.0, "multiplier": 17.25, "payout": 1637, "blessing": "neutral", "text": "I made SlopUI, a local and private AI assistant interface featuring Slopper as your assistant. Just a few features to flag: memory, MCPs, a mobile page, and much more. The best part of this project is probably the local web search and memory engine, since they required me to benchmark multiple solutions and system prompts and iterate on result quality. The most challenging part was building the frontend. I am not a designer, so I had some trouble with the design, but I managed to get a design I am happy with. Mostly in dark mode, the light mode is not so great.", "repo": "https://github.com/racek256/SlopUI", "demo": "https://slop.racek.xyz"}]...
|
[{"post_id": 79066, "ts": "202 [{"post_id": 79066, "ts": "2026-10-12T15:39:34Z", "hours": 2.4158, "text": "devlog 12 Memory engine finished and deployed Few of AI assisted bug fixes README.md + docs/ + License Pre ship fixes and stuff"}, {"post_id": 78753, "ts": "2026-10-11T14:39:37Z", "hours": 9.5125, "text": "Devlog 11 Today I’ve been cooking hard. Currently I’m working on the memory engine for SlopUI. The architecture is quite simple: A cheap extractor analyzes all conversations, extracts context, and suggests memories. All context gets passed to a smarter filter that has tools to directly manage the entire memory system: add, edit, remove, and list memories. All saved memories get embedded and saved into the DB. Search uses an embedder + reranker for quick lookup. Search takes around 0.5s per message, but I’ll optimize it before the next devlog. I’ve also improved the mobile version of SlopUI and added PWA support so you can install it similarly to a normal app. The memory engine is still in development, and I have a few experimental ideas in mind that might make the memory crazy good. But first I need to finish it."}, {"post_id": 77122, "ts": "2026-10-05T18:18:31Z", "hours": 10.3761, "text": "Ups, looks like I overshot the 10 hours again and Stardance is forcing me to make another devlog. I guess it’s time for DEVLOG 10 You don’t have to stare into a white screen anymore thanks to my genius invention dark mode (I know it still looks terrible, I’m not a designer) configuration was migrated to a config.yaml file with more configuration options websearch got improved (I know I’m saying this every devlog and I’m probably gonna keep saying it even in the following ones) sidebar has an option to pin/unpin chat Discord OAuth is implemented and it’s used even on the demo deployment https://slop.racek.xyz more stable generation"}, {"post_id": 69094, "ts": "2026-09-16T11:14:35Z", "hours": 8.8664, "text": "Devlog 9 Yupiiii another version focused on stability and it is looking stable Generation is now separated from Request so even when connection dies frontend can reconnect without user noticing Full File Uploading support for basic text and image formats websearch, webfetch functions are stable enough to be considered usable websearch has gained massive speed improvements although it will improve even further in the future Frontend Polish, fixes and stuff ( the boring stuff that actually makes this app usable ) here is picture of slopper saying hello although it didn’t really understood what devlog means:"}, {"post_id": 63767, "ts": "2026-09-07T18:44:22Z", "hours": 9.16, "text": "Devlog 8 This version is mostly Quality of Life improvements and stability, but it really improves a lot. This update brings: Backend Working config.json file for basic model configuration Not crashing every second prompt webfetch/websearch somewhat faster and not crashing anymore Better security Improved SearXNG default configuration Frontend Mobile interface — the webpage finally works on phones Regeneration — now, even when the backend throws an error, the frontend gives you the option to retry the request Reasoning popup — you can now see what the model is actually thinking about WIP File attachments — frontend part finished, not wired into the backend I’m probably going to stop working on new features and rather start finishing this project up, so probably another QoL update will be next, alongside one last large feature I need to do: proper demo account creation, ’cause right now demo mode is just one large shared account. I know, pretty bad."}, {"post_id": 54052, "ts": "2026-08-24T20:18:35Z", "hours": 8.8131, "text": "devlog 7 In this version I finally added full MCP support. Websearch also got a few improvements, plus the full Lightpanda browser through MCP integration. Backend has improved stability. I have started on the mobile interface, although it’s not yet ready. I’ve also started working on the config system, for now most of it is in .env, but soon I’m gonna replace it with a proper .yaml file."}, {"post_id": 45845, "ts": "2026-08-12T15:56:54Z", "hours": 9.0239, "text": "Devlog 6 The demo is finally out on slop.racek.xyz. The demo won’t have all the features of the full dev build, because my server isn’t able to run proper embedding and reranking models. That’s why the demo relies on the Tavily API for web searches, it’s nearly identical. The harness is finally starting to come together. I implemented just two tools: websearch and webfetch . This took me so long because I wasn’t only adding those tools, but also benchmarking different embedding and reranking models, so I can be sure I’m not losing performance for no reason. The websearch tool is definitely going to go through more improvements, but for now this is the version I’m okay with and the AI also seems to like it (yes I asked it)"}, {"post_id": 44544, "ts": "2026-08-10T11:38:58Z", "hours": 8.0272, "text": "Devlog 5 After some time, I’m back with new features and improvements. I finally added a Reasoning/Websearch indicator so users can see what the AI is currently doing. This gives users a sense that something is happening, which makes the entire process feel faster. I’ve also removed the search button from the sidebar since I’m not going to work on it anytime soon. I’ll probably implement it for the second release, but not right now. If everything goes correctly, today I hope to release a demo with DeepSeek V4 Flash as a free model. All I need to do before releasing the demo is: Finish demo sign-in Fix a few frontend bugs Add rate limiting to the backend Deploy on my server After releasing the demo, I’ll have a really basic AI chat interface: you send a message, the AI responds. It has one tool, websearch . That’s why after releasing the demo, I want to focus on the harness and make it actually good. I’m definitely going to do a SearXNG implementation for the websearch tool (currently it uses the Tavily API) and implement a custom page loader/parser and some basic RAG. I haven’t used RAG for a long time, so I’m going to have to do some research on it. I definitely want to add more tools later on, but I’ll keep that for future devlogs."}, {"post_id": 40010, "ts": "2026-08-03T11:13:25Z", "hours": 9.7369, "text": "Devlog 4 Holy moly, it’s again another 9 hours. Thankfully, I finally have something to talk about in this devlog. I’m getting really close to publishing the demo page. I have a mostly working frontend, and the backend has just a few bugs I need to handle. I’m still missing rate limiting and model verification on the backend. For now, the harness has just one websearch tool. in the future, I want to add much more and make it a full harness, but for the first release I hope this is enough. One last feature I want to implement on the frontend is displaying the harness state, so instead of showing the user a simple loader, they will see what’s currently happening in the harness — what the agent is reasoning about, and so on. So the plan for now is: Complete frontend integration Fix backend bugs Display harness state on frontend Release public demo page with rate limiting Improve harness Ship first release"}, {"post_id": 36988, "ts": "2026-07-29T12:53:51Z", "hours": 9.6169, "text": "Devlog 3 After a week I’m finally back home and continuing my work on this project. I noticed I’ve already gone 9 hours without a devlog, but I don’t have much to talk about yet. Well, I started working on the backend — it’s taking quite slow because I’m giving it the proper time to ensure its security and ease of implementation for the frontend. I guess I’ll just list the stuff I have implemented or am working on implementing: JWT Authentication (finished) Conversation Branching (finished) AI Harness (mostly finished) DB implementation (mostly implemented) Rate limiting (not yet) API User focused / Authentication (finished) Inference / AI (not started yet) Still got some work to do, but the backend is getting close to finished. The last step will be frontend API implementation, and the project will be ready for demo deployment. I’ll probably launch the public demo without the need to create an account, with free inference on DeepSeek v4 Flash. I’ll use the OpenCode Zen API for that because they offer free DeepSeek v4 Flash inference. I hate the person who tought is good idea to block publishing copied messages i didn’t use AI to write it but i wrote it in my code editor and now i have to rewrite this entire message cause stardance thinks i AI generated this."}, {"post_id": 29121, "ts": "2026-07-15T19:46:05Z", "hours": 5.9314, "text": "Devlog 2 The frontend is finally in a usable state, which means I can finally start working on the backend. I intentionally kept the frontend simple no special features yet. I have plenty of ideas for special features and improvements, but my first priority is getting the application into a polished, presentable state. Once that’s done, I’ll start experimenting with those ideas. Now, let’s talk about the backend. What do I actually want? I’ll probably use basic Python with SQLite. There’s no need for a separate database for this project. The backend will include simple JWT authentication, response streaming, model selection, and some basic rate limiting. Once everything is working reliably, I’ll start thinking about building a custom harness or maybe even experimenting with some multi-agent workflows. But first, I don’t want to get sidetracked, I want to finish the base application."}, {"post_id": 27824, "ts": "2026-07-13T18:26:21Z", "hours": 3.8267, "text": "Devlog #1 I’m starting with a simple agentic web interface. For the first release, I want to focus mainly on the user interface and finishing the frontend. The backend will just be a simple API or an Ollama proxy with rate limiting. I also want to create a custom harness in Python, but not for the first release. I prepared some design files beforehand, but they look bad, so I’m not really following them much. If I don’t mess up the UI, it should come out looking okay, but I’m a bit more worried about the UX. I like putting animations everywhere, which always absolutely ruins UX, so I’ll try to be more conservative with them this time. I’m working on the frontend mostly without AI, using it only as interactive documentation. I’m hoping to get the frontend into a usable form asap so I can start working on other features and the custom harness."}]...
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Title: SlopUI by @racek256 | Stardance
Devlogs:
D Title: SlopUI by @racek256 | Stardance
Devlogs:
Devlog #1 I’m starting with a simple agentic web interface. For the first release, I want to focus mainly on the user interface and finishing the frontend. The backend will just be a simple API or an Ollama proxy with rate limiting. I also want to create a custom harness in Python, but not for the first release. I prepared some design files beforehand, but they look bad, so I’m not really following them much. If I don’t mess up the UI, it should come out looking okay, but I’m a bit more worried about the UX. I like putting animations everywhere, which always absolutely ruins UX, so I’ll try to be more conservative with them this time. I’m working on the frontend mostly without AI, using it only as interactive documentation. I’m hoping to get the frontend into a usable form asap so I can start working on other features and the custom harness.
Devlog 2 The frontend is finally in a usable state, which means I can finally start working on the backend. I intentionally kept the frontend simple no special features yet. I have plenty of ideas for special features and improvements, but my first priority is getting the application into a polished, presentable state. Once that’s done, I’ll start experimenting with those ideas. Now, let’s talk about the backend. What do I actually want? I’ll probably use basic Python with SQLite. There’s no need for a separate database for this project. The backend will include simple JWT authentication, response streaming, model selection, and some basic rate limiting. Once everything is working reliably, I’ll start thinking about building a custom harness or maybe even experimenting with some multi-agent workflows. But first, I don’t want to get sidetracked, I want to finish the base application.
Devlog 3 After a week I’m finally back home and continuing my work on this project. I noticed I’ve already gone 9 hours without a devlog, but I don’t have much to talk about yet. Well, I started working on the backend — it’s taking quite slow because I’m giving it the proper time to ensure its security and ease of implementation for the frontend. I guess I’ll just list the stuff I have implemented or am working on implementing: JWT Authentication (finished) Conversation Branching (finished) AI Harness (mostly finished) DB implementation (mostly implemented) Rate limiting (not yet) API User focused / Authentication (finished) Inference / AI (not started yet) Still got some work to do, but the backend is getting close to finished. The last step will be frontend API implementation, and the project will be ready for demo deployment. I’ll probably launch the public demo without the need to create an account, with free inference on DeepSeek v4 Flash. I’ll use the OpenCode Zen API for that because they offer free DeepSeek v4 Flash inference. I hate the person who tought is good idea to block publishing copied messages i didn’t use AI to write it but i wrote it in my code editor and now i have to rewrite this entire message cause stardance thinks i AI generated this.
Devlog 4 Holy moly, it’s again another 9 hours. Thankfully, I finally have something to talk about in this devlog. I’m getting really close to publishing the demo page. I have a mostly working frontend, and the backend has just a few bugs I need to handle. I’m still missing rate limiting and model verification on the backend. For now, the harness has just one websearch tool. in the future, I want to add much more and make it a full harness, but for the first release I hope this is enough. One last feature I want to implement on the frontend is displaying the harness state, so instead of showing the user a simple loader, they will see what’s currently happening in the harness — what the agent is reasoning about, and so on. So the plan for now is: Complete frontend integration Fix backend bugs Display harness state on frontend Release public demo page with rate limiting Improve harness Ship first release
Devlog 5 After some time, I’m back with new features and improvements. I finally added a Reasoning/Websearch indicator so users can see what the AI is currently doing. This gives users a sense that something is happening, which makes the entire process feel faster. I’ve also removed the search button from the sidebar since I’m not going to work on it anytime soon. I’ll probably implement it for the second release, but not right now. If everything goes correctly, today I hope to release a demo with DeepSeek V4 Flash as a free model. All I need to do before releasing the demo is: Finish demo sign-in Fix a few frontend bugs Add rate limiting to the backend Deploy on my server After releasing the demo, I’ll have a really basic AI chat interface: you send a message, the AI responds. It has one tool, websearch . That’s why after releasing the demo, I want to focus on the harness and make it actually good. I’m definitely going to do a SearXNG implementation for the websearch tool (currently it uses the Tavily API) and implement a custom page loader/parser and some basic RAG. I haven’t used RAG for a long time, so I’m going to have to do some research on it. I definitely want to add more tools later on, but I’ll keep that for future devlogs.
Devlog 6 The demo is finally out on slop.racek.xyz. The demo won’t have all the features of the full dev build, because my server isn’t able to run proper embedding and reranking models. That’s why the demo relies on the Tavily API for web searches, it’s nearly identical. The harness is finally starting to come together. I implemented just two tools: websearch and webfetch . This took me so long because I wasn’t only adding those tools, but also benchmarking different embedding and reranking models, so I can be sure I’m not losing performance for no reason. The websearch tool is definitely going to go through more improvements, but for now this is the version I’m okay with and the AI also seems to like it (yes I asked it)
devlog 7 In this version I finally added full MCP support. Websearch also got a few improvements, plus the full Lightpanda browser through MCP integration. Backend has improved stability. I have started on the mobile interface, although it’s not yet ready. I’ve also started working on the config system, for now most of it is in .env, but soon I’m gonna replace it with a proper .yaml file.
Devlog 8 This version is mostly Quality of Life improvements and stability, but it really improves a lot. This update brings: Backend Working config.json file for basic model configuration Not crashing every second prompt webfetch/websearch somewhat faster and not crashing anymore Better security Improved SearXNG default configuration Frontend Mobile interface — the webpage finally works on phones Regeneration — now, even when the backend throws an error, the frontend gives you the option to retry the request Reasoning popup — you can now see what the model is actually thinking about WIP File attachments — frontend part finished, not wired into the backend I’m probably going to stop working on new features and rather start finishing this project up, so probably another QoL update will be next, alongside one last large feature I need to do: proper demo account creation, ’cause right now demo mode is just one large shared account. I know, pretty bad.
Devlog 9 Yupiiii another version focused on stability and it is looking stable Generation is now separated from Request so even when connection dies frontend can reconnect without user noticing Full File Uploading support for basic text and image formats websearch, webfetch functions are stable enough to be considered usable websearch has gained massive speed improvements although it will improve even further in the future Frontend Polish, fixes and stuff ( the boring stuff that actually makes this app usable ) here is picture of slopper saying hello although it didn’t really understood what devlog means:
Ups, looks like I overshot the 10 hours again and Stardance is forcing me to make another devlog. I guess it’s time for DEVLOG 10 You don’t have to stare into a white screen anymore thanks to my genius invention dark mode (I know it still looks terrible, I’m not a designer) configuration was migrated to a config.yaml file with more configuration options websearch got improved (I know I’m saying this every devlog and I’m probably gonna keep saying it even in the following ones) sidebar has an option to pin/unpin chat Discord OAuth is implemented and it’s used even on the demo deployment https://slop.racek.xyz more stable generation
Devlog 11 Today I’ve been cooking hard. Currently I’m working on the memory engine for SlopUI. The architecture is quite simple: A cheap extractor analyzes all conversations, extracts context, and suggests memories. All context gets passed to a smarter filter that has tools to directly manage the entire memory system: add, edit, remove, and list memories. All saved memories get embedded and saved into the DB. Search uses an embedder + reranker for quick lookup. Search takes around 0.5s per message, but I’ll optimize it before the next devlog. I’ve also improved the mobile version of SlopUI and added PWA support so you can install it similarly to a normal app. The memory engine is still in development, and I have a few experimental ideas in mind that might make the memory crazy good. But first I need to finish it.
devlog 12 Memory engine finished and deployed Few of AI assisted bug fixes README.md + docs/ + License Pre ship fixes and stuff
Ships:
I made SlopUI, a local and private AI assistant interface featuring Slopper as your assistant. Just a few features to flag: memory, MCPs, a mobile page, and much more. The best part of this project is probably the local web search and memory engine, since they required me to benchmark multiple solutions and system prompts and iterate on result quality. The most challenging part was building the frontend. I am not a designer, so I had some trouble with the design, but I managed to get a design I am happy with. Mostly in dark mode, the light mode is not so great....
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1793155933.4127324
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1793242333.4127324
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67226
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My own site! by @dablu | Stardance
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dablu
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2
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2.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-21T12:40:05Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "nothing", "repo": "https://github.com/AryaAgrawal03/Aryawork", "demo": "https://portfolioofdabluaka-arya.netlify.app"}, {"ship_num": 2, "ts": "2026-10-11T12:29:59Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make a website that is going to tell you about me , I faced some challenges of wrong code because i am a beginner and I am proud that for the first time i created a good web page", "repo": "https://github.com/AryaAgrawal03/Aryawork", "demo": "https://portfolioofdabluaka-arya.netlify.app"}]...
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[{"post_id": 79069, "ts": "202 [{"post_id": 79069, "ts": "2026-10-12T15:48:40Z", "hours": 0.615, "text": "I have tried to do all the possible improvements needed and my fault but something i did not understand the things written as i am new btu things i understood i properly corrected them"}, {"post_id": 78690, "ts": "2026-10-11T09:45:17Z", "hours": 1.2058, "text": "I am creating a new web learning to have some cool features write now it is too basic"}]...
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Title: My own site! by @dablu | Stardance
Devlogs Title: My own site! by @dablu | Stardance
Devlogs:
I am creating a new web learning to have some cool features write now it is too basic
I have tried to do all the possible improvements needed and my fault but something i did not understand the things written as i am new btu things i understood i properly corrected them
Ships:
I make a website that is going to tell you about me , I faced some challenges of wrong code because i am a beginner and I am proud that for the first time i created a good web page
nothing...
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1793062242.191726
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1793148642.191726
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69171
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The Crzy Slack bot by @ArnavVerma | Stardance
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ArnavVerma
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T16:15:00Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So Hey guys i created a slack bot which responds to few commands for now. The most challenging part for me was that I was new to javascript so I needed to go through the guide to create this functional bot. I hope you guys will like it you can test it in any channel of hackclub or mainly the bot-spam using /crzyslack-ping , etc. Thank you", "repo": "https://github.com/ByteCyro/Crzyslack", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
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[{"post_id": 79072, "ts": "202 [{"post_id": 79072, "ts": "2026-10-12T15:55:30Z", "hours": 0.4347, "text": "Finally completed my basic slack bot which has following commands : /crzyslack-ping /crzyslack-help /crzyslack-catfact /crzyslack-joke"}]...
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Title: The Crzy Slack bot by @ArnavVerma | Stardan Title: The Crzy Slack bot by @ArnavVerma | Stardance
Devlogs:
Finally completed my basic slack bot which has following commands : /crzyslack-ping /crzyslack-help /crzyslack-catfact /crzyslack-joke
Ships:
So Hey guys i created a slack bot which responds to few commands for now. The most challenging part for me was that I was new to javascript so I needed to go through the guide to create this functional bot. I hope you guys will like it you can test it in any channel of hackclub or mainly the bot-spam using /crzyslack-ping , etc. Thank you...
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1793155901.1749291
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1793242301.1749291
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42170
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Jarvis by @Lalith | Stardance
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Lalith
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1
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7.76
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T10:47:37Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Jarvis, an AI Slack bot for the Hack Club workspace that you can @-mention or DM — it chats back with some personality, remembers the conversation, reacts with emoji, and even has real skills like web search, fetching links you share, checking weather in any city, pulling today’s top Hacker News stories, and setting reminders that post right into the thread, plus a few slash commands like /jarvis-ping and /jarvis-joke. The hardest part was getting the AI working: OpenAI had no credits so I migrated the whole thing to Gemini, which meant figuring out a new key format and an OpenAI-compatible endpoint, and discovering the cheapest model isn’t even available to new accounts — plus wiring the agent’s async tool-calling into Slack’s streaming replies while keeping everything testable, which is why there are 48 unit tests with fake clients, a type-checked codebase, clean lint, and a green CI. I’m proud that it’s genuinely polished rather than a demo — every command is jarvis-prefixed so it never collides with the other bots, it has a proper systemd setup for running 24/7 on Nest, and the whole repo is tidy enough that anyone could run it themselves. To test it: invite @Jarvis to any channel in the Hack Club Slack (or DM it) and ask for weather, top stories, a reminder in a few minutes, or paste a link and ask what’s on it — code’s at github.com/Hustlenix/jarvis if you want to see the internals.", "repo": "https://github.com/Hustlenix/jarvis", "demo": "https://hackclub.slack.com/archives/C0P5NE354/p1790510878067549"}]...
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[{"post_id": 79073, "ts": "202 [{"post_id": 79073, "ts": "2026-10-12T15:59:03Z", "hours": 2.9342, "text": "I have finished my Slack Bot mission which is named Jarvis, and it can now be acessed in: https://slack.com/app_redirect?app=A0BNWE36ME2&team=T0266FRGM It is live 24/7 for free!"}, {"post_id": 74445, "ts": "2026-09-27T12:01:36Z", "hours": 1.8214, "text": "Fixed Jarvis after my first review — moved the AI to Hack Club AI, found and fixed a hidden tool-schema bug, and got all 105 tests passing.I also repaired the broken GitHub Actions deployment workflow and rewrote the README based on what I actually built and learned.Only the final 24/7 Nest deployment + real #bot-spam demo is left before I resubmit."}, {"post_id": 43895, "ts": "2026-08-09T10:45:40Z", "hours": 0.8431, "text": "Finally, IG that this project is ready to ship as it is working just fine. But, the problem is that Nest is still pending so i can’t get it to 24/7, and IDK why but the app isnt working so the slash commands are still broken on Slack"}, {"post_id": 43748, "ts": "2026-08-09T05:13:11Z", "hours": 1.8794, "text": "Learning before building really helped me do it ASAP. To make this, what I did was — spend my first 20 minutes understanding how Slack bots actually work before writing a single line of code or building it. The pieces turned out to be simpler than I feared: a Slack app created at api.slack.com, Socket Mode (the bot connects over WebSockets, so it needs no public URL or server), and two tokens — a bot token (xoxb-…) and an app-level token (xapp-…). Once that clicked, everything else was just wiring. I built it in Node.js with Slack’s official Bolt framework. One command, node index.js, and Jarvis connects to the Hack Club workspace. Then I gave it a personality and some skills: Talk to it — mention @Jarvis or DM it and it replies with AI: concise, friendly, lightly witty It remembers — conversation history per thread, so it can actually follow along It reacts — every message gets a themed emoji reaction 4 slash commands — /jarvis-help, /jarvis-ping, /jarvis-catfact, /jarvis-joke An App Home tab — commands list, online status, and feedback buttons The build wasn’t smooth the whole way, and the failures taught me more than the wins: My OpenAI key had zero credits — first AI reply was a sad 429 You have no credits. I switched to Gemini with a free Google AI Studio key, pointed the SDK at Google’s OpenAI-compatible endpoint, and used gemini-3.1-flash-lite, the cheapest model available to new accounts. Command collisions — every Slack bot shares the workspace’s slash-command namespace, so I prefixed everything with jarvis- to keep them unique. “The app did not respond” — my commands were registered in code but not in the app’s config on Slack’s side. Updating the manifest at api.slack.com and reinstalling the app fixed it. Classic config-vs-code mismatch. Repo hygiene — I renamed the entry file to index.js, deleted template leftovers, and squashed the git history into one clean “Initial commit”. Staying alive 24/7: I cloned the repo onto Hack Club Nest, wrote a systemd service (restarts on crash and on reboot), and enabled it. Jarvis now stays online even with my laptop closed — plus an optional GitHub Action redeploys it on every push. Quality check: 28 passing tests, lint and typecheck clean. Jarvis is live in #bot-spam right now. Say hi — or try /jarvis-joke and watch it bomb on purpose."}, {"post_id": 43372, "ts": "2026-08-08T15:59:56Z", "hours": 0.0, "text": "Spent the last hour last hour learning about slack bot and now i am training and building it in real life. I googled slack bot and a random guy said that hell tech me it and now I am here"}]...
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Title: Jarvis by @Lalith | Stardance
Devlogs:
Spe Title: Jarvis by @Lalith | Stardance
Devlogs:
Spent the last hour last hour learning about slack bot and now i am training and building it in real life. I googled slack bot and a random guy said that hell tech me it and now I am here
Learning before building really helped me do it ASAP. To make this, what I did was — spend my first 20 minutes understanding how Slack bots actually work before writing a single line of code or building it. The pieces turned out to be simpler than I feared: a Slack app created at api.slack.com, Socket Mode (the bot connects over WebSockets, so it needs no public URL or server), and two tokens — a bot token (xoxb-…) and an app-level token (xapp-…). Once that clicked, everything else was just wiring. I built it in Node.js with Slack’s official Bolt framework. One command, node index.js, and Jarvis connects to the Hack Club workspace. Then I gave it a personality and some skills: Talk to it — mention @Jarvis or DM it and it replies with AI: concise, friendly, lightly witty It remembers — conversation history per thread, so it can actually follow along It reacts — every message gets a themed emoji reaction 4 slash commands — /jarvis-help, /jarvis-ping, /jarvis-catfact, /jarvis-joke An App Home tab — commands list, online status, and feedback buttons The build wasn’t smooth the whole way, and the failures taught me more than the wins: My OpenAI key had zero credits — first AI reply was a sad 429 You have no credits. I switched to Gemini with a free Google AI Studio key, pointed the SDK at Google’s OpenAI-compatible endpoint, and used gemini-3.1-flash-lite, the cheapest model available to new accounts. Command collisions — every Slack bot shares the workspace’s slash-command namespace, so I prefixed everything with jarvis- to keep them unique. “The app did not respond” — my commands were registered in code but not in the app’s config on Slack’s side. Updating the manifest at api.slack.com and reinstalling the app fixed it. Classic config-vs-code mismatch. Repo hygiene — I renamed the entry file to index.js, deleted template leftovers, and squashed the git history into one clean “Initial commit”. Staying alive 24/7: I cloned the repo onto Hack Club Nest, wrote a systemd service (restarts on crash and on reboot), and enabled it. Jarvis now stays online even with my laptop closed — plus an optional GitHub Action redeploys it on every push. Quality check: 28 passing tests, lint and typecheck clean. Jarvis is live in #bot-spam right now. Say hi — or try /jarvis-joke and watch it bomb on purpose.
Finally, IG that this project is ready to ship as it is working just fine. But, the problem is that Nest is still pending so i can’t get it to 24/7, and IDK why but the app isnt working so the slash commands are still broken on Slack
Fixed Jarvis after my first review — moved the AI to Hack Club AI, found and fixed a hidden tool-schema bug, and got all 105 tests passing.I also repaired the broken GitHub Actions deployment workflow and rewrote the README based on what I actually built and learned.Only the final 24/7 Nest deployment + real #bot-spam demo is left before I resubmit.
I have finished my Slack Bot mission which is named Jarvis, and it can now be acessed in: https://slack.com/app_redirect?app=A0BNWE36ME2&team=T0266FRGM It is live 24/7 for free!
Ships:
I built Jarvis, an AI Slack bot for the Hack Club workspace that you can @-mention or DM — it chats back with some personality, remembers the conversation, reacts with emoji, and even has real skills like web search, fetching links you share, checking weather in any city, pulling today’s top Hacker News stories, and setting reminders that post right into the thread, plus a few slash commands like /jarvis-ping and /jarvis-joke. The hardest part was getting the AI working: OpenAI had no credits so I migrated the whole thing to Gemini, which meant figuring out a new key format and an OpenAI-compatible endpoint, and discovering the cheapest model isn’t even available to new accounts — plus wiring the agent’s async tool-calling into Slack’s streaming replies while keeping everything testable, which is why there are 48 unit tests with fake clients, a type-checked codebase, clean lint, and a green CI. I’m proud that it’s genuinely polished rather than a demo — every command is jarvis-prefixed so it never collides with the other bots, it has a proper systemd setup for running 24/7 on Nest, and the whole repo is tidy enough that anyone could run it themselves. To test it: invite @Jarvis to any channel in the Hack Club Slack (or DM it) and ask for weather, top stories, a reminder in a few minutes, or paste a link and ask what’s on it — code’s at github.com/Hustlenix/jarvis if you want to see the internals....
|
1793087911.8864448
|
1793174311.8864448
|
|
69336
|
PCB by @ju90092 | Stardance
|
ju90092
|
0
|
6.74
|
0
|
[]
|
[{"post_id": 79076, "ts": "202 [{"post_id": 79076, "ts": "2026-10-12T16:11:32Z", "hours": 6.7397, "text": "I made a PCB and different pet styles using the Hack Club’s guide and a tool to draw pixel art."}]...
|
Title: PCB by @ju90092 | Stardance
Devlogs:
I mad Title: PCB by @ju90092 | Stardance
Devlogs:
I made a PCB and different pet styles using the Hack Club’s guide and a tool to draw pixel art....
|
1793130904.931796
|
1793735704.931796
|
|
68721
|
Netsu's Website! by @Netsu | Stardance
|
Netsu
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T01:19:38Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a MySpace inspired website, I wanted it to be a personal website so people can see what I do and what I enjoy! My idea was to put the website in my bio so it gives people a little idea of how I’m like! (❁´◡`❁) Its sorta like a blog about myself so I plan to keep updating it on my free time", "repo": "https://github.com/Netsu-Codes/Netsu-s-website", "demo": "https://netsu-codes.github.io/Netsu-s-website/"}]...
|
[{"post_id": 79077, "ts": "202 [{"post_id": 79077, "ts": "2026-10-12T16:12:23Z", "hours": 0.34, "text": "I found how to share the clean URL ( without sharing user information) from GitHub, I fixed the fonts, a couple of spelling mistakes, added more information and fixed other small things. I consider the website to be done, since i had a lot of fun making it I’ll keep updating it on my free time!! It may not look like a lot of change since I just fixed small stuff. The URL for the website is https://netsu-codes.github.io/Netsu-s-website/"}, {"post_id": 78937, "ts": "2026-10-12T03:00:44Z", "hours": 1.9319, "text": "I finally found out how to put images on the website! I made the links on navigation usable and added information on the other pages, tomorrow I’ll decorate a bit more and add more info, i think I’ll be done by then!"}, {"post_id": 78535, "ts": "2026-10-11T03:43:32Z", "hours": 0.5353, "text": "I was fixing the appearance of the website and i finally manage to arrange it like i wanted! (i also found a color palette to use!) I merged to style code and the html code into one page because i couldn’t figure out how to attach them together. I also forgot that hacktime doesn’t work on W3school try it so it appears I only did 28 minutes…….. I won’t forget next time ! lol. Tomorrow I’ll make the navigation actually connect to the sections and I’ll add some images! I think I’ll be done by tomorrow!"}, {"post_id": 78232, "ts": "2026-10-10T02:12:42Z", "hours": 1.415, "text": "I started my website again because I wanted to make it more personalized so I tried to figure it out alone using the W3 school for the CSS with no success so i followed a tutorial in YouTube by Flickarity ( https://www.youtube.com/watch?v=vlDAQXqOqKo&t=2530s ) It was VERY useful and easy to understand compared to the other videos I saw, tomorrow ill continue working on what is left of the video and filling in information on the website and start decorating! :)"}, {"post_id": 77990, "ts": "2026-10-09T04:04:41Z", "hours": 1.1669, "text": "I was playing around with the basics trying to understand how everything works, like a demo trial so I could get the basics down. Tomorrow I would like to start over now that I have a rough idea of how everything works [this is the first time I ever make a website so I wanted to test run it before working on the full project :) ] I used W3Schools to check how to do stuff. I don’t feel like I did enough for an hour of work but I think it was fun, the website looks like this so far, and I’m pretty sure the code isn’t 100% great so ill watch more videos tomorrow. ( screenshot from w3school tryit)"}]...
|
Title: Netsu's Website! by @Netsu | Stardance
Title: Netsu's Website! by @Netsu | Stardance
Devlogs:
I was playing around with the basics trying to understand how everything works, like a demo trial so I could get the basics down. Tomorrow I would like to start over now that I have a rough idea of how everything works [this is the first time I ever make a website so I wanted to test run it before working on the full project :) ] I used W3Schools to check how to do stuff. I don’t feel like I did enough for an hour of work but I think it was fun, the website looks like this so far, and I’m pretty sure the code isn’t 100% great so ill watch more videos tomorrow. ( screenshot from w3school tryit)
I started my website again because I wanted to make it more personalized so I tried to figure it out alone using the W3 school for the CSS with no success so i followed a tutorial in YouTube by Flickarity ( https://www.youtube.com/watch?v=vlDAQXqOqKo&t=2530s ) It was VERY useful and easy to understand compared to the other videos I saw, tomorrow ill continue working on what is left of the video and filling in information on the website and start decorating! :)
I was fixing the appearance of the website and i finally manage to arrange it like i wanted! (i also found a color palette to use!) I merged to style code and the html code into one page because i couldn’t figure out how to attach them together. I also forgot that hacktime doesn’t work on W3school try it so it appears I only did 28 minutes…….. I won’t forget next time ! lol. Tomorrow I’ll make the navigation actually connect to the sections and I’ll add some images! I think I’ll be done by tomorrow!
I finally found out how to put images on the website! I made the links on navigation usable and added information on the other pages, tomorrow I’ll decorate a bit more and add more info, i think I’ll be done by then!
I found how to share the clean URL ( without sharing user information) from GitHub, I fixed the fonts, a couple of spelling mistakes, added more information and fixed other small things. I consider the website to be done, since i had a lot of fun making it I’ll keep updating it on my free time!! It may not look like a lot of change since I just fixed small stuff. The URL for the website is https://netsu-codes.github.io/Netsu-s-website/
Ships:
I made a MySpace inspired website, I wanted it to be a personal website so people can see what I do and what I enjoy! My idea was to put the website in my bio so it gives people a little idea of how I’m like! (❁´◡`❁) Its sorta like a blog about myself so I plan to keep updating it on my free time...
|
1793155870.4673598
|
1793242270.4673598
|
|
68643
|
Wild West Game by @atticus_ahn | Stardance
|
atticus_ahn
|
0
|
6.21
|
0
|
[]
|
[{"post_id": 79079, "ts": "202 [{"post_id": 79079, "ts": "2026-10-12T16:14:38Z", "hours": 2.5358, "text": "Devlog #2 Tried doing some more work in godot and and making houses in blender. I think that the basic model for the houses are all right but the textures are where things are getting complicated. So gonna try and figure out how to do it better. Gonna work on some animations next"}, {"post_id": 78512, "ts": "2026-10-11T01:41:55Z", "hours": 3.6761, "text": "Devlog #1 Finally got the first asset of my game done, sorta. The work on the texturing was very botched since i had to learn how to use gimp again. So im going to have to redo some of it, but im pretty proud of how it came out for the most part. The way i created this was by using a reference image of the gun and getting the rough shape of it with a plane with loop cuts and extruding. Then i lazyly just smart uv unwrapped everything and used the texel density checker to get all the uvs right. Then for probably another 3 hours i was in gimp trying to get the thing to work. So next time im going to fix the texture a bit and start to rig the gun. Thanks for reading hope you got something out of it."}]...
|
Title: Wild West Game by @atticus_ahn | Stardance
Title: Wild West Game by @atticus_ahn | Stardance
Devlogs:
Devlog #1 Finally got the first asset of my game done, sorta. The work on the texturing was very botched since i had to learn how to use gimp again. So im going to have to redo some of it, but im pretty proud of how it came out for the most part. The way i created this was by using a reference image of the gun and getting the rough shape of it with a plane with loop cuts and extruding. Then i lazyly just smart uv unwrapped everything and used the texel density checker to get all the uvs right. Then for probably another 3 hours i was in gimp trying to get the thing to work. So next time im going to fix the texture a bit and start to rig the gun. Thanks for reading hope you got something out of it.
Devlog #2 Tried doing some more work in godot and and making houses in blender. I think that the basic model for the houses are all right but the textures are where things are getting complicated. So gonna try and figure out how to do it better. Gonna work on some animations next...
|
1793123505.9237423
|
1793728305.9237423
|
|
63143
|
Bansi by @manayp | Stardance
|
manayp
|
1
|
14.15
|
208
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T16:59:20Z", "hours": 13.0, "multiplier": 15.43, "payout": 208, "blessing": "neutral", "text": "I made a small little website and it is based on my favourite instrument which is a bansuri otherwise known as a bamboo flute and I had a great time making this and I am hoping you guys will like it and give proper feedback too. Something I wanted to do was make the flute play a bamboo sound but because I do not know that much about js I could not and I made it kinda like a piano lol. My biggest challenge was honestly sizing because I made it and organized it in such a bad way that I could not find half of my things and I could not size things properly because my local server was not working, which also caused me to run it in chrome which took a lot of time. But in the end I guess everything worked out and even though the sizing numbers maybe wild it still works. Another issue I had is that I accidentally named my CSS classes wrong so it did not match with the HTML ones which took a lot of time so that was a pain to fix. Overall I hope u guys like it and give feedback thx.", "repo": "https://github.com/manayparikh1/Bansi", "demo": "https://keen-lokum-4b3721.netlify.app"}]...
|
[{"post_id": 79082, "ts": "202 [{"post_id": 79082, "ts": "2026-10-12T16:18:33Z", "hours": 1.15, "text": "I redid my css because it looked ai because of the shadows etc that I added which I now regret but its fine it took one hour to remove all of them and plus I changed the font family which was one of the biggest things I did in the past hour but luckily I did it fast because I had COMMAND F which basically lets me find all the words and switch them to what I want asap. So I switched all of it to comic font. I also change the background a few times because I could not really decide on what to do but then I messed up the layout so I split my css into 2 files for navigation and organized everything. I hope u guys like it and if any feedback lemme know."}, {"post_id": 78385, "ts": "2026-10-10T16:47:06Z", "hours": 1.1464, "text": "I am finally done. Some of it I could not fix it but MOST of it I could fix and I am happy with that. So I fixed a few sizing issues and then finished my readme. In my readme I just wrote about the features, which talked about what it did and then I wrote about contributions and challenges that I had during the project. I also added a few pictures and made sure they are creatively licensed from google to avoid copyright claims. And I fixed my audio page and made sure everything was placed right. Overall everything is completed now and the final thing to do is SHIP ."}, {"post_id": 78235, "ts": "2026-10-10T02:28:45Z", "hours": 1.9842, "text": "I did a HUGE amount of work today. So first lets talk about sizing. Sizing was SUPER hard and I spent majority of my time on that like when I had to add pictures of the flute or krishna, like it took a huge amount of time and I had to do that manually because my local server wasnt working, and what I mean by manually is open like a hundred tabs and continuously testing on chrome, which wasted a lot of time. I also had trouble with navigation so thats where ai came in and COMMAND F on macbook to find words lol, so yeah I found everything in the end of the day but it was still soo much. I also fixed some of my text layouts because some of them were in a wrong layout like towards the side and it was overall a mess so all I did was added this in the bottom of CSS: #play .col-body { max-width: none;}. And it worked very well. I also changed the scale to x1.2 to fix sizing issues again lol and it saved my time…but I forgot it only works for css so I tried changing the html but then I realized lol. Now its all good. Overall im almost done and now I just gotta do the readme and fix a few more errors and possibly add."}, {"post_id": 76280, "ts": "2026-10-03T02:20:02Z", "hours": 1.0875, "text": "For the past hours I have been fixing bugs and adding a gallery that has audios of me playing flute. It is not done yet but it is going well so far. The biggest thing I did was prolly fix the interactive flute because it was not working at all….Ai helped me figure what was wrong (it was capitilization) so I fixed all of that, but then all the buttons were super white so u literally could not see and it did not go with colour scheme so I changed the CSS to blue like the background and a set width of each it goes in a pattern like long, thin, long, thin. I mostly did that for visual appearences. I also started the readme and got a good amount done so far, so yea I am gonna continue adding and if u guys have anything u wanna change or add lemme know.."}, {"post_id": 73350, "ts": "2026-09-24T23:32:37Z", "hours": 2.3953, "text": "So progress has been going good and I finished the JS and it does not fully work which is sad but it will be fixed. So this whole time I have been testing my website in the vs code local server which was a BAD IDEA. Because when I tested it in a browser on chrome everything was off. The css is broken and also the HTML is which is normal in coding but THIS MUCH??. Here you can see the images below. It most likely happened because I put everything in a block sort of format so I gotta change that in css and some classes in html have issues like they dont match. Anyway lets see how it goes now…"}, {"post_id": 72167, "ts": "2026-09-22T11:07:33Z", "hours": 1.9656, "text": "IN the past 2 hours all I did was work on CSS and I had soo many bugs like my classes from html were not matching — which was super annoying because I had to keep going back. Next time I should prolly write it down somewhere and put easier class names instead of making it tooo complex. I also worked on the cool background which blends various shades of blue in wards which is more cooler than full gradiency honestly. I also made the butttons better and the page more organized (with all the figures). Overall it is going prettyy well Adioss . Lemme know if u have any suggestions."}, {"post_id": 71250, "ts": "2026-09-20T15:00:20Z", "hours": 2.5689, "text": "First of all yes I completed my html. In the past 2.5 hours I have been working on CSS bugs and new things. So first I have picked my background and all the font styles which I may change later if they do not seem to match. I finished around 300 lines of css and had a BUNCH of issues will coding. For example creating the flute was much harder than I expected. I had to keep on testing where the holes go because a centimeter to far or two close messes up the whole orientation. So for the holes I had to connect the html to this a lot because I needed it. For example look at the flute below the vertical lines were super hard to put in the right spot (and I made a few errors in spacing which AI helped me find). Another hard thing was the top hole which is oval because I had to measure that. It is still not super perfect but it is good enough for this. Adioss"}, {"post_id": 70916, "ts": "2026-09-20T01:07:52Z", "hours": 0.5978, "text": "In the past 35 min I have still been working on and been doing html and on and off testing. I completed creating most of the classes and buttons for it but I ran into a GitHub difficulty again…it kept saying (which I have never even heard of) when I tried making a commit msg. So I tried for a good 3-4 minutes. And then I just restarted my laptop 😭😭😭. And then somehow it randomly fixed and all the offline commits I made just had to be pushed so I did that too. I tested the html a lot of times from localserver and it looks amazinggg so far (in text only lol) . But now I gotta start the css and complete the Html, because I am not actually done yet. In the bottom I am planning on adding a bansuri people can try…obviously it wont be like the real one but it will be good enough. (I just gotta figure out how to make the voice sweet and cool. Adiossss"}, {"post_id": 70287, "ts": "2026-09-18T21:30:49Z", "hours": 1.7314, "text": "So in the past 1.5 hours I have been working on this new website which basically talks about the bansuri, which is my favourite instrument. And nobody really knows about it so I want to spread awareness to people on what it actually is. It is an indian instrument and I have been writing the html code so far and I got what I have to do but I am just struggling with new stuff that I am not very good at like adding col but I am figuring it out. Everyday morning in my school bus I mostly do the coding lol which gives me a good amount of time because yep its fun. So far I have written around 200 lines of code (mostly offline bc I had no internet) and it went pretty well… but I still think there are many errors, though I will fix them in the future, IF I FIND THEM… Anyway lets see how it goes."}]...
|
Title: Bansi by @manayp | Stardance
Devlogs:
So i Title: Bansi by @manayp | Stardance
Devlogs:
So in the past 1.5 hours I have been working on this new website which basically talks about the bansuri, which is my favourite instrument. And nobody really knows about it so I want to spread awareness to people on what it actually is. It is an indian instrument and I have been writing the html code so far and I got what I have to do but I am just struggling with new stuff that I am not very good at like adding col but I am figuring it out. Everyday morning in my school bus I mostly do the coding lol which gives me a good amount of time because yep its fun. So far I have written around 200 lines of code (mostly offline bc I had no internet) and it went pretty well… but I still think there are many errors, though I will fix them in the future, IF I FIND THEM… Anyway lets see how it goes.
In the past 35 min I have still been working on and been doing html and on and off testing. I completed creating most of the classes and buttons for it but I ran into a GitHub difficulty again…it kept saying (which I have never even heard of) when I tried making a commit msg. So I tried for a good 3-4 minutes. And then I just restarted my laptop 😭😭😭. And then somehow it randomly fixed and all the offline commits I made just had to be pushed so I did that too. I tested the html a lot of times from localserver and it looks amazinggg so far (in text only lol) . But now I gotta start the css and complete the Html, because I am not actually done yet. In the bottom I am planning on adding a bansuri people can try…obviously it wont be like the real one but it will be good enough. (I just gotta figure out how to make the voice sweet and cool. Adiossss
First of all yes I completed my html. In the past 2.5 hours I have been working on CSS bugs and new things. So first I have picked my background and all the font styles which I may change later if they do not seem to match. I finished around 300 lines of css and had a BUNCH of issues will coding. For example creating the flute was much harder than I expected. I had to keep on testing where the holes go because a centimeter to far or two close messes up the whole orientation. So for the holes I had to connect the html to this a lot because I needed it. For example look at the flute below the vertical lines were super hard to put in the right spot (and I made a few errors in spacing which AI helped me find). Another hard thing was the top hole which is oval because I had to measure that. It is still not super perfect but it is good enough for this. Adioss
IN the past 2 hours all I did was work on CSS and I had soo many bugs like my classes from html were not matching — which was super annoying because I had to keep going back. Next time I should prolly write it down somewhere and put easier class names instead of making it tooo complex. I also worked on the cool background which blends various shades of blue in wards which is more cooler than full gradiency honestly. I also made the butttons better and the page more organized (with all the figures). Overall it is going prettyy well Adioss . Lemme know if u have any suggestions.
So progress has been going good and I finished the JS and it does not fully work which is sad but it will be fixed. So this whole time I have been testing my website in the vs code local server which was a BAD IDEA. Because when I tested it in a browser on chrome everything was off. The css is broken and also the HTML is which is normal in coding but THIS MUCH??. Here you can see the images below. It most likely happened because I put everything in a block sort of format so I gotta change that in css and some classes in html have issues like they dont match. Anyway lets see how it goes now…
For the past hours I have been fixing bugs and adding a gallery that has audios of me playing flute. It is not done yet but it is going well so far. The biggest thing I did was prolly fix the interactive flute because it was not working at all….Ai helped me figure what was wrong (it was capitilization) so I fixed all of that, but then all the buttons were super white so u literally could not see and it did not go with colour scheme so I changed the CSS to blue like the background and a set width of each it goes in a pattern like long, thin, long, thin. I mostly did that for visual appearences. I also started the readme and got a good amount done so far, so yea I am gonna continue adding and if u guys have anything u wanna change or add lemme know..
I did a HUGE amount of work today. So first lets talk about sizing. Sizing was SUPER hard and I spent majority of my time on that like when I had to add pictures of the flute or krishna, like it took a huge amount of time and I had to do that manually because my local server wasnt working, and what I mean by manually is open like a hundred tabs and continuously testing on chrome, which wasted a lot of time. I also had trouble with navigation so thats where ai came in and COMMAND F on macbook to find words lol, so yeah I found everything in the end of the day but it was still soo much. I also fixed some of my text layouts because some of them were in a wrong layout like towards the side and it was overall a mess so all I did was added this in the bottom of CSS: #play .col-body { max-width: none;}. And it worked very well. I also changed the scale to x1.2 to fix sizing issues again lol and it saved my time…but I forgot it only works for css so I tried changing the html but then I realized lol. Now its all good. Overall im almost done and now I just gotta do the readme and fix a few more errors and possibly add.
I am finally done. Some of it I could not fix it but MOST of it I could fix and I am happy with that. So I fixed a few sizing issues and then finished my readme. In my readme I just wrote about the features, which talked about what it did and then I wrote about contributions and challenges that I had during the project. I also added a few pictures and made sure they are creatively licensed from google to avoid copyright claims. And I fixed my audio page and made sure everything was placed right. Overall everything is completed now and the final thing to do is SHIP .
I redid my css because it looked ai because of the shadows etc that I added which I now regret but its fine it took one hour to remove all of them and plus I changed the font family which was one of the biggest things I did in the past hour but luckily I did it fast because I had COMMAND F which basically lets me find all the words and switch them to what I want asap. So I switched all of it to comic font. I also change the background a few times because I could not really decide on what to do but then I messed up the layout so I split my css into 2 files for navigation and organized everything. I hope u guys like it and if any feedback lemme know.
Ships:
I made a small little website and it is based on my favourite instrument which is a bansuri otherwise known as a bamboo flute and I had a great time making this and I am hoping you guys will like it and give proper feedback too. Something I wanted to do was make the flute play a bamboo sound but because I do not know that much about js I could not and I made it kinda like a piano lol. My biggest challenge was honestly sizing because I made it and organized it in such a bad way that I could not find half of my things and I could not size things properly because my local server was not working, which also caused me to run it in chrome which took a lot of time. But in the end I guess everything worked out and even though the sizing numbers maybe wild it still works. Another issue I had is that I accidentally named my CSS classes wrong so it did not match with the HTML ones which took a lot of time so that was a pain to fix. Overall I hope u guys like it and give feedback thx....
|
1793058724.0295398
|
1793145124.0295398
|
|
68776
|
3d-printed RC Plane by @Lokpriyanth | Stardance
|
Lokpriyanth
|
0
|
9.91
|
0
|
[]
|
[{"post_id": 79084, "ts": "202 [{"post_id": 79084, "ts": "2026-10-12T16:23:37Z", "hours": 1.5819, "text": "Umm, so I spent the day, trying to put the wing through a wind tunnel(cfd sim), cause I was a bit doubtful, if the wing was even gonna produce any lift, as the mean chord of the wing is just 10 cm. But then I ran into this prob, I dunno want to do, if you guys know what this below error is all about, please tell me, for now Im stuck with this."}, {"post_id": 78773, "ts": "2026-10-11T15:46:28Z", "hours": 2.285, "text": "I didn’t do much today, except figure out how to make the slots for the hinges for both the ailerons as well as the elevator. I also smoothened to body so that the resistance in the air reduces."}, {"post_id": 78356, "ts": "2026-10-10T15:23:40Z", "hours": 3.8625, "text": "I finished all the clasping joints, and also the other two pictures besides the colorful one down below, are the ailerons and the elevators. You prolly couldn’t tell, and that’s not your fault, so I am gonna try to fix it tomorrow. I also optimized the parts that are gonna get printed separately. The v-stab and the h-stab was also made today. That’s about it for today I guess. You may now go to sleep."}, {"post_id": 78120, "ts": "2026-10-09T16:59:54Z", "hours": 2.1819, "text": "Firstly, I am soo glad that StarDance got extended by another month, cause my exams are over!! I started a new project, cause I am still waiting for the gods to review my project from the last month. Anyway, I started off with the fuselage, and the wing for my RC plane!! I am model it in such a way, that all the parts simply slip in and hold tightly with a tiny bit of glue. So yeah, that’s it for today. I did start off strong if you ask me."}]...
|
Title: 3d-printed RC Plane by @Lokpriyanth | Stard Title: 3d-printed RC Plane by @Lokpriyanth | Stardance
Devlogs:
Firstly, I am soo glad that StarDance got extended by another month, cause my exams are over!! I started a new project, cause I am still waiting for the gods to review my project from the last month. Anyway, I started off with the fuselage, and the wing for my RC plane!! I am model it in such a way, that all the parts simply slip in and hold tightly with a tiny bit of glue. So yeah, that’s it for today. I did start off strong if you ask me.
I finished all the clasping joints, and also the other two pictures besides the colorful one down below, are the ailerons and the elevators. You prolly couldn’t tell, and that’s not your fault, so I am gonna try to fix it tomorrow. I also optimized the parts that are gonna get printed separately. The v-stab and the h-stab was also made today. That’s about it for today I guess. You may now go to sleep.
I didn’t do much today, except figure out how to make the slots for the hinges for both the ailerons as well as the elevator. I also smoothened to body so that the resistance in the air reduces.
Umm, so I spent the day, trying to put the wing through a wind tunnel(cfd sim), cause I was a bit doubtful, if the wing was even gonna produce any lift, as the mean chord of the wing is just 10 cm. But then I ran into this prob, I dunno want to do, if you guys know what this below error is all about, please tell me, for now Im stuck with this....
|
1793126902.3491347
|
1793731702.3491347
|
|
69234
|
ObeBot - A Slack Helper Bot by @obedot | Stardance
|
obedot
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T20:39:44Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What is ObeBot? ObeBot is a simple Slack bot that can do simple things like respond to pings and send messages to the future. It was made with NodeJS and is being hosted on Nest. What was challenging? One of the harder parts was setting up the bot and hosting it on the Nest server. I was not really familiar with how to do this, because I haven’t used the Slack APIs before or hosted my code on a server. Making the command which sends a message to the future was a little tricky. I had to figure out how to use a timer in NodeJS, which I didn’t previously know how to do. What am I proud of? My favorite part was making the command which can send a message to the future, because it was the most interesting to make. It’s a useful feature that has the potential to help with setting reminders or looking back on memories if I expanded upon the idea more. How can you test the project? After clicking the Try Project button below, you will be taken to a slack workspace. If it doesn’t open immediately, you can click the “open this link in your browser”. You do need to be in the Slack server to use this bot. Please try to only test the bot in the channel bot-spam and not other channels.", "repo": "https://github.com/ObedH/ObeBot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 79085, "ts": "202 [{"post_id": 79085, "ts": "2026-10-12T16:24:43Z", "hours": 0.8031, "text": "Set up my first Slack bot and added three basic commands ObeBot can now run three commands: Respond to a ping Send a message to the future Display a list of available commands So far, this has been pretty easy. I’m not planning on doing any super complex commands, so I’ll probably finish this project soon."}]...
|
Title: ObeBot - A Slack Helper Bot by @obedot | St Title: ObeBot - A Slack Helper Bot by @obedot | Stardance
Devlogs:
Set up my first Slack bot and added three basic commands ObeBot can now run three commands: Respond to a ping Send a message to the future Display a list of available commands So far, this has been pretty easy. I’m not planning on doing any super complex commands, so I’ll probably finish this project soon.
Ships:
What is ObeBot? ObeBot is a simple Slack bot that can do simple things like respond to pings and send messages to the future. It was made with NodeJS and is being hosted on Nest. What was challenging? One of the harder parts was setting up the bot and hosting it on the Nest server. I was not really familiar with how to do this, because I haven’t used the Slack APIs before or hosted my code on a server. Making the command which sends a message to the future was a little tricky. I had to figure out how to use a timer in NodeJS, which I didn’t previously know how to do. What am I proud of? My favorite part was making the command which can send a message to the future, because it was the most interesting to make. It’s a useful feature that has the potential to help with setting reminders or looking back on memories if I expanded upon the idea more. How can you test the project? After clicking the Try Project button below, you will be taken to a slack workspace. If it doesn’t open immediately, you can click the “open this link in your browser”. You do need to be in the Slack server to use this bot. Please try to only test the bot in the channel bot-spam and not other channels....
|
1793155911.535534
|
1793242311.535534
|
|
68844
|
Totally normal website by @rayyans4890 | Stardance
|
rayyans4890
|
0
|
2.06
|
0
|
[]
|
[{"post_id": 79089, "ts": "202 [{"post_id": 79089, "ts": "2026-10-12T17:02:31Z", "hours": 2.0614, "text": "i am creating a totally normal website but when you click on the buttons instead of them doing anything they start playing famous and trending meme sounds, i plan on expanding it later on but for now i have created the html."}]...
|
Title: Totally normal website by @rayyans4890 | St Title: Totally normal website by @rayyans4890 | Stardance
Devlogs:
i am creating a totally normal website but when you click on the buttons instead of them doing anything they start playing famous and trending meme sounds, i plan on expanding it later on but for now i have created the html....
|
1793127013.2555263
|
1793991013.2555263
|
|
36530
|
The Lost Forest by @asherkhalidasherkhalid | Stard The Lost Forest by @asherkhalidasherkhalid | Stardance...
|
asherkhalidasherkhalid
|
0
|
12.15
|
0
|
[]
|
[{"post_id": 79092, "ts": "202 [{"post_id": 79092, "ts": "2026-10-12T17:08:59Z", "hours": 1.69, "text": "The Minigame update is here alongside the forest journal:1.The Firefly Game 2.The Memory Game and these both have cozy vibes that give you something fun to do if bored from main game"}, {"post_id": 70007, "ts": "2026-09-18T08:23:15Z", "hours": 1.9361, "text": "i added a new title screen and redesigned the treasure page"}, {"post_id": 69644, "ts": "2026-09-17T14:04:50Z", "hours": 1.8072, "text": "These are all I have worked on today"}, {"post_id": 69143, "ts": "2026-09-16T13:51:50Z", "hours": 1.5375, "text": "I am back today after SAT i grinded lots today and added new ending to the left path where you can defeat wolf to get coins and buy potions from merchant until unlock DARK MERCHANT boss fight!"}, {"post_id": 43219, "ts": "2026-08-08T10:56:31Z", "hours": 1.7392, "text": "I had accidentally forgot linking my adventure game file to stardance because of the README issue in github. But now im back and I started using JavaScript to try experiment with enemies and such. For now i added wolf and 3 actions against it. Like u can attack wolf and it can attack back too. This is what the UI seems like for now."}, {"post_id": 35361, "ts": "2026-07-26T18:20:32Z", "hours": 0.5964, "text": "Updated UI and added to GitHub"}, {"post_id": 34721, "ts": "2026-07-25T17:46:21Z", "hours": 0.77, "text": "I developed a basic skeleton for the Adventure Game titled “The Lost Forest”. I added 2 options and 2 endings for now. Planning to improve later on…"}, {"post_id": 33084, "ts": "2026-07-22T17:53:24Z", "hours": 1.46, "text": "i started yesterday with html today i watched basic tutorial of css and made google webpage with help of it. My goal is still to make a text based advetnure choosing game"}, {"post_id": 32471, "ts": "2026-07-21T17:46:14Z", "hours": 0.615, "text": "I am currently starting html from basics so i tried basics on google homepage but im planning on A “Choose your won adventure”style game"}]...
|
Title: The Lost Forest by @asherkhalidasherkhalid Title: The Lost Forest by @asherkhalidasherkhalid | Stardance
Devlogs:
I am currently starting html from basics so i tried basics on google homepage but im planning on A “Choose your won adventure”style game
i started yesterday with html today i watched basic tutorial of css and made google webpage with help of it. My goal is still to make a text based advetnure choosing game
I developed a basic skeleton for the Adventure Game titled “The Lost Forest”. I added 2 options and 2 endings for now. Planning to improve later on…
Updated UI and added to GitHub
I had accidentally forgot linking my adventure game file to stardance because of the README issue in github. But now im back and I started using JavaScript to try experiment with enemies and such. For now i added wolf and 3 actions against it. Like u can attack wolf and it can attack back too. This is what the UI seems like for now.
I am back today after SAT i grinded lots today and added new ending to the left path where you can defeat wolf to get coins and buy potions from merchant until unlock DARK MERCHANT boss fight!
These are all I have worked on today
i added a new title screen and redesigned the treasure page
The Minigame update is here alongside the forest journal:1.The Firefly Game 2.The Memory Game and these both have cozy vibes that give you something fun to do if bored from main game...
|
1792738247.4133008
|
1793343047.4133008
|
|
69378
|
How to beat minecraft by @syedakhter | Stardance
|
syedakhter
|
1
|
2.0
|
2
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T19:04:37Z", "hours": 2.0, "multiplier": 1.7, "payout": 2, "blessing": "neutral", "text": "This website teaches you on how to beat minecraft", "repo": "https://github.com/8051987-eng/How-to-beat-minecraft", "demo": "https://8051987-eng.github.io/How-to-beat-minecraft/"}]...
|
[{"post_id": 79096, "ts": "202 [{"post_id": 79096, "ts": "2026-10-12T17:16:48Z", "hours": 2.4083, "text": "I’m working on a website that teaches you on how to beat Minecraft"}]...
|
Title: How to beat minecraft by @syedakhter | Star Title: How to beat minecraft by @syedakhter | Stardance
Devlogs:
I’m working on a website that teaches you on how to beat Minecraft
Ships:
This website teaches you on how to beat minecraft...
|
1793051527.0788045
|
1793137927.0788045
|
|
56289
|
Software of CropSentry by @AahanP | Stardance
|
AahanP
|
0
|
14.8
|
0
|
[]
|
[{"post_id": 79097, "ts": "202 [{"post_id": 79097, "ts": "2026-10-12T17:28:57Z", "hours": 3.26, "text": "BACKEND!! I am currently working on our backend. After fighting with ubuntu, sql, json, and a lot of other stuff, I finally have test data flowing into the server! Ofc, I am not showing any real variables or data here for privacy reasons. Currently on day 8 of backend code, I think."}, {"post_id": 72852, "ts": "2026-09-23T21:26:53Z", "hours": 1.1225, "text": "I have been busy I finished adding a graph and AI feature to the data page. There is now a button to add sentries to the user’s account. Also, some UI issues have been fixed. Honestly though, neither the graph nor the adding sentries stuff works yet. But, once I get my hands on the server, I will be able to get data flowing. For now, UI updates will cease, and only backend updates will commence. Thoughts Looking over all the progress I have made on the app, this is a bitter sweet moment (I get emotionally attached to my works). Honestly, I did not think I would get this far with the app. I guess I will see you on the other side."}, {"post_id": 70346, "ts": "2026-09-19T00:35:05Z", "hours": 1.6561, "text": "Data Page Added Currently adding a page to display all the data more explicitly. So far, I have only added a row that shows the averages of some values. I will be adding more values, probably today. What next Next, I plan on adding graphs and values to show trends in the data values. After this is done, I will be adding a way for users to access another page that tells more information when there is a potential disease affecting the crops. ##GitHub I have decided that by now, the UI is mostly done, needing only 3 pages needing finishing. For this reason, and some peer pressure, the GitHub has officially gone public. My group is using an organization, so if you want to see the hardware side, or the ML model code (if we ever get to pushing it) you should be able to access it. I enabled conversations on the github, so if anyone wants to help with/converse ideas/implications, they can."}, {"post_id": 68364, "ts": "2026-09-15T00:41:33Z", "hours": 1.3628, "text": "Server Update I have officially finished connecting the app to our temporary server. First, I started with a single use case model in which only one sentry could be connected to each account. This was to ensure everything worked. And then Later, I expanded it from three test variables to our full list of variables. This includes multiple temperature, humidity, VOC sensors+ and the date, sentryId, sample size verification, etc. I also made it so the app could handle multiple sentries per account. Now, all that is left for me to do, is create functions that can format data streaming onto the server. What Next? Now, I will be working on decoding incoming data and creating a page to add sentries to an account. I also have a partner that is working a little on the ML model, so comms needs to be up for a bit."}, {"post_id": 66264, "ts": "2026-09-12T00:09:40Z", "hours": 2.1419, "text": "I hate GitHub Well, the issue I dealt with for the longest time was not really GitHub itself, but my sad thinking. From the top I tried using AI. Terrible, I know. But, I thought that it would help with setting up a server. Instead, it screwed up all the code. As a result, I had to remake the app (We are back though). As a result of this cataclysm, I decided that we needed a repo. So, I made one, but every time I tried pushing the code, nothing worked. Turns out I was pushing the code into itself. But that is fixed now. Server I also added a temporary Firebase server and connected it to the app. The only issue right now is displaying info on the app. This is mostly just a finding the right data issue. We are chilling though. Other stuff There are no “new” images today. This is mostly because there is no UI change. It was all backend. Also, no, I am not going to link the GitHub. The GitHub will be revealed once the App is in beta testing, or if I get genuinely stuck with an issue. Thank you. Edit: You will see a new button in the AppBar. This is just for debugging and ensuring there is constant data flow."}, {"post_id": 61149, "ts": "2026-09-03T22:22:41Z", "hours": 0.9169, "text": "COLORS!! I changed the colors like I said. Not much else. Other stuff I said not much else, however, I did change the code for the sign up/in. This was done using some ai, but this was mostly just to make sure I was doing everything correctly. Basically, I made it so that you stayed signed in even if you refreshed the app. At least, it should work like that on all platforms."}, {"post_id": 60585, "ts": "2026-09-03T01:11:17Z", "hours": 1.5167, "text": "Display Cards Today I worked on finishing the UI of the Display cards. Had some ups and downs, but eventually figured it out after some debugging. Initial Errors Initially the cards that I made did not show up. It was quite frustrating, because I had already debugged all the code by hand before running the app. However, after some work, I did manage to figure out the issue. First, I looked at the widget tree. In it, the body of the dashboard was not showing up, telling me that it was probably an issue dealing with card interactions with the scaffold. Then, I looked into the card, realizing that the widget used a gridview that had no restrictions on size, due to faulty variables I had set. I quickly fixed it by just removing the gridview. I would NEVER admit to making a miscalculation. Phase 2. In phase 2, the dashboard went from empty screen to genuine dookie. Turns out, I had indeed made a major miscalculation in my settings. This was easily fixed, however. Then, I also realized that the color choices were dookie. So, I added in the theme that I had made before hand (not included in the hours). Final Product Now the cards look somewhat appealing. I am not the best graphic artist, so I just used icons I had available. Future I will probably end up using a softer palette later on. The current colors are too bold. For anyone wondering These are the colors used. Of course, I did switch around some stuff manually in the code, but… static const Color primary = Color ( 0xFF134624 ,); static const Color primaryDark = Color ( 0xFF0B2E16 ); static const Color background = Color ( 0xFFE8F2EC ,); static const Color surface = Color ( 0xFFFFFFFF ); static const Color textPrimary = Color ( 0xFF0E2414 ,); static const Color textSecondary = Color ( 0xFF355E42 ,); static const Color accent = Color ( 0xFFF06500 ,); static const Color secondary = Color ( 0xFF1EA1E8 ,); static const Color cardGreen = Color ( 0xFF3F8E4D ,); static const Color statusWarning = Color ( 0xFFD32F2F ,);"}, {"post_id": 59240, "ts": "2026-08-31T22:25:18Z", "hours": 2.8247, "text": "Login I finished making the login and sign up pages today. It was a rough first two days mostly because I had to set up Firebase Auth for the application. Struggles The Microsoft AI changed the firebase file and I could not find how - resulted in an hour of trying to figure out what was wrong before giving up and restarting my Firebase set up Successes I turned off the Microsoft AI - Now I can code without constant suggestions that ruin my preexisting code I got the Authentication to work What is next I am currently working on building the display cards that connect to each Sentry at the moment. The layout for them is done, so I only have to make a layout that can expand as new sentries are added. I have yet to see what the cards actually look like so I am hoping for the best."}]...
|
Title: Software of CropSentry by @AahanP | Stardan Title: Software of CropSentry by @AahanP | Stardance
Devlogs:
Login I finished making the login and sign up pages today. It was a rough first two days mostly because I had to set up Firebase Auth for the application. Struggles The Microsoft AI changed the firebase file and I could not find how - resulted in an hour of trying to figure out what was wrong before giving up and restarting my Firebase set up Successes I turned off the Microsoft AI - Now I can code without constant suggestions that ruin my preexisting code I got the Authentication to work What is next I am currently working on building the display cards that connect to each Sentry at the moment. The layout for them is done, so I only have to make a layout that can expand as new sentries are added. I have yet to see what the cards actually look like so I am hoping for the best.
Display Cards Today I worked on finishing the UI of the Display cards. Had some ups and downs, but eventually figured it out after some debugging. Initial Errors Initially the cards that I made did not show up. It was quite frustrating, because I had already debugged all the code by hand before running the app. However, after some work, I did manage to figure out the issue. First, I looked at the widget tree. In it, the body of the dashboard was not showing up, telling me that it was probably an issue dealing with card interactions with the scaffold. Then, I looked into the card, realizing that the widget used a gridview that had no restrictions on size, due to faulty variables I had set. I quickly fixed it by just removing the gridview. I would NEVER admit to making a miscalculation. Phase 2. In phase 2, the dashboard went from empty screen to genuine dookie. Turns out, I had indeed made a major miscalculation in my settings. This was easily fixed, however. Then, I also realized that the color choices were dookie. So, I added in the theme that I had made before hand (not included in the hours). Final Product Now the cards look somewhat appealing. I am not the best graphic artist, so I just used icons I had available. Future I will probably end up using a softer palette later on. The current colors are too bold. For anyone wondering These are the colors used. Of course, I did switch around some stuff manually in the code, but… static const Color primary = Color ( 0xFF134624 ,); static const Color primaryDark = Color ( 0xFF0B2E16 ); static const Color background = Color ( 0xFFE8F2EC ,); static const Color surface = Color ( 0xFFFFFFFF ); static const Color textPrimary = Color ( 0xFF0E2414 ,); static const Color textSecondary = Color ( 0xFF355E42 ,); static const Color accent = Color ( 0xFFF06500 ,); static const Color secondary = Color ( 0xFF1EA1E8 ,); static const Color cardGreen = Color ( 0xFF3F8E4D ,); static const Color statusWarning = Color ( 0xFFD32F2F ,);
COLORS!! I changed the colors like I said. Not much else. Other stuff I said not much else, however, I did change the code for the sign up/in. This was done using some ai, but this was mostly just to make sure I was doing everything correctly. Basically, I made it so that you stayed signed in even if you refreshed the app. At least, it should work like that on all platforms.
I hate GitHub Well, the issue I dealt with for the longest time was not really GitHub itself, but my sad thinking. From the top I tried using AI. Terrible, I know. But, I thought that it would help with setting up a server. Instead, it screwed up all the code. As a result, I had to remake the app (We are back though). As a result of this cataclysm, I decided that we needed a repo. So, I made one, but every time I tried pushing the code, nothing worked. Turns out I was pushing the code into itself. But that is fixed now. Server I also added a temporary Firebase server and connected it to the app. The only issue right now is displaying info on the app. This is mostly just a finding the right data issue. We are chilling though. Other stuff There are no “new” images today. This is mostly because there is no UI change. It was all backend. Also, no, I am not going to link the GitHub. The GitHub will be revealed once the App is in beta testing, or if I get genuinely stuck with an issue. Thank you. Edit: You will see a new button in the AppBar. This is just for debugging and ensuring there is constant data flow.
Server Update I have officially finished connecting the app to our temporary server. First, I started with a single use case model in which only one sentry could be connected to each account. This was to ensure everything worked. And then Later, I expanded it from three test variables to our full list of variables. This includes multiple temperature, humidity, VOC sensors+ and the date, sentryId, sample size verification, etc. I also made it so the app could handle multiple sentries per account. Now, all that is left for me to do, is create functions that can format data streaming onto the server. What Next? Now, I will be working on decoding incoming data and creating a page to add sentries to an account. I also have a partner that is working a little on the ML model, so comms needs to be up for a bit.
Data Page Added Currently adding a page to display all the data more explicitly. So far, I have only added a row that shows the averages of some values. I will be adding more values, probably today. What next Next, I plan on adding graphs and values to show trends in the data values. After this is done, I will be adding a way for users to access another page that tells more information when there is a potential disease affecting the crops. ##GitHub I have decided that by now, the UI is mostly done, needing only 3 pages needing finishing. For this reason, and some peer pressure, the GitHub has officially gone public. My group is using an organization, so if you want to see the hardware side, or the ML model code (if we ever get to pushing it) you should be able to access it. I enabled conversations on the github, so if anyone wants to help with/converse ideas/implications, they can.
I have been busy I finished adding a graph and AI feature to the data page. There is now a button to add sentries to the user’s account. Also, some UI issues have been fixed. Honestly though, neither the graph nor the adding sentries stuff works yet. But, once I get my hands on the server, I will be able to get data flowing. For now, UI updates will cease, and only backend updates will commence. Thoughts Looking over all the progress I have made on the app, this is a bitter sweet moment (I get emotionally attached to my works). Honestly, I did not think I would get this far with the app. I guess I will see you on the other side.
BACKEND!! I am currently working on our backend. After fighting with ubuntu, sql, json, and a lot of other stuff, I finally have test data flowing into the server! Ofc, I am not showing any real variables or data here for privacy reasons. Currently on day 8 of backend code, I think....
|
1792655570.5059683
|
1793260370.5059683
|
|
65917
|
ResNet Implementation by @Muhammad_Ahmad | Stardan ResNet Implementation by @Muhammad_Ahmad | Stardance...
|
Muhammad_Ahmad
|
1
|
8.49
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T13:57:30Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made a image classifier model based on the resnet-18 architecture. I trained it on cifar-10 (which is a dataset for 10 classes of images airplanes, cars, trucks, ships, cats, dogs, horses, birds, frogs, deer). The hardest part was to understand the why behind the model’s inductive bias and translating the maths into code I guess. You can check the code out on github and try out the deployed wrapper around the model on hugging face spaces :>", "repo": "https://github.com/ahmad777x86/ResNet-Implementation", "demo": "https://github.com/ahmad777x86/ResNet-Implementation/releases/tag/release"}]...
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[{"post_id": 79100, "ts": "202 [{"post_id": 79100, "ts": "2026-10-12T17:37:55Z", "hours": 2.4942, "text": "After debugging for a week. It’s finally done. There’s a whole story behind this though. 1. Bundling a python project with pyinstaller To ship my project I had to create an exe file out of my project, and for that I used pyinstaller. Ran into multiple micro-dependencies issues like groovy and safehttpx. And the exe file was over 6 GBs 2. Pytorch CPU hell To reduce the exe file size, I had to use the cpu only torch packages. But when pyinstaller bundled those, I ran into some dependency issue by c10.dll file. And no matter how many workarounds and things I tried I just couldn’t fix it. I just knew at that moment that this is just not the way. There were also some issues regarding Intel OpenMP thread collision, I don’t even know what that means! :( 3. ONNX the savior Researching a bit I stumbled upon onnx runtime engine for pytorch models. So, I created another app script this time with onnx model loading and numpy based preprocessing (sadly I couldn’t even use the preprocessing pipeline from pytorch). But this was simply the beginning…. 4. ONNX dependency hell and incompatibility with other packages When I tried building the onnx based app, the first issue was a silent failure, no log, no warning just exe file not running at all… It was some silent C level crash that python couldn’t detect, so I changed my app script again and added fault_handler. There was a raw memory collision between gradio and onnx for dll space. I changed the import order for onnx first but pyinstaller still hooked up onnx runtime dll’s to some third party package’s dll files. Finally after that, I manually wrote a hook script and grabbed the dll files manually myself to inject into pyinstaller analysis object."}, {"post_id": 75199, "ts": "2026-09-29T13:53:26Z", "hours": 0.2844, "text": "Devlog 1.5 Wrote readme Had to commit a couple of times cuz I kept misspelling/misformatting my file names xD."}, {"post_id": 75190, "ts": "2026-09-29T13:26:27Z", "hours": 0.4164, "text": "Devlog 1.4 Added app usage description Added examples for quick testing Chose a better theme"}, {"post_id": 74976, "ts": "2026-09-28T19:15:01Z", "hours": 1.005, "text": "Devlog 1.3 Made a gradio based wrapper around the model Debugged the app deployment on hugging face Handled edge cases and refactored the code"}, {"post_id": 74919, "ts": "2026-09-28T16:26:53Z", "hours": 0.5239, "text": "Devlog 1.2 I mainly focused on profiling the model’s performance, and I found the model’s inference to be taking ~200 ms on GTX 1650. But I compiled the model with torch.compile() which basically fuses all the cuda operations in one big monolithic kernel and my jaw dropped seeing 20x performance boost taking only ~8 ms. Oh and I also profiled the compiled model wrong the first time and also recorded the lazy jit compilation of the model during the first pass. The solution of it was to synchronise cuda with CPU and then run the profiler. (This took wayyy more than just 31 mins, I had to install and set up WSL to run torch.compile because pytorch’s backend uses triton which doesn’t support windows)."}, {"post_id": 74368, "ts": "2026-09-27T08:01:48Z", "hours": 1.6375, "text": "DevLog 1.1 Fixed Bugs Wrote a training ipynb file so I can train the model on google colab or kaggle Tried different hyperparameters for better generalization and training efficiency Edited .gitignore"}, {"post_id": 73878, "ts": "2026-09-26T07:30:40Z", "hours": 2.1508, "text": "First off, I needed to understand how ResNet worked so I read the paper: https://arxiv.org/abs/1512.03385 After reading made a plan and visual to follow and implement in the code, starting off simple I choose to implement ResNet-18. In code: Downloaded Cifar-10 (this took a long time somewhy) Defined the Residual Blocks Encapsulated the Resnet Model Wrote training script and some utility functions Tested inference and shape match"}]...
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Title: ResNet Implementation by @Muhammad_Ahmad | Title: ResNet Implementation by @Muhammad_Ahmad | Stardance
Devlogs:
First off, I needed to understand how ResNet worked so I read the paper: https://arxiv.org/abs/1512.03385 After reading made a plan and visual to follow and implement in the code, starting off simple I choose to implement ResNet-18. In code: Downloaded Cifar-10 (this took a long time somewhy) Defined the Residual Blocks Encapsulated the Resnet Model Wrote training script and some utility functions Tested inference and shape match
DevLog 1.1 Fixed Bugs Wrote a training ipynb file so I can train the model on google colab or kaggle Tried different hyperparameters for better generalization and training efficiency Edited .gitignore
Devlog 1.2 I mainly focused on profiling the model’s performance, and I found the model’s inference to be taking ~200 ms on GTX 1650. But I compiled the model with torch.compile() which basically fuses all the cuda operations in one big monolithic kernel and my jaw dropped seeing 20x performance boost taking only ~8 ms. Oh and I also profiled the compiled model wrong the first time and also recorded the lazy jit compilation of the model during the first pass. The solution of it was to synchronise cuda with CPU and then run the profiler. (This took wayyy more than just 31 mins, I had to install and set up WSL to run torch.compile because pytorch’s backend uses triton which doesn’t support windows).
Devlog 1.3 Made a gradio based wrapper around the model Debugged the app deployment on hugging face Handled edge cases and refactored the code
Devlog 1.4 Added app usage description Added examples for quick testing Chose a better theme
Devlog 1.5 Wrote readme Had to commit a couple of times cuz I kept misspelling/misformatting my file names xD.
After debugging for a week. It’s finally done. There’s a whole story behind this though. 1. Bundling a python project with pyinstaller To ship my project I had to create an exe file out of my project, and for that I used pyinstaller. Ran into multiple micro-dependencies issues like groovy and safehttpx. And the exe file was over 6 GBs 2. Pytorch CPU hell To reduce the exe file size, I had to use the cpu only torch packages. But when pyinstaller bundled those, I ran into some dependency issue by c10.dll file. And no matter how many workarounds and things I tried I just couldn’t fix it. I just knew at that moment that this is just not the way. There were also some issues regarding Intel OpenMP thread collision, I don’t even know what that means! :( 3. ONNX the savior Researching a bit I stumbled upon onnx runtime engine for pytorch models. So, I created another app script this time with onnx model loading and numpy based preprocessing (sadly I couldn’t even use the preprocessing pipeline from pytorch). But this was simply the beginning…. 4. ONNX dependency hell and incompatibility with other packages When I tried building the onnx based app, the first issue was a silent failure, no log, no warning just exe file not running at all… It was some silent C level crash that python couldn’t detect, so I changed my app script again and added fault_handler. There was a raw memory collision between gradio and onnx for dll space. I changed the import order for onnx first but pyinstaller still hooked up onnx runtime dll’s to some third party package’s dll files. Finally after that, I manually wrote a hook script and grabbed the dll files manually myself to inject into pyinstaller analysis object.
Ships:
Made a image classifier model based on the resnet-18 architecture. I trained it on cifar-10 (which is a dataset for 10 classes of images airplanes, cars, trucks, ships, cats, dogs, horses, birds, frogs, deer). The hardest part was to understand the why behind the model’s inductive bias and translating the maths into code I guess. You can check the code out on github and try out the deployed wrapper around the model on hugging face spaces :>...
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GamEngine by @bartoszkasyna | Stardance
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bartoszkasyna
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244.34
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T15:49:21Z", "hours": 195.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made GPU driven game engine. It use vulkan 1.4. GTAO and VSM are still little bugged. Project will be still in development. This experimental version. More deatils are in devlogs. If engine or demo crashes on your device please send me generated logs and device specification", "repo": "https://github.com/B4rtekk1/GamEngine", "demo": "https://github.com/B4rtekk1/GamEngine/releases/tag/v0.1.0"}]...
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[{"post_id": 79106, "ts": "202 [{"post_id": 79106, "ts": "2026-10-12T18:07:52Z", "hours": 10.8381, "text": "I was working on bug fixes and glass system. Glass is not working was I want but it havs some progress. Currently glass is highly unoptimized."}, {"post_id": 78281, "ts": "2026-10-10T08:29:57Z", "hours": 4.4117, "text": "I made custom installer for my engine. Now i willl work on optimatization"}, {"post_id": 74967, "ts": "2026-09-28T18:36:35Z", "hours": 9.7639, "text": "I mainly working on bug fixing. Now VSM and GTAO are fully stable, TAA still needs some love. I was also working on fbx model importer. On the image you can see Amazon Lumberyard Bistro which has 2.7M triangles with 140FPS. I have to work on fps stability while moving camera and make glass shader/object."}, {"post_id": 74396, "ts": "2026-09-27T09:59:55Z", "hours": 9.5208, "text": "I was trying to made my version of DDGI but it was unstable, so I made this disabled. Full DDGI would be impossible for my gpu so I used Brixelizer GI from FidelityFX SDK from AMD. It looks good and stable. Image is capyured on intel sponza which has 2.7M traingles - 13x more than original sponza so my engine scale well."}, {"post_id": 73521, "ts": "2026-09-25T09:34:28Z", "hours": 9.7292, "text": "I was working on Ray Traced Contact Shadows and DDGI. Ray traced shadows works well without droping fps that much. Currently my DDGI is bugged - its very dark. The image is taken with RTCS, DGGI disabled"}, {"post_id": 72555, "ts": "2026-09-23T06:37:29Z", "hours": 5.0792, "text": "Successfully optimized GTAO and VSM, 40FPS gain and more stable 1% low"}, {"post_id": 71260, "ts": "2026-09-20T15:17:19Z", "hours": 7.5197, "text": "I was working on game optimization, editor functionalities and standalone game building. I successfully optimized GTAO and VSM a little. GTAO still have some halo around some objects and VSM are not full stable. I added option build game in editor. I have to optimize editor a little and add some more functionalities. On the first image you can see nvidia nsight graphics profiler and on the second one standalone game build running in 160 after few seconds. This is decent score for rtx 3050."}, {"post_id": 70490, "ts": "2026-09-19T08:46:32Z", "hours": 7.4986, "text": "I was trying to fix shadows but it didint go well, so I gave up and started refactoring code for better readibiliy. On the image you can see broken verin of shadows, dont worry I went back to working ones. I fixed few smaller nearly invisible shadows bugs, so I didint waste myy time. Now I will focus on optimatization and graphics effet"}, {"post_id": 69704, "ts": "2026-09-17T16:43:10Z", "hours": 8.0603, "text": "I started migration to dynamic rendering, so rendering pipeline would be much easier for user. I also made custom title bar. Im in process of improving UI. I found two bugs - in certains camera angle shadows/AO or something doesnt work correctly. Second - some random patterns may occur while looking into sky inside sponza"}, {"post_id": 69075, "ts": "2026-09-16T10:23:21Z", "hours": 5.7283, "text": "I made water system but it look horrible and performance isnt great, so i focused next on large models importing. Big models are now devided into meshlets. On the image you can see very popular benchmark scene, its called crytek sponza. I think that 170FPS in this stage is good"}, {"post_id": 68570, "ts": "2026-09-15T10:28:57Z", "hours": 8.1017, "text": "I am working on water system. I decided to make something diffrent that normal water commonly used in every modern engine. I want to make virtual water system which is inspired by VSM. More technical details I will provide in devlog when I finish my water system. I dont have any working water image so I just upload some engine footage. PS. It might be much more optimize than normal water."}, {"post_id": 67943, "ts": "2026-09-14T08:27:35Z", "hours": 6.5411, "text": "I was working on water system and improving GTAO. While testing I found weird little horizontal strips on shadows. I thought it was my WSM bug so I was trying to fix it. After I checked all possible bugs i realized that I could downgrade GTAO by linear interpolation. I fixed it and now works fine. Water currently has implemented SSR and simple Gernster waves. On the images you can see clip levels and virutal pages shown in shadow debug mode"}, {"post_id": 67159, "ts": "2026-09-13T07:20:53Z", "hours": 7.1444, "text": "I was working on editor optimatization and bug fixes. Editor launch time jumped from ~7seconds to 1.5 seconds if editor has cache, otherwise 4.3 seconds. Launching editor no more cause vulkan errors. I also added IBL and reflects. I also bugged shadows a little."}, {"post_id": 66406, "ts": "2026-09-12T06:58:22Z", "hours": 6.8744, "text": "I was working on finishing render graph. I also optimized editor - in huge scenes it will have more stable 60FPS. I optimized game mode - 1% low are higher now"}, {"post_id": 65853, "ts": "2026-09-11T08:49:16Z", "hours": 8.0272, "text": "I was mainly working on models and textures compression. Textures are now compressed into BC7 format. I also added remdergraph so user dont have to make it manually."}, {"post_id": 65239, "ts": "2026-09-10T07:13:42Z", "hours": 7.9544, "text": "Today I was working on game optimatization and little shadows improvements. I was mainly working on game profiler as you can see in the image"}, {"post_id": 64328, "ts": "2026-09-08T16:49:40Z", "hours": 9.6778, "text": "Last 2 days I was working on editor functionalities. I added built-in powersheell terminal. I also added shadergraph which currently is doesnt want to compile properly"}, {"post_id": 63480, "ts": "2026-09-07T11:14:38Z", "hours": 6.3356, "text": "I was working on UX in editor. Then I found bug which I couldnt fix for 3 hours. Bug was caused my matrix decompose floating point"}, {"post_id": 62420, "ts": "2026-09-05T19:23:52Z", "hours": 5.1811, "text": "Today I was working on optimatization, code quality and better model imports. fps jumped from ~400 to ~430."}, {"post_id": 61744, "ts": "2026-09-04T20:02:01Z", "hours": 8.3261, "text": "I was working on game optimzatization. I made jump from around 200FPS to 400. There is still a lot more things to optimize."}, {"post_id": 59136, "ts": "2026-08-31T19:21:14Z", "hours": 5.6275, "text": "I was working on optimizing grass system. I added wind component and optimized colission with other objects. Thanks to optimatization FPS jumped from ~250 to ~320. I also modified scene saving system - binary file as main file and .terrains failes as terrain data. I added Editor layout to AppData so editor rembeber your last layout"}, {"post_id": 58356, "ts": "2026-08-30T19:03:02Z", "hours": 6.1303, "text": "Today i was adding missing tests. I also updated terrain sculping system - you can now sculp all terrain at once if multiple instances. I added some utils and deleted fps limit in play mode."}, {"post_id": 57564, "ts": "2026-08-29T19:02:32Z", "hours": 4.8972, "text": "Today I was working on better shadow implemenatation. I implemented VSM shadows - smiliar are used in UE5. I think its looks good"}, {"post_id": 56852, "ts": "2026-08-28T20:10:13Z", "hours": 5.6839, "text": "Today I was working on code quality and better terrain sculping tools. I added grass painting. I also added some nice shader to grass - A rolling ball leaves a trail in the grass. Check it out!"}, {"post_id": 56432, "ts": "2026-08-28T06:18:19Z", "hours": 5.745, "text": "I was working on terrain sculping. I was inspired by unity system generator so I wanted to make something smiliar. Now there is only one brush but i will extend possibilities of my system."}, {"post_id": 55427, "ts": "2026-08-27T07:58:03Z", "hours": 4.6125, "text": "Added gltf models importing with editor asset manager. Imported gameobject has his unique mesh collider."}, {"post_id": 54988, "ts": "2026-08-26T12:44:55Z", "hours": 2.9125, "text": "I was fixing my physics system. I fixed some bugs and created new ones. First new bug is sphere bouning up on first contact. 2 bug is cube lifting up another cube. I’m happy that I removed object shaking"}, {"post_id": 54700, "ts": "2026-08-25T19:29:26Z", "hours": 6.6933, "text": "Today I was mainly working on code quality and project refactorization. When I was testing scenes with various of configuration I found some type of physics bug - Objects are shaking for some reason, you can see this in attached video"}, {"post_id": 53759, "ts": "2026-08-24T13:13:25Z", "hours": 1.2175, "text": "last 1.25h I was adding cube physics, imo it look very satisfying."}, {"post_id": 53644, "ts": "2026-08-24T09:33:54Z", "hours": 4.9856, "text": "I was working on realistic sphere physics. I think it looks good enough. I was also working on tests. Fixed bug when ramp after start/stop was changing her location."}, {"post_id": 52942, "ts": "2026-08-23T09:58:18Z", "hours": 3.4753, "text": "I added simple gravity and colliders. I also reorganized code a little - I make high level API so user dont have to use Vulkan and SDL directly."}, {"post_id": 52275, "ts": "2026-08-22T11:51:51Z", "hours": 3.0019, "text": "Added Color picker, and updated window reloading while adding MSAA or new color. Now you can easily change color in editor"}, {"post_id": 51666, "ts": "2026-08-21T13:55:21Z", "hours": 2.4742, "text": "I made object scriptable!"}, {"post_id": 50944, "ts": "2026-08-20T12:37:57Z", "hours": 4.6658, "text": "I messed something up and m editor wasnt responding I couldt click anything. I was trying to fix it almost 5 hours. What I fixed? - vulkan and SDL were recreating while turning MSAA on and GPU was loosing context"}, {"post_id": 49752, "ts": "2026-08-18T17:53:31Z", "hours": 3.2764, "text": "Editor Update The editor has been significantly improved and now looks much better. Cross-Platform Support The editor no longer depends on the Windows API, which means it should work on both Windows and Linux . Technology Stack The original goal was to use only: C++ Vulkan SDK SDL3 GLM These are all standard components that come with a typical Vulkan development setup. After further research, Dear ImGui was also added. It is currently the only third-party dependency . Performance Both the Scene View and Game View are capped at 60 FPS . The Scene View captures the 90th frame of the particle effect so that it remains static. Next Steps Focus will now shift to expanding the editor’s functionality."}, {"post_id": 49441, "ts": "2026-08-18T09:01:45Z", "hours": 1.725, "text": "I made basic editor. Now looks like terrible but I will make it better"}, {"post_id": 49021, "ts": "2026-08-17T16:44:03Z", "hours": 1.5692, "text": "Added movement, you can move by using wasd, scroll and RMB"}, {"post_id": 48153, "ts": "2026-08-16T13:31:10Z", "hours": 4.0589, "text": "Particle System I was trying to add .glb models importer but this is very hard to do without third parties dependencies and i messed up something - Tree looks flat(second attachment). After many failed attempts I decided to start making particle system, as you can see it looks good. It is also optimized. FPS drop which you can see on video is caused by cmake compilation in background. I hope you like my particles :) All of this is made in C++ and the Vulkan SDK."}, {"post_id": 47579, "ts": "2026-08-15T15:41:56Z", "hours": 2.8206, "text": "Progress Update – Last 3 Hours Focused on two main things: Engine Optimization Font Rasterizer – added support for rendering fonts in the HUD Optimizations: Integrated VMA (Vulkan Memory Allocator) Added object instancing Fixed a buffer bug that was causing a memory leak Image: Cube made of 30×30×30 (27 000) smaller cubes + HUD with rendered font. All of this is made in C++ and the Vulkan SDK."}, {"post_id": 47338, "ts": "2026-08-15T06:56:33Z", "hours": 5.75, "text": "Engine Updates Added GPU-driven Hi-Z culling Added canvas — you can now make HUDs Optimized scenes a little Added Scene Serializer Added Asset Manager Added Color class — you no longer have to work with plain vectors Showcase On the image you can see a cube made from 30×30×30 smaller cubes, each one casting a shadow. In the bottom-left corner you can see the canvas. All of this is made in C++ and the Vulkan SDK ."}, {"post_id": 46339, "ts": "2026-08-13T14:18:08Z", "hours": 4.5861, "text": "Added Engine Math based on glm. Optimized multi object drawing. Made better project structure"}, {"post_id": 45817, "ts": "2026-08-12T15:21:12Z", "hours": 2.5969, "text": "Added shadows, game objects, engine vectors and matrixs, standaole camera, position and transforms"}, {"post_id": 40303, "ts": "2026-08-03T18:52:30Z", "hours": 3.1914, "text": "I have reorganized code. I added MSAA and rotaing cube!"}, {"post_id": 39619, "ts": "2026-08-02T18:45:09Z", "hours": 0.8017, "text": "I finished my previus project so now i can have two concurrent - this and c++/cuda custom llm. Successfully rendered triangle :) Its only about ~1000 lines of code. I used offical tutorial for start."}]...
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Title: GamEngine by @bartoszkasyna | Stardance
De Title: GamEngine by @bartoszkasyna | Stardance
Devlogs:
I finished my previus project so now i can have two concurrent - this and c++/cuda custom llm. Successfully rendered triangle :) Its only about ~1000 lines of code. I used offical tutorial for start.
I have reorganized code. I added MSAA and rotaing cube!
Added shadows, game objects, engine vectors and matrixs, standaole camera, position and transforms
Added Engine Math based on glm. Optimized multi object drawing. Made better project structure
Engine Updates Added GPU-driven Hi-Z culling Added canvas — you can now make HUDs Optimized scenes a little Added Scene Serializer Added Asset Manager Added Color class — you no longer have to work with plain vectors Showcase On the image you can see a cube made from 30×30×30 smaller cubes, each one casting a shadow. In the bottom-left corner you can see the canvas. All of this is made in C++ and the Vulkan SDK .
Progress Update – Last 3 Hours Focused on two main things: Engine Optimization Font Rasterizer – added support for rendering fonts in the HUD Optimizations: Integrated VMA (Vulkan Memory Allocator) Added object instancing Fixed a buffer bug that was causing a memory leak Image: Cube made of 30×30×30 (27 000) smaller cubes + HUD with rendered font. All of this is made in C++ and the Vulkan SDK.
Particle System I was trying to add .glb models importer but this is very hard to do without third parties dependencies and i messed up something - Tree looks flat(second attachment). After many failed attempts I decided to start making particle system, as you can see it looks good. It is also optimized. FPS drop which you can see on video is caused by cmake compilation in background. I hope you like my particles :) All of this is made in C++ and the Vulkan SDK.
Added movement, you can move by using wasd, scroll and RMB
I made basic editor. Now looks like terrible but I will make it better
Editor Update The editor has been significantly improved and now looks much better. Cross-Platform Support The editor no longer depends on the Windows API, which means it should work on both Windows and Linux . Technology Stack The original goal was to use only: C++ Vulkan SDK SDL3 GLM These are all standard components that come with a typical Vulkan development setup. After further research, Dear ImGui was also added. It is currently the only third-party dependency . Performance Both the Scene View and Game View are capped at 60 FPS . The Scene View captures the 90th frame of the particle effect so that it remains static. Next Steps Focus will now shift to expanding the editor’s functionality.
I messed something up and m editor wasnt responding I couldt click anything. I was trying to fix it almost 5 hours. What I fixed? - vulkan and SDL were recreating while turning MSAA on and GPU was loosing context
I made object scriptable!
Added Color picker, and updated window reloading while adding MSAA or new color. Now you can easily change color in editor
I added simple gravity and colliders. I also reorganized code a little - I make high level API so user dont have to use Vulkan and SDL directly.
I was working on realistic sphere physics. I think it looks good enough. I was also working on tests. Fixed bug when ramp after start/stop was changing her location.
last 1.25h I was adding cube physics, imo it look very satisfying.
Today I was mainly working on code quality and project refactorization. When I was testing scenes with various of configuration I found some type of physics bug - Objects are shaking for some reason, you can see this in attached video
I was fixing my physics system. I fixed some bugs and created new ones. First new bug is sphere bouning up on first contact. 2 bug is cube lifting up another cube. I’m happy that I removed object shaking
Added gltf models importing with editor asset manager. Imported gameobject has his unique mesh collider.
I was working on terrain sculping. I was inspired by unity system generator so I wanted to make something smiliar. Now there is only one brush but i will extend possibilities of my system.
Today I was working on code quality and better terrain sculping tools. I added grass painting. I also added some nice shader to grass - A rolling ball leaves a trail in the grass. Check it out!
Today I was working on better shadow implemenatation. I implemented VSM shadows - smiliar are used in UE5. I think its looks good
Today i was adding missing tests. I also updated terrain sculping system - you can now sculp all terrain at once if multiple instances. I added some utils and deleted fps limit in play mode.
I was working on optimizing grass system. I added wind component and optimized colission with other objects. Thanks to optimatization FPS jumped from ~250 to ~320. I also modified scene saving system - binary file as main file and .terrains failes as terrain data. I added Editor layout to AppData so editor rembeber your last layout
I was working on game optimzatization. I made jump from around 200FPS to 400. There is still a lot more things to optimize.
Today I was working on optimatization, code quality and better model imports. fps jumped from ~400 to ~430.
I was working on UX in editor. Then I found bug which I couldnt fix for 3 hours. Bug was caused my matrix decompose floating point
Last 2 days I was working on editor functionalities. I added built-in powersheell terminal. I also added shadergraph which currently is doesnt want to compile properly
Today I was working on game optimatization and little shadows improvements. I was mainly working on game profiler as you can see in the image
I was mainly working on models and textures compression. Textures are now compressed into BC7 format. I also added remdergraph so user dont have to make it manually.
I was working on finishing render graph. I also optimized editor - in huge scenes it will have more stable 60FPS. I optimized game mode - 1% low are higher now
I was working on editor optimatization and bug fixes. Editor launch time jumped from ~7seconds to 1.5 seconds if editor has cache, otherwise 4.3 seconds. Launching editor no more cause vulkan errors. I also added IBL and reflects. I also bugged shadows a little.
I was working on water system and improving GTAO. While testing I found weird little horizontal strips on shadows. I thought it was my WSM bug so I was trying to fix it. After I checked all possible bugs i realized that I could downgrade GTAO by linear interpolation. I fixed it and now works fine. Water currently has implemented SSR and simple Gernster waves. On the images you can see clip levels and virutal pages shown in shadow debug mode
I am working on water system. I decided to make something diffrent that normal water commonly used in every modern engine. I want to make virtual water system which is inspired by VSM. More technical details I will provide in devlog when I finish my water system. I dont have any working water image so I just upload some engine footage. PS. It might be much more optimize than normal water.
I made water system but it look horrible and performance isnt great, so i focused next on large models importing. Big models are now devided into meshlets. On the image you can see very popular benchmark scene, its called crytek sponza. I think that 170FPS in this stage is good
I started migration to dynamic rendering, so rendering pipeline would be much easier for user. I also made custom title bar. Im in process of improving UI. I found two bugs - in certains camera angle shadows/AO or something doesnt work correctly. Second - some random patterns may occur while looking into sky inside sponza
I was trying to fix shadows but it didint go well, so I gave up and started refactoring code for better readibiliy. On the image you can see broken verin of shadows, dont worry I went back to working ones. I fixed few smaller nearly invisible shadows bugs, so I didint waste myy time. Now I will focus on optimatization and graphics effet
I was working on game optimization, editor functionalities and standalone game building. I successfully optimized GTAO and VSM a little. GTAO still have some halo around some objects and VSM are not full stable. I added option build game in editor. I have to optimize editor a little and add some more functionalities. On the first image you can see nvidia nsight graphics profiler and on the second one standalone game build running in 160 after few seconds. This is decent score for rtx 3050.
Successfully optimized GTAO and VSM, 40FPS gain and more stable 1% low
I was working on Ray Traced Contact Shadows and DDGI. Ray traced shadows works well without droping fps that much. Currently my DDGI is bugged - its very dark. The image is taken with RTCS, DGGI disabled
I was trying to made my version of DDGI but it was unstable, so I made this disabled. Full DDGI would be impossible for my gpu so I used Brixelizer GI from FidelityFX SDK from AMD. It looks good and stable. Image is capyured on intel sponza which has 2.7M traingles - 13x more than original sponza so my engine scale well.
I mainly working on bug fixing. Now VSM and GTAO are fully stable, TAA still needs some love. I was also working on fbx model importer. On the image you can see Amazon Lumberyard Bistro which has 2.7M triangles with 140FPS. I have to work on fps stability while moving camera and make glass shader/object.
I made custom installer for my engine. Now i willl work on optimatization
I was working on bug fixes and glass system. Glass is not working was I want but it havs some progress. Currently glass is highly unoptimized.
Ships:
I made GPU driven game engine. It use vulkan 1.4. GTAO and VSM are still little bugged. Project will be still in development. This experimental version. More deatils are in devlogs. If engine or demo crashes on your device please send me generated logs and device specification...
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prête app by @253_Mathilde_IYKYK | Stardance
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253_Mathilde_IYKYK
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1
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75.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T18:35:10Z", "hours": 75.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "You do not need to install anything to rate. You do not need to be an android user. The README is full of information and screenshots that show the app in action. So first of all: This project is and was hugeeeee for me personally.I worked on it for about 51 days and made over 700 commits. I never really coded such big projects before stardance and I never coded an actual app in my life. All the graphics were made by me and I gave my best with storytelling (I wrote a devlog about every 2 hours). I really gave my best and poured my soul in here so I am really, really asking for GOOD feedback. That means giving actual tips, reporting bugs because there are ones not because you were too lazy to read the instructions. There are instructions in the README but I’ll also write them here for you. So what is prête: Prête is a PWA which means I coded everything in HTML, CSS and JS just like a website but transformed it into an app. If you want to do something like that → check the README. If you want to not install the app but still want to rate it → check the README. It is a get-ready-app that helps you to reduce stress for the future or to leave the house in a rush without stress. It tells you what to do and has things like weather (automatic location response),notifications,last index memory (only when closing completely!!) and much more. This is the first ever version of it and as you have read it was a long way but I am open to make it even longer! Bug report is open on github and I am also open to more ideas and wishes. The problem that I had: I always felt stressed while leaving,forgot stuff and startetd with a bad mood in the day or even in an event. I was always grumpy before even arriving. I just couldn’t remember everything and I felt really demotivated. I tried everything:apps that remind you with notifications, to do lists and post it. Nothing worked. I really sat down and thought about what you ACTUALLY needed. The installation: It is pretty simple: Scan the QR-code below or go to the Releases in the repo. Download the version which is marked with the green icon “Latest”. Download it and go to your files (there is a chance that your phone asks you before that if you want to install it ,if that happens just click yes). When you are in the file manager just click on it and then install. There may be a malware scan but then you are in. Open the app and click on the allow button when the app asks you to send notifications. Everything is pretty self-explanatory and Mira will tell you what to do but you never know: Choose the mode you want to use and do as Mira tells you. Please notice that the fast mode has no configuration and just gives you a task and a time. When you are using the actual mode follow the instructions and type in your times. After that choose a bag and then your bag stuff. You can scroll down on the bag stuff site to see more options. Now you should be on the clothing site: Select your outfit (scroll to the left in each row to show more clothing options). Click on the little cloud at the top to show the weather for today and next week. Click on it again to close it. Click on the little book to open the notes feature. Click in the pink area and start typing. To close the keyboard press ENTER and hit the save button. Click on the little book to close the notes feature. Continue your configuration and again: scroll down to show more options. You now reached the changing screen. Follow the instructions (close the app etc.). When you restarted the app just follow Mira. As you can see it is super simple. A superrrrrrr good explained version is in the README and for those who hate reading: there is a vd which you can watch instead!! Please report bugs on github and not in your rating (so I can fix them as fast as I can) and maybe star the repo. Thanks sooo much for staying with me through this long way and supporting me: @amateur_tech_guy @Makkonen @nokira @madzia @OrangeJuice", "repo": "https://github.com/253-Mathilde/Get-ready-app", "demo": "https://github.com/253-Mathilde/Get-ready-app/releases"}]...
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[{"post_id": 79110, "ts": "202 [{"post_id": 79110, "ts": "2026-10-12T18:18:16Z", "hours": 1.1128, "text": "Guys, it is time to ship (just worked a little bit more on the README) this is the last devlog for the first-ever version! Thank you all for staying through the whole process. I hope this app helps some people and is actually useful. Thanks soooooooooooooooooooooo much for these 52 days <3"}, {"post_id": 78435, "ts": "2026-10-10T19:58:49Z", "hours": 0.7103, "text": "So I will not lie—this was such a pain. But guys, the app sends notifications (with a custom icon), is signed, and is finally released on GitHub (discussion is already open for bug report), and the Google application is sent. The workflow is flowing as smoothly as hell, and the app is working in fullscreen with no mistakes in the UI. This took wayyyyyyy longer than these 40 minutes, but I am just happy that it works. I will not ship because the Google application is still in the queue. This application is important because without it you need to go to your settings and then turn off a feature, then install the app and scan it. So you know this is not a virus, but people won’t install it because I said, “Just trust me.” …..I am super proud and also upgraded the README(there will be an instructions part too, but I have to do school and want to get some sleep). Thanks for reading <3"}, {"post_id": 78287, "ts": "2026-10-10T09:32:34Z", "hours": 2.2506, "text": "I now offically can say: We got our first ever release on github (currently unsigned) and we may ship until monday. There are some small bugs I still have to fix but I am working as fast as I can and alone the fact that the github workflow works is just awesome. As you can see I upgraded the README and really gave my best. Ik I may change some pictures in the galerie and add another text but it is mainly finished. I think that we can actually pull that of!! We are now active for exactly 50 days,have 721 commits on github and over 500 deployments. I never builded an app and just feel sooo proud right now. For the apple version: There may be one in the future but I currently do not have an apple license so that won’t work. We’ll see about that then when I got my rating in and see how much people like this. Thanks for reading <3 and check it out in real life at https://github.com/253-Mathilde/Get-ready-app/blob/4bd1e18a9797cce640851d943a61a1cf5060b6c8/README.md and leave a star :)"}, {"post_id": 77913, "ts": "2026-10-08T18:53:59Z", "hours": 2.9261, "text": "Woahhhh guys, I now officially can say that the sites are done. We just need the .apk signed (should I also do an Apple version? Please tell me in the comments) and a README plus some graphics for, like, “presentation matters”. Just so you can get it: this project is now active for 48 days, and even though I love it and everything, it is really draining me. I coded the last sites and fixed the JS, so now we won’t have negative numbers. I went through all 20 HTML files for grammar, and I also went to the JS for the notification grammar. Any wishes, ideas or things you absolutely hate in the comments!! I still cannot believe that we are here, and thanks for reading <3 FOR ALL THE PEOPLE THAT ACTUALLY READ THIS AND STAYED FOR ALL THESE DAYS: I CANNOT THANK YOU ENOUGH!"}, {"post_id": 77398, "ts": "2026-10-06T19:58:16Z", "hours": 2.2125, "text": "So I worked a little bit, and now we only need 2 more screens and the README. Please ignore the drawing in the vd this is just to save my location because it stands in the weather application. As you can see, I made the dressing screen with the actual weather to dress like you needed, and I added a screen with a timer for your hair. I am currently working on the screen that tells you to brush your teeth, and then we will need the screen that helps you with your bag. And of course the finishing screen. I am working on the README while doing all of that, so yeah, school is killing me, but at least we have a break in 2 weeks. Thanks for reading and staying with this project <3"}, {"post_id": 76181, "ts": "2026-10-02T16:42:43Z", "hours": 2.4836, "text": "Sooooooo I finished the finishing site :) . This is where we are at now, and I think it is good? Kinda perfect too? A little bit unsure about that at the moment, so as always, feedback is welcome. I also started working on the fast mode (the button works, and I started working on the design). And yesssss, I know it looks pretty bad right now, but I hope you can see the vision because this also has a different colour theme because of the different stress levels (yes, the colours aren’t chosen randomly,colour theory is a REAL thing). Also, I’m pretty sure no one will read this because who is here after 42 days? But please start at GitHub and tell me if you want to get in the README, and when we are talking about the README. I also upgraded that, so now you know I made it. Here is the link: https://github.com/253-Mathilde/Get-ready-app , and thanks for reading <3"}, {"post_id": 75285, "ts": "2026-09-29T17:13:13Z", "hours": 2.0372, "text": "Okay, so I am giving my best on the finishing screen. Ik ik, the button is not correct, and there will be more things, but I wanted to know what you think of the vd before I continue working on it. Please leave a comment! Don’t forget to star ( https://github.com/253-Mathilde/Get-ready-app ) and thanks for reading <3"}, {"post_id": 74389, "ts": "2026-09-27T09:30:24Z", "hours": 2.1381, "text": "I cannot believe it. You need to wake me nowwww. The last site for the actual mode is finished (we only need the “winning screen” and, of course, the fast mode now). This literally means that we coded 13 sites. Each of these screens has its own code and stuff and the animation with the bag grabbing… In my opinion it looks great, and even the JS already works on both sites, and the heading changes on the one site (from “Grab your tote bag” to “Grab your backpack,” for example), and yeah, what can I say, I’ll try to do the finishing animation today (I have a lot of homework, so I would have started the fast mode, but yk). It is only the fast mode, one screen, and a README until we finish (sounds long, but it isn’t because this is about a week, and this project has gone for 37 days now, so yeah). It would really help if you starred on my project and appreciated my longgggggggggg working progress https://github.com/253-Mathilde/Get-ready-app . Also please leave feedback ! Thanks for reading <3."}, {"post_id": 74087, "ts": "2026-09-26T17:14:41Z", "hours": 1.2114, "text": "Okay so I upgraded my README because this now makes it possible to like read in your flow without searching 100 years fot that exact part. I also started working on the animation for the bag grabbing site but I don’t want to tell you too early because this animation is actually killing me (my WIFI stopped working about 10 times) but yeah what do we think about this upgrade in the README (there will be about 8 of these unfolding idk-how-to-call-them-things). As always please leave a star https://github.com/253-Mathilde/Get-ready-app .Thanks for reading<3"}, {"post_id": 73582, "ts": "2026-09-25T13:04:33Z", "hours": 1.4192, "text": "And boom the extra task site is finished. I am sooo overjoyed I mean look how it turned out and the JS is already working and these little checkboxes just look adorable. I also love the font just everything wowwww. We won’t talk about the JS because that was such a hustle but let’s just ignore that. We now have the dressing screen and the extra task screen. Next thing is the bag grabbing screen and then it is time for the stuff that goes in your bag. These are just 2 screens plus some pretty easy ones like finishing screen and stuff and these will be mostly html and css so now more local storageeeeeee. And yeah I almost forgot: I did add a little timer again and yeah I would love it if you could starr my project on https://253-mathilde.github.io/Get-ready-app/ and thank you for staying with me so long this project is now active for about 33 days and we are close to hitting over 500 commits and actions. Thanks for reading <3"}, {"post_id": 73275, "ts": "2026-09-24T18:39:15Z", "hours": 2.9233, "text": "Heyyy I actually have kinda a big update! (Sr for not being active had to do #sticky-ysws ) but now we offically have the changing site to the extra site,the custom charachter,thecustom heading,the custom paper and the super duper cool checkboxes. Styling them was pretty hard but I mean it was soooo worth it. I just love the little blue (idk the english word lolll) and everything. And yesss I’ll do the JS that they only show when you have as many extras and stuff and there will be custom text to your task. So it will be like a custom text writing thingy. Yk like you actually wrote a to-do list. ALso don’t tell me about the grammar I ‘ll change it okayyyyy. And now because you are a super true one and read until here you will go here: ( https://253-mathilde.github.io/Get-ready-app/ ) and star my repo!! Thank you sooo much for that. I’ll give my best and I hope you like the to-do note thingy idea! Thanks for reading <3"}, {"post_id": 71879, "ts": "2026-09-21T18:04:04Z", "hours": 2.0825, "text": "Yayyyy I finally did it and added a timer (it also changes the time proportional to the clothes you selected based on their time). And I also worked on my README wich is (as always) so much work but let’s do it! I also set up the next site which is super plain at the moment but at least the JS to that site works. I also setted up notification but they don’t work in the apk because my coverter does not support that. Any simple ideas (everything online I found was way to complicated and like I just want a simple notification). Buttt I may add a vibration when the timer is done so you notice it more. Any ideas in the comment and thanks for reading <3"}, {"post_id": 70618, "ts": "2026-09-19T13:55:22Z", "hours": 2.1961, "text": "Omggggg, I think I am obsessed! I mean, just look how cute this looks, with all the details and the working note thingy and the WORKING JS that gets everything out of local storage and in local storage, that moves the items to their places and even displays your note (or the little note from Mira if you forgot to write one). This was such a struggle, but I mean, it works. Now we only need a little timer at the top to remind you of the time (I try to do it tonight, but there’s a lot of school, yk), but when this is done, we have kind of the base for all the other sites. We are sooo behind schedule, but let’s just ignore that. Please give me feedback on what you think (it is super-duper okay if you dislike it; sometimes my taste is a little bit off). Btw, the numbers are negative because I skipped the preview questions. Thanks for reading <3"}, {"post_id": 70253, "ts": "2026-09-18T20:13:58Z", "hours": 2.2108, "text": "Well I am actually kinda dying but I mean the next site now has it’s own design ,an open closet (the clothes are coming soon they will be like the ones when you choose on a hanger yk) and I already started working on the JS for the note taking thingy ,now we need to display the note that we left ourselves (it is going to be in the green box) and we got the styling for the Next button for kinda the next sites. Btw do we think packing our back is the last thing to do (In my opinion yes but idk what do YOU normally do). I don’t think that I’ll do more today. Please help me with your opinion in the comments. Thanks for reading <3"}, {"post_id": 70138, "ts": "2026-09-18T15:23:36Z", "hours": 3.0231, "text": "Uhhh, the first actual mode site is finished (the animation is 100% made from me, tell me what you think). It is a pretty simple site that tells you to go to your wardrobe, and the site also has its own next button style. Pretty simple, but yk, I just love details. I also force myself to work as much as I can today because I don’t have school. Giving everything and thanks for reading <3"}, {"post_id": 69680, "ts": "2026-09-17T15:54:48Z", "hours": 2.4714, "text": "So I can finally work now (still sick, but at least I can type), so here we are. I made the so-called 0-screen that tells you your getting-ready-start time, and as you can see, it already works. That means my JS actually saves everything in local storage and gets it out of local storage! Super duper proud because I am normally so bad at JS. Hope you also like the design of the start button. I’ll work on the next site now (this is the hardest because once I get that site, all the others will work kind of the same)! Thanks for reading <3"}, {"post_id": 68138, "ts": "2026-09-14T16:05:02Z", "hours": 2.3517, "text": "Okay, so we are one day behind schedule, but that shouldn’t be such a big problem (had other coding stuff to do, not for any ysws). I made the extra time site where you can get extra time for eating, showering, doom scrolling, hair styling, makeup, teeth brushing, and cleaning, as well as a buffer where you can get 10 minutes to stay safe. I also made the super hard and complicated JS part that made me crash out that gets you back to the site that you were on when you close the app. Now it is time for the screens that tell you what to do! Thanks for reading <3"}, {"post_id": 66579, "ts": "2026-09-12T12:43:06Z", "hours": 1.8792, "text": "The clothes site is finished!!! I am so happy and also a little bit proud because this site has pretty cool mini features that are supposed to help you as much as you can. You now can select your outfit for the event, and while doing so, check the weather or leave your future self a note. The weather gets your location automatically and also shows for the next 6 days so you can actually plan for events that aren’t tomorrow. I also love that little cloud hidden feature, and I already started working on the last site for the normal mode: the extra time screen. Here you can choose extra time for stuff like brushing your teeth, doing your hair, or eating something. After this site we will do the screens that tell you what to do with a timer, etc. We are a little bit short on time, so I really have to lock in on the weekends because stardance is only 2 weeks (I know it is a little bit more, but I may be able to squeeze in a super small project). So the plan is to finish the screen this weekend with the extra time and to finish all the other screens until the upcoming Friday. That should make it possible to do the fast mode on the weekend (I probably will need longer for that, but yk). So yeah, that is basically the plan and thanks for reading <3"}, {"post_id": 66024, "ts": "2026-09-11T15:50:21Z", "hours": 1.8733, "text": "I really gave my best, guys, and I haven’t finished. But today I’ll just work on the README more because the styling of that was pretty tricky, and I really struggled with that moving cloud thing, but I think it is such a cute feature. I think I won’t do an edit and delete button, yk. Just resave it and then it updates. That’s enough because I am sick today, but that won’t keep us from working, and I give my best on the README now. Love the new stardance update, btw, and thanks fro reading <3"}, {"post_id": 65409, "ts": "2026-09-10T15:02:28Z", "hours": 1.4522, "text": "I made the JS for the clothing site! Now I only need to do the styling with CSS and the notes feature. The notes feature is for yourself (so you can help yourself with notes like the blue shirt from my sister, or so you can specify which piece you want to help yourself with in the next morning) I also need to improve some little details (pretty time-consuming, but I always love details, and I’ll keep adding them). I also made another APK for testing, and it looked sooo good on my phone. Thanks for reading <3"}, {"post_id": 64832, "ts": "2026-09-09T14:46:35Z", "hours": 2.8642, "text": "Finally the layout for this site is finished. It was quite a struggle and took super long for just 3 div containers, but I think it was so worth it. I know, I know the graphics for the clothes are not perfect, and we need more items, but I can change that later. Now the whole thing needs to work with the JS and such stuff. I still need to do some more sites with stuff to add, and then it’s time for the really hard part: getting everything out of local storage, building in a timer, showing your personal notes … We aren’t even there, but don’t demotivate ourselves now, and I’ll just keep working and giving my best (squeezing every bit of time I have in!) Thanks for reading <3"}, {"post_id": 63582, "ts": "2026-09-07T14:36:31Z", "hours": 3.1719, "text": "Ofc you expect something big now; I mean, 3 hours come onnnn. Nah nah, in 3 h I build a 15 px x 15 px square. Sureeee. My patience is actually killing me, but never mind. I added the weather application to my project (I mean that little gif next to the heading). When you click on it, it opens the weather for today and for the next 6 days (y’know, if you are planning your outfit, you need to know if it’s cold or warm…). That works with summary and such stuff. Never heard of it and don’t really get it, buttttt it works, and that thing made its way into my brain (but I’ll never work with it again). I’ll start working on the clothes now (yk graphics …). If you have any wishes for that, tell me, please! Right now it is the plan to add a feature where you can leave yourself a note to help you find that exact piece, a t-shirt, a sweater, a long shirt, a top, a skirt, shorts, jeans, a long skirt, a dress, high heels, sneakers, basic shoes, autumn boots and, ofc, winter boots. Thanks for reading <3"}, {"post_id": 62792, "ts": "2026-09-06T09:45:54Z", "hours": 2.0819, "text": "It was quite a struggle doing the JS and the whole styling (I added more items, and the whole layout was suuuuper bad when selecting an item). And when we are talking about selecting, it works!!! I made a selection mode and timed every item. I also added a local storage system on this and the site before. That system basically saves numbers, and at the end the app can read these numbers and tell you, when you planned your event, you wanted this jacket… Like, it doesn’t work, but that’s kind of the plan, and I also spent a lot of time on that (thanks to YT, I managed to do it, and to be patient, ~~that’s basically a lie). I also worked on the README more because I always write pretty long ones, but this will be longer (I really try to keep it short, but there is so much to explain). As already said, I added more items, but if you have more: Tell me and I’ll add it. Right now we have keys (5 min), money (5 min), a phone (1 min), a charger (3 min), writing stuff (5 min), a passport (7 min), lip balm (1 min), earphones (6 min), bubble gum (2 min), food (10 min), random bag stuff (yk stuff that is in every bag and kind of stays there) (2 min), books (8 min) and tech stuff (yk laptop or iPad) (7 min). The time for every item stands in the () and please tell me if you think that this is too much or if I should add more. Thanks for reading <3"}, {"post_id": 62288, "ts": "2026-09-05T16:15:50Z", "hours": 1.4372, "text": "So I kind of feel like flying because you can see the results so fast! I just made the next screen (not the JS, just the styling and the graphics, but I mean), and I think it looks sooo good (please tell me if I am wrong)! We now have keys, money, a phone, a charger, writing stuff, a passport, lip balm, earphones and chewing gum. Is there anything else I should add (something super duper important that needs to be in your bag)? Oh, and I also made it scrollable, and everything matches the pixel vibe! When you say that there are enough items, I’ll do the JS, and btw, I tried to make it for all kinds of events ( a passport for travel or writing stuff for college or school…). PLEASE GIVE ME FEEDBACK, and thanks for reading <3"}, {"post_id": 61757, "ts": "2026-09-04T20:18:13Z", "hours": 2.3014, "text": "I am sooooooo happy because now the selected and deselected mode AND the math work (it selects and then removes 5 minutes from your starting time, and when you deselect it, it adds 5 minutes). Btw, do we think 5 minutes for finding a bag is enough (not the stuff inside, just the empty bag, but I myself always need so long, especially in the morning), and I also changed the CSS so it looks good while selecting and while deselecting, and yeah, I may change the time if you say less or more, but then this screen is finished. Soooo happy because I always work with a lot of files, which is really confusing for me, yes, but so I only have short amounts of code and can debug really well! Thanks for reading <3."}, {"post_id": 60888, "ts": "2026-09-03T15:10:54Z", "hours": 1.2142, "text": "I made a banner for the README, and I started working on the next site. I am sooooo happy because you now can really see where we are going and what my vision is. The third site is static right now, and only the home button (and the next button if a next site would exist). I also want the elements to change colour when you click on them, but yeah, I think it looks pretty cool, and as always: I need feedback; write me on Slack or leave a comment! Thanks for reading <3"}, {"post_id": 59778, "ts": "2026-09-01T18:30:16Z", "hours": 1.4356, "text": "Okay, so I made a video for the README and promoting and stuff because presentation matters… (I genuinely can’t hear it anymore), but yeah, I also made the next site (it is completely white at the moment now, but like, it changes the site correctly, and my JS with all the sound effects works). I also researched a little on how to make push notifications, but everything seems a little complicated, but if it’s complicated, I still have to do it, but maybe it gets easier because everything is based on HTML, CSS and JS and just converted. Idk I have to do more research. If you know something: please leave a comment! Thanks for reading <3"}, {"post_id": 58364, "ts": "2026-08-30T19:22:25Z", "hours": 2.1006, "text": "Okay, so I fixed the sound (it took pretty long, but in the end it was just that the site loaded too fast). And I also changed the sources in the whole project, yk, so now everything works. That little piece of ../ is really annoying me because of all the GitHub stuff and the file structure, but I want to keep it structured so people can really understand my repo and yes, pretty productive day and we now can officially start working on the next sites where you choose your bag, your clothes, etc. Thanks for reading. <3"}, {"post_id": 58099, "ts": "2026-08-30T13:33:42Z", "hours": 2.5019, "text": "The math works!!!! It took me a lot of trying and thinking (yk, it has to be local storage because it is a new site with a new index but the same Java, so there is 0 room for mistakes), but now it tells you the time that you need to start. I also fixed the next button and started working on the sound effects. I also decided that I won’t do background music because I personally hate that in apps because if I get ready, I don’t want a loop of music; I want my playlist chosen by my mood. So it’ll be a sound when you click on the home button and a sound if you click on the next button (so you feel a little proud and have a happy moment and a motivation to do the next step). I will do the next screens now, and every time you select an item or whatever, it will subtract time for everything (brushing your teeth minus 3 minutes, putting on clothes 10 minutes …). So happy that it works, and hope you like the design with the next button. Thanks for reading <3"}, {"post_id": 57256, "ts": "2026-08-29T11:20:36Z", "hours": 1.7206, "text": "Ohh, okay, so first of all, I love the new Stardance streak update (here I come, but I am so said that I lost my over 40 days’ streak at the end of the holidays). And then, as you can see, I fixed the next button, and I started working on the JS, because now it is time for the fun part: the whole math, because yesss, that is a lot of math (yk, with the hours, the minutes, the planning, and the time calculated that you need to do this or that). I am giving my best, and unfortunately the whole thing is getting so big that my converter doesn’t take it any more, and I need a new one (any tips in the comments, please; I need one from a zip file to APK). Yeah, thanks for reading and let’s see how far I can get with the JS today <3"}, {"post_id": 55763, "ts": "2026-08-27T19:09:04Z", "hours": 3.4947, "text": "Okay, so this really took forever because of all these pages, and they are all in folders, and you need to get out of the folder, and you need to link it right, and the JS…long story short: it is annoying and testing me, but never mind. As you can see, I added a third screen (nope, the second one is not finished, but I needed it to program the next button). Tomorrow I will do some graphic stuff because right now the button is somehow gone and just a frame (I just converted it to an SVG). And yeah, basically if you have tips on how to do the whole thing with all the screens better (because you also need to pay attention to the app, yk, not everything that works in your browser works in the app). Thanks for reading <3"}, {"post_id": 54619, "ts": "2026-08-25T17:21:02Z", "hours": 1.2203, "text": "Okay, so nope, I’m not dead, just busy with school. And because I live in a country with a pretty hard school system, this really takes forever, but I know how it looks: I was lazy. Nope, I wrote a 3-site report about the plan and watched YouTube videos for my Java knowledge 24/7, and as you can see, I installed it, and I think the app icon looks great in real life. I just built the first screen with the input field for the arrival time and need some help: The font size is perfect for the number but not for the placeholder. I did write code for these two but somehow it doesn’t work input[type=“number”] { font-size: 30px; colour: #f5df3d; } input::placeholder { font-size: 60px; colour: #f5df3d; } It would be great if someone helped me. Hope you like the first app screen, and I am giving my best here to give this project all I have. I just got a superstar for my other project, Neverland OS, and I am so thankful and would like to say a big thank you to all the supporters. I hope this project also gets so much feedback, and I am giving my best (I have never built an app before). Thanks for reading <3, and I’m so happy that installing on my phone worked"}, {"post_id": 51154, "ts": "2026-08-20T17:26:24Z", "hours": 1.2733, "text": "Okay, so today I started working on the second screen and the like timer thing (on this screen you are going to tell the app what time you need to arrive), and then the app will tell you at the end (when everything is chosen (for example, what should be in my bag)) when to get up. Omg, that sounds so bad, but idk how to explain it any better. I also changed the font of the text on the home screen, and I downloaded the first-ever APK file for testing, so it doesn’t have a key at the moment. I will share a screen of how it looks on a real phone when I install that. A lot of research today, and school starts again in 3 days, so I have a lot of other stuff to do, but as always, I am giving Stardance every hour I have. Thanks for reading, and I hope you see the vision <3."}, {"post_id": 50597, "ts": "2026-08-19T20:13:49Z", "hours": 3.9386, "text": "Okay, so I really hate writing for such big amounts of time, but whatever. I changed the whole design and added a pre-loader and a home button. I also changed Mira and the text box at the bottom. Like, look at it yourself, I changed everything; my brainstorming stays the same, just the design is different because I think the other one was kinda ugly. I also made another site today for a YSWS where you get lights so Idk if it’s forbidden to share that here but that also took 6 hours (so you get why I am only making such small amounts of progress) https://253-mathilde.github.io/Ocean/ and yeah, thanks for reading <3 Ohh and always open for feedback to the new design"}, {"post_id": 49747, "ts": "2026-08-18T17:46:32Z", "hours": 2.0439, "text": "Okay, so as you can see, I started brainstorming. I draw every screen and then program every screen step by step so it doesn’t get confusing and debugging is easier with smaller amounts of code. As you can see, I also made the welcome or start screen (I started it; don’t worry, it isn’t finished) and made the screen change once you click on Mira (the starfruit), and I made it go back when you click on text on the second screen. I also figured everything out for the screen, yk, so that it will look good on a phone, and I am programming everything for the dimensions of an iPhone 12 Pro, so it shouldn’t change much on other phones. Hope you can see the vision with these pretty bad drawings and thanks for reading <3"}, {"post_id": 49443, "ts": "2026-08-18T09:04:32Z", "hours": 0.9714, "text": "First of all: I am so happy to finally use lapse because now everything counts. Okay, back to the project: ‘prête’ (meaning something like ‘ready’ but it sounds better) is an app that tells you what to do to get ready. It helps you to reduce stress, etc. I’ve never made an app before, so this is going to be so much work. I just made something like a figure and the app icon, and I also set up Hackatime in VS, so now everything works and I can just work. I already have so many ideas, so I need to sort my head and watch a million YouTube videos to start because I also have no experience with programming for a phone. Let’s do it. Thanks for reading <3"}]...
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Title: prête app by @253_Mathilde_IYKYK | Stardanc Title: prête app by @253_Mathilde_IYKYK | Stardance
Devlogs:
First of all: I am so happy to finally use lapse because now everything counts. Okay, back to the project: ‘prête’ (meaning something like ‘ready’ but it sounds better) is an app that tells you what to do to get ready. It helps you to reduce stress, etc. I’ve never made an app before, so this is going to be so much work. I just made something like a figure and the app icon, and I also set up Hackatime in VS, so now everything works and I can just work. I already have so many ideas, so I need to sort my head and watch a million YouTube videos to start because I also have no experience with programming for a phone. Let’s do it. Thanks for reading <3
Okay, so as you can see, I started brainstorming. I draw every screen and then program every screen step by step so it doesn’t get confusing and debugging is easier with smaller amounts of code. As you can see, I also made the welcome or start screen (I started it; don’t worry, it isn’t finished) and made the screen change once you click on Mira (the starfruit), and I made it go back when you click on text on the second screen. I also figured everything out for the screen, yk, so that it will look good on a phone, and I am programming everything for the dimensions of an iPhone 12 Pro, so it shouldn’t change much on other phones. Hope you can see the vision with these pretty bad drawings and thanks for reading <3
Okay, so I really hate writing for such big amounts of time, but whatever. I changed the whole design and added a pre-loader and a home button. I also changed Mira and the text box at the bottom. Like, look at it yourself, I changed everything; my brainstorming stays the same, just the design is different because I think the other one was kinda ugly. I also made another site today for a YSWS where you get lights so Idk if it’s forbidden to share that here but that also took 6 hours (so you get why I am only making such small amounts of progress) https://253-mathilde.github.io/Ocean/ and yeah, thanks for reading <3 Ohh and always open for feedback to the new design
Okay, so today I started working on the second screen and the like timer thing (on this screen you are going to tell the app what time you need to arrive), and then the app will tell you at the end (when everything is chosen (for example, what should be in my bag)) when to get up. Omg, that sounds so bad, but idk how to explain it any better. I also changed the font of the text on the home screen, and I downloaded the first-ever APK file for testing, so it doesn’t have a key at the moment. I will share a screen of how it looks on a real phone when I install that. A lot of research today, and school starts again in 3 days, so I have a lot of other stuff to do, but as always, I am giving Stardance every hour I have. Thanks for reading, and I hope you see the vision <3.
Okay, so nope, I’m not dead, just busy with school. And because I live in a country with a pretty hard school system, this really takes forever, but I know how it looks: I was lazy. Nope, I wrote a 3-site report about the plan and watched YouTube videos for my Java knowledge 24/7, and as you can see, I installed it, and I think the app icon looks great in real life. I just built the first screen with the input field for the arrival time and need some help: The font size is perfect for the number but not for the placeholder. I did write code for these two but somehow it doesn’t work input[type=“number”] { font-size: 30px; colour: #f5df3d; } input::placeholder { font-size: 60px; colour: #f5df3d; } It would be great if someone helped me. Hope you like the first app screen, and I am giving my best here to give this project all I have. I just got a superstar for my other project, Neverland OS, and I am so thankful and would like to say a big thank you to all the supporters. I hope this project also gets so much feedback, and I am giving my best (I have never built an app before). Thanks for reading <3, and I’m so happy that installing on my phone worked
Okay, so this really took forever because of all these pages, and they are all in folders, and you need to get out of the folder, and you need to link it right, and the JS…long story short: it is annoying and testing me, but never mind. As you can see, I added a third screen (nope, the second one is not finished, but I needed it to program the next button). Tomorrow I will do some graphic stuff because right now the button is somehow gone and just a frame (I just converted it to an SVG). And yeah, basically if you have tips on how to do the whole thing with all the screens better (because you also need to pay attention to the app, yk, not everything that works in your browser works in the app). Thanks for reading <3
Ohh, okay, so first of all, I love the new Stardance streak update (here I come, but I am so said that I lost my over 40 days’ streak at the end of the holidays). And then, as you can see, I fixed the next button, and I started working on the JS, because now it is time for the fun part: the whole math, because yesss, that is a lot of math (yk, with the hours, the minutes, the planning, and the time calculated that you need to do this or that). I am giving my best, and unfortunately the whole thing is getting so big that my converter doesn’t take it any more, and I need a new one (any tips in the comments, please; I need one from a zip file to APK). Yeah, thanks for reading and let’s see how far I can get with the JS today <3
The math works!!!! It took me a lot of trying and thinking (yk, it has to be local storage because it is a new site with a new index but the same Java, so there is 0 room for mistakes), but now it tells you the time that you need to start. I also fixed the next button and started working on the sound effects. I also decided that I won’t do background music because I personally hate that in apps because if I get ready, I don’t want a loop of music; I want my playlist chosen by my mood. So it’ll be a sound when you click on the home button and a sound if you click on the next button (so you feel a little proud and have a happy moment and a motivation to do the next step). I will do the next screens now, and every time you select an item or whatever, it will subtract time for everything (brushing your teeth minus 3 minutes, putting on clothes 10 minutes …). So happy that it works, and hope you like the design with the next button. Thanks for reading <3
Okay, so I fixed the sound (it took pretty long, but in the end it was just that the site loaded too fast). And I also changed the sources in the whole project, yk, so now everything works. That little piece of ../ is really annoying me because of all the GitHub stuff and the file structure, but I want to keep it structured so people can really understand my repo and yes, pretty productive day and we now can officially start working on the next sites where you choose your bag, your clothes, etc. Thanks for reading. <3
Okay, so I made a video for the README and promoting and stuff because presentation matters… (I genuinely can’t hear it anymore), but yeah, I also made the next site (it is completely white at the moment now, but like, it changes the site correctly, and my JS with all the sound effects works). I also researched a little on how to make push notifications, but everything seems a little complicated, but if it’s complicated, I still have to do it, but maybe it gets easier because everything is based on HTML, CSS and JS and just converted. Idk I have to do more research. If you know something: please leave a comment! Thanks for reading <3
I made a banner for the README, and I started working on the next site. I am sooooo happy because you now can really see where we are going and what my vision is. The third site is static right now, and only the home button (and the next button if a next site would exist). I also want the elements to change colour when you click on them, but yeah, I think it looks pretty cool, and as always: I need feedback; write me on Slack or leave a comment! Thanks for reading <3
I am sooooooo happy because now the selected and deselected mode AND the math work (it selects and then removes 5 minutes from your starting time, and when you deselect it, it adds 5 minutes). Btw, do we think 5 minutes for finding a bag is enough (not the stuff inside, just the empty bag, but I myself always need so long, especially in the morning), and I also changed the CSS so it looks good while selecting and while deselecting, and yeah, I may change the time if you say less or more, but then this screen is finished. Soooo happy because I always work with a lot of files, which is really confusing for me, yes, but so I only have short amounts of code and can debug really well! Thanks for reading <3.
So I kind of feel like flying because you can see the results so fast! I just made the next screen (not the JS, just the styling and the graphics, but I mean), and I think it looks sooo good (please tell me if I am wrong)! We now have keys, money, a phone, a charger, writing stuff, a passport, lip balm, earphones and chewing gum. Is there anything else I should add (something super duper important that needs to be in your bag)? Oh, and I also made it scrollable, and everything matches the pixel vibe! When you say that there are enough items, I’ll do the JS, and btw, I tried to make it for all kinds of events ( a passport for travel or writing stuff for college or school…). PLEASE GIVE ME FEEDBACK, and thanks for reading <3
It was quite a struggle doing the JS and the whole styling (I added more items, and the whole layout was suuuuper bad when selecting an item). And when we are talking about selecting, it works!!! I made a selection mode and timed every item. I also added a local storage system on this and the site before. That system basically saves numbers, and at the end the app can read these numbers and tell you, when you planned your event, you wanted this jacket… Like, it doesn’t work, but that’s kind of the plan, and I also spent a lot of time on that (thanks to YT, I managed to do it, and to be patient, ~~that’s basically a lie). I also worked on the README more because I always write pretty long ones, but this will be longer (I really try to keep it short, but there is so much to explain). As already said, I added more items, but if you have more: Tell me and I’ll add it. Right now we have keys (5 min), money (5 min), a phone (1 min), a charger (3 min), writing stuff (5 min), a passport (7 min), lip balm (1 min), earphones (6 min), bubble gum (2 min), food (10 min), random bag stuff (yk stuff that is in every bag and kind of stays there) (2 min), books (8 min) and tech stuff (yk laptop or iPad) (7 min). The time for every item stands in the () and please tell me if you think that this is too much or if I should add more. Thanks for reading <3
Ofc you expect something big now; I mean, 3 hours come onnnn. Nah nah, in 3 h I build a 15 px x 15 px square. Sureeee. My patience is actually killing me, but never mind. I added the weather application to my project (I mean that little gif next to the heading). When you click on it, it opens the weather for today and for the next 6 days (y’know, if you are planning your outfit, you need to know if it’s cold or warm…). That works with summary and such stuff. Never heard of it and don’t really get it, buttttt it works, and that thing made its way into my brain (but I’ll never work with it again). I’ll start working on the clothes now (yk graphics …). If you have any wishes for that, tell me, please! Right now it is the plan to add a feature where you can leave yourself a note to help you find that exact piece, a t-shirt, a sweater, a long shirt, a top, a skirt, shorts, jeans, a long skirt, a dress, high heels, sneakers, basic shoes, autumn boots and, ofc, winter boots. Thanks for reading <3
Finally the layout for this site is finished. It was quite a struggle and took super long for just 3 div containers, but I think it was so worth it. I know, I know the graphics for the clothes are not perfect, and we need more items, but I can change that later. Now the whole thing needs to work with the JS and such stuff. I still need to do some more sites with stuff to add, and then it’s time for the really hard part: getting everything out of local storage, building in a timer, showing your personal notes … We aren’t even there, but don’t demotivate ourselves now, and I’ll just keep working and giving my best (squeezing every bit of time I have in!) Thanks for reading <3
I made the JS for the clothing site! Now I only need to do the styling with CSS and the notes feature. The notes feature is for yourself (so you can help yourself with notes like the blue shirt from my sister, or so you can specify which piece you want to help yourself with in the next morning) I also need to improve some little details (pretty time-consuming, but I always love details, and I’ll keep adding them). I also made another APK for testing, and it looked sooo good on my phone. Thanks for reading <3
I really gave my best, guys, and I haven’t finished. But today I’ll just work on the README more because the styling of that was pretty tricky, and I really struggled with that moving cloud thing, but I think it is such a cute feature. I think I won’t do an edit and delete button, yk. Just resave it and then it updates. That’s enough because I am sick today, but that won’t keep us from working, and I give my best on the README now. Love the new stardance update, btw, and thanks fro reading <3
The clothes site is finished!!! I am so happy and also a little bit proud because this site has pretty cool mini features that are supposed to help you as much as you can. You now can select your outfit for the event, and while doing so, check the weather or leave your future self a note. The weather gets your location automatically and also shows for the next 6 days so you can actually plan for events that aren’t tomorrow. I also love that little cloud hidden feature, and I already started working on the last site for the normal mode: the extra time screen. Here you can choose extra time for stuff like brushing your teeth, doing your hair, or eating something. After this site we will do the screens that tell you what to do with a timer, etc. We are a little bit short on time, so I really have to lock in on the weekends because stardance is only 2 weeks (I know it is a little bit more, but I may be able to squeeze in a super small project). So the plan is to finish the screen this weekend with the extra time and to finish all the other screens until the upcoming Friday. That should make it possible to do the fast mode on the weekend (I probably will need longer for that, but yk). So yeah, that is basically the plan and thanks for reading <3
Okay, so we are one day behind schedule, but that shouldn’t be such a big problem (had other coding stuff to do, not for any ysws). I made the extra time site where you can get extra time for eating, showering, doom scrolling, hair styling, makeup, teeth brushing, and cleaning, as well as a buffer where you can get 10 minutes to stay safe. I also made the super hard and complicated JS part that made me crash out that gets you back to the site that you were on when you close the app. Now it is time for the screens that tell you what to do! Thanks for reading <3
So I can finally work now (still sick, but at least I can type), so here we are. I made the so-called 0-screen that tells you your getting-ready-start time, and as you can see, it already works. That means my JS actually saves everything in local storage and gets it out of local storage! Super duper proud because I am normally so bad at JS. Hope you also like the design of the start button. I’ll work on the next site now (this is the hardest because once I get that site, all the others will work kind of the same)! Thanks for reading <3
Uhhh, the first actual mode site is finished (the animation is 100% made from me, tell me what you think). It is a pretty simple site that tells you to go to your wardrobe, and the site also has its own next button style. Pretty simple, but yk, I just love details. I also force myself to work as much as I can today because I don’t have school. Giving everything and thanks for reading <3
Well I am actually kinda dying but I mean the next site now has it’s own design ,an open closet (the clothes are coming soon they will be like the ones when you choose on a hanger yk) and I already started working on the JS for the note taking thingy ,now we need to display the note that we left ourselves (it is going to be in the green box) and we got the styling for the Next button for kinda the next sites. Btw do we think packing our back is the last thing to do (In my opinion yes but idk what do YOU normally do). I don’t think that I’ll do more today. Please help me with your opinion in the comments. Thanks for reading <3
Omggggg, I think I am obsessed! I mean, just look how cute this looks, with all the details and the working note thingy and the WORKING JS that gets everything out of local storage and in local storage, that moves the items to their places and even displays your note (or the little note from Mira if you forgot to write one). This was such a struggle, but I mean, it works. Now we only need a little timer at the top to remind you of the time (I try to do it tonight, but there’s a lot of school, yk), but when this is done, we have kind of the base for all the other sites. We are sooo behind schedule, but let’s just ignore that. Please give me feedback on what you think (it is super-duper okay if you dislike it; sometimes my taste is a little bit off). Btw, the numbers are negative because I skipped the preview questions. Thanks for reading <3
Yayyyy I finally did it and added a timer (it also changes the time proportional to the clothes you selected based on their time). And I also worked on my README wich is (as always) so much work but let’s do it! I also set up the next site which is super plain at the moment but at least the JS to that site works. I also setted up notification but they don’t work in the apk because my coverter does not support that. Any simple ideas (everything online I found was way to complicated and like I just want a simple notification). Buttt I may add a vibration when the timer is done so you notice it more. Any ideas in the comment and thanks for reading <3
Heyyy I actually have kinda a big update! (Sr for not being active had to do #sticky-ysws ) but now we offically have the changing site to the extra site,the custom charachter,thecustom heading,the custom paper and the super duper cool checkboxes. Styling them was pretty hard but I mean it was soooo worth it. I just love the little blue (idk the english word lolll) and everything. And yesss I’ll do the JS that they only show when you have as many extras and stuff and there will be custom text to your task. So it will be like a custom text writing thingy. Yk like you actually wrote a to-do list. ALso don’t tell me about the grammar I ‘ll change it okayyyyy. And now because you are a super true one and read until here you will go here: ( https://253-mathilde.github.io/Get-ready-app/ ) and star my repo!! Thank you sooo much for that. I’ll give my best and I hope you like the to-do note thingy idea! Thanks for reading <3
And boom the extra task site is finished. I am sooo overjoyed I mean look how it turned out and the JS is already working and these little checkboxes just look adorable. I also love the font just everything wowwww. We won’t talk about the JS because that was such a hustle but let’s just ignore that. We now have the dressing screen and the extra task screen. Next thing is the bag grabbing screen and then it is time for the stuff that goes in your bag. These are just 2 screens plus some pretty easy ones like finishing screen and stuff and these will be mostly html and css so now more local storageeeeeee. And yeah I almost forgot: I did add a little timer again and yeah I would love it if you could starr my project on https://253-mathilde.github.io/Get-ready-app/ and thank you for staying with me so long this project is now active for about 33 days and we are close to hitting over 500 commits and actions. Thanks for reading <3
Okay so I upgraded my README because this now makes it possible to like read in your flow without searching 100 years fot that exact part. I also started working on the animation for the bag grabbing site but I don’t want to tell you too early because this animation is actually killing me (my WIFI stopped working about 10 times) but yeah what do we think about this upgrade in the README (there will be about 8 of these unfolding idk-how-to-call-them-things). As always please leave a star https://github.com/253-Mathilde/Get-ready-app .Thanks for reading<3
I cannot believe it. You need to wake me nowwww. The last site for the actual mode is finished (we only need the “winning screen” and, of course, the fast mode now). This literally means that we coded 13 sites. Each of these screens has its own code and stuff and the animation with the bag grabbing… In my opinion it looks great, and even the JS already works on both sites, and the heading changes on the one site (from “Grab your tote bag” to “Grab your backpack,” for example), and yeah, what can I say, I’ll try to do the finishing animation today (I have a lot of homework, so I would have started the fast mode, but yk). It is only the fast mode, one screen, and a README until we finish (sounds long, but it isn’t because this is about a week, and this project has gone for 37 days now, so yeah). It would really help if you starred on my project and appreciated my longgggggggggg working progress https://github.com/253-Mathilde/Get-ready-app . Also please leave feedback ! Thanks for reading <3.
Okay, so I am giving my best on the finishing screen. Ik ik, the button is not correct, and there will be more things, but I wanted to know what you think of the vd before I continue working on it. Please leave a comment! Don’t forget to star ( https://github.com/253-Mathilde/Get-ready-app ) and thanks for reading <3
Sooooooo I finished the finishing site :) . This is where we are at now, and I think it is good? Kinda perfect too? A little bit unsure about that at the moment, so as always, feedback is welcome. I also started working on the fast mode (the button works, and I started working on the design). And yesssss, I know it looks pretty bad right now, but I hope you can see the vision because this also has a different colour theme because of the different stress levels (yes, the colours aren’t chosen randomly,colour theory is a REAL thing). Also, I’m pretty sure no one will read this because who is here after 42 days? But please start at GitHub and tell me if you want to get in the README, and when we are talking about the README. I also upgraded that, so now you know I made it. Here is the link: https://github.com/253-Mathilde/Get-ready-app , and thanks for reading <3
So I worked a little bit, and now we only need 2 more screens and the README. Please ignore the drawing in the vd this is just to save my location because it stands in the weather application. As you can see, I made the dressing screen with the actual weather to dress like you needed, and I added a screen with a timer for your hair. I am currently working on the screen that tells you to brush your teeth, and then we will need the screen that helps you with your bag. And of course the finishing screen. I am working on the README while doing all of that, so yeah, school is killing me, but at least we have a break in 2 weeks. Thanks for reading and staying with this project <3
Woahhhh guys, I now officially can say that the sites are done. We just need the .apk signed (should I also do an Apple version? Please tell me in the comments) and a README plus some graphics for, like, “presentation matters”. Just so you can get it: this project is now active for 48 days, and even though I love it and everything, it is really draining me. I coded the last sites and fixed the JS, so now we won’t have negative numbers. I went through all 20 HTML files for grammar, and I also went to the JS for the notification grammar. Any wishes, ideas or things you absolutely hate in the comments!! I still cannot believe that we are here, and thanks for reading <3 FOR ALL THE PEOPLE THAT ACTUALLY READ THIS AND STAYED FOR ALL THESE DAYS: I CANNOT THANK YOU ENOUGH!
I now offically can say: We got our first ever release on github (currently unsigned) and we may ship until monday. There are some small bugs I still have to fix but I am working as fast as I can and alone the fact that the github workflow works is just awesome. As you can see I upgraded the README and really gave my best. Ik I may change some pictures in the galerie and add another text but it is mainly finished. I think that we can actually pull that of!! We are now active for exactly 50 days,have 721 commits on github and over 500 deployments. I never builded an app and just feel sooo proud right now. For the apple version: There may be one in the future but I currently do not have an apple license so that won’t work. We’ll see about that then when I got my rating in and see how much people like this. Thanks for reading <3 and check it out in real life at https://github.com/253-Mathilde/Get-ready-app/blob/4bd1e18a9797cce640851d943a61a1cf5060b6c8/README.md and leave a star :)
So I will not lie—this was such a pain. But guys, the app sends notifications (with a custom icon), is signed, and is finally released on GitHub (discussion is already open for bug report), and the Google application is sent. The workflow is flowing as smoothly as hell, and the app is working in fullscreen with no mistakes in the UI. This took wayyyyyyy longer than these 40 minutes, but I am just happy that it works. I will not ship because the Google application is still in the queue. This application is important because without it you need to go to your settings and then turn off a feature, then install the app and scan it. So you know this is not a virus, but people won’t install it because I said, “Just trust me.” …..I am super proud and also upgraded the README(there will be an instructions part too, but I have to do school and want to get some sleep). Thanks for reading <3
Guys, it is time to ship (just worked a little bit more on the README) this is the last devlog for the first-ever version! Thank you all for staying through the whole process. I hope this app helps some people and is actually useful. Thanks soooooooooooooooooooooo much for these 52 days <3
Ships:
You do not need to install anything to rate. You do not need to be an android user. The README is full of information and screenshots that show the app in action. So first of all: This project is and was hugeeeee for me personally.I worked on it for about 51 days and made over 700 commits. I never really coded such big projects before stardance and I never coded an actual app in my life. All the graphics were made by me and I gave my best with storytelling (I wrote a devlog about every 2 hours). I really gave my best and poured my soul in here so I am really, really asking for GOOD feedback. That means giving actual tips, reporting bugs because there are ones not because you were too lazy to read the instructions. There are instructions in the README but I’ll also write them here for you. So what is prête: Prête is a PWA which means I coded everything in HTML, CSS and JS just like a website but transformed it into an app. If you want to do something like that → check the README. If you want to not install the app but still want to rate it → check the README. It is a get-ready-app that helps you to reduce stress for the future or to leave the house in a rush without stress. It tells you what to do and has things like weather (automatic location response),notifications,last index memory (only when closing completely!!) and much more. This is the first ever version of it and as you have read it was a long way but I am open to make it even longer! Bug report is open on github and I am also open to more ideas and wishes. The problem that I had: I always felt stressed while leaving,forgot stuff and startetd with a bad mood in the day or even in an event. I was always grumpy before even arriving. I just couldn’t remember everything and I felt really demotivated. I tried everything:apps that remind you with notifications, to do lists and post it. Nothing worked. I really sat down and thought about what you ACTUALLY needed. The installation: It is pretty simple: Scan the QR-code below or go to the Releases in the repo. Download the version which is marked with the green icon “Latest”. Download it and go to your files (there is a chance that your phone asks you before that if you want to install it ,if that happens just click yes). When you are in the file manager just click on it and then install. There may be a malware scan but then you are in. Open the app and click on the allow button when the app asks you to send notifications. Everything is pretty self-explanatory and Mira will tell you what to do but you never know: Choose the mode you want to use and do as Mira tells you. Please notice that the fast mode has no configuration and just gives you a task and a time. When you are using the actual mode follow the instructions and type in your times. After that choose a bag and then your bag stuff. You can scroll down on the bag stuff site to see more options. Now you should be on the clothing site: Select your outfit (scroll to the left in each row to show more clothing options). Click on the little cloud at the top to show the weather for today and next week. Click on it again to close it. Click on the little book to open the notes feature. Click in the pink area and start typing. To close the keyboard press ENTER and hit the save button. Click on the little book to close the notes feature. Continue your configuration and again: scroll down to show more options. You now reached the changing screen. Follow the instructions (close the app etc.). When you restarted the app just follow Mira. As you can see it is super simple. A superrrrrrr good explained version is in the README and for those who hate reading: there is a vd which you can watch instead!! Please report bugs on github and not in your rating (so I can fix them as fast as I can) and maybe star the repo. Thanks sooo much for staying with me through this long way and supporting me: @amateur_tech_guy @Makkonen @nokira @madzia @OrangeJuice...
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1793047955.7569633
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1793134355.7569633
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68673
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Site by @mihai980965 | Stardance
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mihai980965
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1
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10.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T18:36:33Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website that tells me all my qualities and hobbies. The hardest thing was to make the scripts in java and make those boxes because I didn’t know at first and I had to look up for the informations. I used AI just for documentation, not for scripting. I’m proud that I took the project to the end and managed to make a pretty good code. At the end you will have a surprise.", "repo": "https://github.com/mihai980965/upgraded-journey", "demo": "https://mihai980965.github.io/upgraded-journey/"}]...
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[{"post_id": 79111, "ts": "202 [{"post_id": 79111, "ts": "2026-10-12T18:31:42Z", "hours": 10.2436, "text": "I am working on my first site ever"}]...
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Title: Site by @mihai980965 | Stardance
Devlogs:
Title: Site by @mihai980965 | Stardance
Devlogs:
I am working on my first site ever
Ships:
I made a website that tells me all my qualities and hobbies. The hardest thing was to make the scripts in java and make those boxes because I didn’t know at first and I had to look up for the informations. I used AI just for documentation, not for scripting. I’m proud that I took the project to the end and managed to make a pretty good code. At the end you will have a surprise....
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1793155863.3151221
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1793242263.3151221
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524
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Car Game by @Mihai | Stardance
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Mihai
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2
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78.0
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1589
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T19:17:46Z", "hours": 27.0, "multiplier": 19.23, "payout": 622, "blessing": "neutral", "text": "So, this is the new version of car gaim!!! There is a new map, much more optimized, together with settings and a linux build to improve accessibility. There are 3 races together with a free drive mode on the main map. Change log: -New map -3 new races -Settings -New UI/Hud -Racing line -Driver models and reactions -Driving Surfaces -New sounds (shifting, high speed, crash etc.) -Speed effects -Improved car model and textures -Small AI improvements -Loading Screen -New Crash system: three crashes or a big crash and you’re out of the race -Optimization -Partial controller support -Small destructable objects on the map The biggest challenge was finding time to still work on the game and also bring significant improvement. The time restrain allowed me to focus on the necessary and I really feel the game is in a better place now. Technically this update is much smaller than the first release (it’s obvious) but interconnecting all the systems in one product was a real hassle, especially with the UI, as Unity UI is a bit janky. Notes for testers: I found a region with very bad fps spikes, for which I haven’t found the cause for. Thankfully its only a small part of both races, and a small part on the map overall. There is partial controller support, menus haven’t been tested properly, but driving works. There is a Linux build, but it wasn’t tested, any notes about that are welcome. Download available on itch.io", "repo": "https://github.com/Telea-Mihai/Car-gaim", "demo": "https://github.com/Telea-Mihai/Car-gaim/releases/tag/V0.0.2"}, {"ship_num": 2, "ts": "2026-09-10T19:52:13Z", "hours": 51.0, "multiplier": 15.73, "payout": 967, "blessing": "neutral", "text": "This is a small NFS inspired car game demo. It’s a project to test my technical abilities in Unity. It features custom made vehicle physics based on Unity’s built in wheel colliders and a custom easy to use solution for racing ai. Besides that, it is (in some small predetermined angles) a fairly good looking game, with a little bit of style. The game uses Unity’s HDRP render pipeline for its graphics, together with some screen space reflections and reflective materials, the game gets to look fairly good, especialy in the low light enviorment it’s set in. The car physics are in a sim-cade style. The car can still do crazy steering at high speeds, and its very easy to rotate it, but understeer and oversteer can still occur, besides that, the car is not limited in any way when it comes to external forces that can imbalance it, hit a curb at a high speed and the car can go flying. The biggest challenge was the racing AI. First of all it was hard to make a car know how much to steer to go from point A to point B. After that, it was fairly simple right? Just sample some point from the road spline and follow them. But curves exist, and for that you need to calculate the right speed to go trough it so that it wont crash. Then, the car was driving very inefficiently, following the middle of the road, so what followed was a long quest of making a racing path generator, in which I succeeded (with the help of AI). Then came obstacle avoidance, making the car not seem just like a train following a predefined track. If necessary the car will go off track to avoid obstacles and it’s aware of cars around it and will try to keep the distance. There is also a system that predicts collisions with other cars (for example if a car in front is cutting in front of it, it can predict that will happen and brake). This is all theory but it still works in game, sometimes. Another hard part was building a city. I had no prior experience in making games that aren’t made out of just basic cubes and shapes, so it was difficult to find assets and other stuff to populate the city. Then also came the point of how much detail should I even add and many other factors that in the end made me make the hard decision of making just one race in order to not break the illussion of a semi believable city. I’m very proud of how it came out, alltough I have so many ideas about how I can make it grander and better, but i currently don’t have the time to do so. I hope to come back in the future and actually make a cool metal-rock and boost infused racing game like NFS Most Wanted, but it has to wait. For those who want to play test the game. Currently there is only a windows version for the game, and it can also be pretty demanding in terms of GPU (Basically, I think it needs a dedicated GPU, I have a rtx 3050 4gb laptop GPU and it runs fine). There is a simpler driving demo scene which is just white terrain with some roads, that maybe will fair better with lower end hardware.", "repo": "https://github.com/Telea-Mihai/Car-gaim", "demo": "https://github.com/Telea-Mihai/Car-gaim/releases/tag/V0.0.2"}]...
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[{"post_id": 79112, "ts": "202 [{"post_id": 79112, "ts": "2026-10-12T18:32:02Z", "hours": 5.6664, "text": "This has been a big push to finish the new version of the game. Together with a linux build the new version brings a new map, new UI, racing line, settings menu, AI-improvements, optimization, driver models, 3 new races, a loading screen, and a start race “screen”. Specific for this devlog, the settings menu, with three graphical presets, a loading screen and a start race screen. Two new races. Small map additions (some houses and parked cars, and physical objects incld cones and barriers that you can hit). Bug fixes across the board. A big challenge for this was the data transition between scenes and settings saving. And I used player prefs to save settings, and some simple static objects to transfer info between scenes. Overall what I have here is a nice base to start building a campaign."}, {"post_id": 78111, "ts": "2026-10-09T16:17:50Z", "hours": 1.0669, "text": "I made a line that shows you where to go, so you don’t need to guess anymore. It uses the baked racing path the AI uses, and passes the points to a line renderer. It also scales with speed, higher speed => line extends further, in order to help you see upcoming corners easier."}, {"post_id": 77336, "ts": "2026-10-06T16:21:09Z", "hours": 3.9394, "text": "So, there have been a few changes. There are now drivers, the cars are no longer driven by ghosts. There are procedural animations for steering using IK (it’s really not that complicated. They also look ahead and where they drive (INCREDIBLE!!!!). Besides that they also react to crashes, eating the steering wheel, cus there ain’t no airbag (poor lads). I’ve reworked the crash system, not visually but technically. You are now allowed to have 3 small crashes, they still trigger the slow motion, but they don’t end your race. Crash many more times than that, your race ends. This way you are still penalised for bad driving. There is still a one hit “lethal impact”, but that basically means going top speed into a tree to trigger. Another small addition are some more sounds, to make the driving feel even better: -Gear shifter sounds -Handbrake pull/release sounds Just a small bit of polish. Besides that there were small bug fixes, nothing notable."}, {"post_id": 76466, "ts": "2026-10-03T16:42:33Z", "hours": 2.4925, "text": "I’ve been working on a new surface system! Now I can add surfaces with different sounds and effects when sliding. I also added “rolling sounds” that play when just driving over at adequate speed. I’ve added a dirt surface, for obvious reasons. It also has something called rolling resistance. You will observe the fact that when driving over dirt with one side of the car still on the road, the car will steer towards the dirt, because of the higher resistance, and also will have as a consequence a lower top speed, also acting as a penalty for driving offroad. Besides that I also added ambient sounds, like a wind and leaves thing so that you can tell when standing still that you are in a forest :))) Last thing is I made the crashing better, no longer will any impact “crash” you but the sounds are also better, with separate sounds for high and low impact speeds. Basically a lot of polish for the game, the driving feels better, I feel like, because of it, and it also incentivises you to stay on the road, alltough the trees already kinda did that."}, {"post_id": 76168, "ts": "2026-10-02T15:41:06Z", "hours": 2.1219, "text": "I’ve been working on the HUD for the game. Really simple, but it was missing. It features a lap counter, lap timer, best lap, lap delta, position. The speed/rpm/gear cluster is the same as before."}, {"post_id": 74116, "ts": "2026-09-26T18:26:41Z", "hours": 2.6064, "text": "Speed. Speed is very important when it comes to racing, right? Well yes, but in a video game, where you sit down on a chair, static, in a room, the sensation of speed is even more important. That’s why these few hours i’ve been working on making the game feel fast . Changes have been made to the way the camera moves behind the car and in how it tracks it. Besides that, there has been a little sound work. At high speeds sounds become muffled and a wind noise can be heard. There is also the post processing i’ve been talking about in the other devlogs. Besides that, i’ve started reworking the UI, and the first element was the gauge cluster. I’ve decided to have the text physically live in the world, it reacts to the car, lagging behind or moving from side to side slightly. It also gets blurred at high speeds, because from a certain point it doesn’t matter if you’re going 150 or 200 kph, since that road barrier is still approaching you at a lethal speed, so you should probably just brake. I LOVE the way the driving turned out, and I sometimes sit for too long just driving around, so I can’t wait to get this game back to you guyz. Peace."}, {"post_id": 72697, "ts": "2026-09-23T15:05:15Z", "hours": 2.4817, "text": "The map is doneeeeeeee!!!! It’s as varied as I could make it, but you can see the different regions, and I like that. Besides that I’ve made the first race layout, and the AI just works (wowowowwow!!!!). Another cool thing I’ve added is wind, as a sound, when you go really really fast. On high speed, as I said in a previous devlog, a tunnel vision effect forms. Now, the sounds will deafen as if the ears are getting plugged, the only thing you hear clearly being the sound of the wind passing by your car. It has a really cool implementation, using a curve and some inverse lerp to sample, this way the effect is not linear and at low speed no big changes happen. Anyway, down here i’ll add some screenshots with the map, love to hear your feedback!"}, {"post_id": 70530, "ts": "2026-09-19T10:10:04Z", "hours": 2.7044, "text": "I’ve been working on the dry-ish mountain region. I’ve also added grass to the map, as you can see. For the moment I have some lighting issues in the mountain region because of the rock models, and some settings, so the dry grass there is black, but other than that it looks great and it really helps fill the map with life. Other than map work, I took some time to work on the speed feeling. In the second and third photo is how the game looks at a speed of >120km/h. The edges get deformed, pulled back, and a vignette help sell the tunnel vision illusion. Besides that, its screen shake and FOV work. Between the third and last picture you can clearly see the difference between the two states."}, {"post_id": 69662, "ts": "2026-09-17T15:00:25Z", "hours": 1.1333, "text": "I’ve put in another hour on the map. I’ve decided to split the map in multiple regions for visual variety. There is the dense forest in the first photo, followed by a low vegetation, high altitude mountain region (began working, second and third photo). Planned is also a plains-like region, a lake and i’ll see if I can fit a small town somewhere. The roads are curved and never go straight for too long, and compared to the city map, some of the chicanes here make sense. I am still thinking about how I could still have the night city here in the next demo. Maybe i’ll restore the map itself, or i’m thinking of just adding a docks area for free driving."}, {"post_id": 69151, "ts": "2026-09-16T14:16:13Z", "hours": 1.1, "text": "I’ve been messing around with assets, lighting and visual effects. I kinda like this a bit more than the city night. So for the next demo, this will be the theme. I’ve also deleted the city scene, since it was just bad in terms of performance and other stuff. Basically, my hope is that, using a forest, will help me conceal a lot more, and repetition of trees and other assets wont be as visible as in a city, thus i’ll be able to finish it faster without losing visual fidelity. Also all the assets have LOD’s for optimization!"}, {"post_id": 68725, "ts": "2026-09-15T17:01:11Z", "hours": 1.6053, "text": "So, after all the positive feedback I couldn’t just leave the project to rot. Soo, in my free time I will try to work some more on this game. So I made a little list with what to add: I will be leaving the night city behind, it’s hard to optimize. Instead I will be making a forest/mountain scene, which I think will be cool to race in. I also decided to experiment some more with the visual effects available to me, so I added flares to light sources, for now a bit excessive, but oh well. I also upped the collision particles, more smoke, sparks and debris => looks better cuz it hides the bad crash physics (maybe ???) After I am done with the forest scene, and I will make a couple races, what will follow is another ship, and then I will work on traffic followed (if finished) by another ship."}, {"post_id": 65510, "ts": "2026-09-10T18:18:48Z", "hours": 3.2097, "text": "BUILD READY!!! This is the last devlog before the ship. Alltough the game isnt in the state I would like it to be, school started and i’m in my terminal grade, so it’s a tough year ahead, so I have to shelve this project. The race is playable, its difficult in a way but its also fun. I also added a second level which is just an open map with a field and hills for you to test the driving physics and also as a lower graphical alternative to the city race. In the final hours of development I added all the basic necessary menus and fixed some bugs that I catched while testing. See you in the ship!"}, {"post_id": 64889, "ts": "2026-09-09T16:28:26Z", "hours": 3.6897, "text": "I’ve reworked a few sections of the track and tweaked the racing AI. They can now almost always finish the race unless the player does some tomfoolery. Besides that I fixed a ugly visual bug where the terrain would poke trough the road when the camera was closed to the ground. Next, I remade the speedometer, RPM indicator and Gear indicator as you can see in the screenshots. The final thing that I added is a detection of “large” crashes, alltough is inconsistent, I dont currently have ideas how to fix it right now. For now when it detects a crash it enables slowmotion for a fraction of a second just for some oomph. All that remains for me to do is UI: -Race start countdown -Race finish info -Pause Menu -Main menu And a Game Over screen for when you crash. After these additions I will ship the game, as school started and I will have to shelve it, and I dont want to miss out on the sweet stardust it can offer!"}, {"post_id": 63721, "ts": "2026-09-07T17:33:37Z", "hours": 2.8544, "text": "Soo, I made the car more believable. It has working brake lights (WOOW), and new engine sounds that make it sound more powerful, but also added something extra spice, like exhaust backfire, that is programically made, with a multitude of firecracker sounds that I then processed. Besides that I also added a turbo blow off sound. They use the simulated rpm to decide their pitch and intensity, while also considering the throttle difference and position. Last thing (visible in the last seconds of the last video), I improved the crash physics with detachable parts and deformable chassis."}, {"post_id": 62131, "ts": "2026-09-05T11:51:23Z", "hours": 2.7356, "text": "The map is done! I added some bariers with a simple shader, but I might change them soon, as I dont like the way they look. I also added a new car for the race. I’ve also done some optimzing, enabled mesh batching, and after i’m 100% done with the map I will also bake the lighting for even better performance. I’ve decided to leave out traffic for now, as its’ pretty difficult to implement and I don’t have the time, since school is starting. As a small to do list for the ship: -Main menu with settings -Start sequence -Race Timer -Ending Cutscene -Model credit list -Sounds -Maybe some music"}, {"post_id": 55154, "ts": "2026-08-26T17:03:03Z", "hours": 3.3333, "text": "I have been working on the map ever since the last devlog. There isn’t much to say as there is to show. The scene has gotten laggy with lag spikes that seem random, so I will have to investigate and see how to optimize the game."}, {"post_id": 53725, "ts": "2026-08-24T12:09:21Z", "hours": 3.5356, "text": "Alright, i’ve been busy collecting assets and making materials and collections in order to start work on the map, which I did, I started with the dock area, since I dont yet have many house models, and well, I think it’s looking pretty cool, ngl. Next up I’ll go around the track in order to detail the section most. I am using the darkness and distance as a tool to be lazy, but also optimize. No point in detailing a part the player wont see. Also in my toolset is the fact the player will be moving fast and concentrating on the road, so it won’t be necessary for me to detail every inch of the map, instead focusing on intersections and areas the player will be slow enough to notice such details."}, {"post_id": 52464, "ts": "2026-08-22T16:17:32Z", "hours": 2.1669, "text": "The really fun part has begun! Im stylizing the game. Yeah, I decided to skip traffic for now and instead get busy making my environment. First I started by making a cool night sky and lighting, i turned on some settings, and I am pretty afraid that this game wont run decent at all when Im done, but ill do optimizing later, im sure it will be fine. Im still in search of models, as modelling everything by myself is out of the scope of this little project. But it’s gonna be pretty cool looking, i believe."}, {"post_id": 51776, "ts": "2026-08-21T16:47:51Z", "hours": 1.4, "text": "Ok, i’ve worked around a bit, and decided that for the first ship I want to release ONE very good feeling race. So I wont complicate myself with tuning and other systems, it will be one car, one race. So the atmosphere will be very important. I already have the layout of the race done, it’s supposed to go trough the docks > coast > downtown > highway and then the race ends. Also I believe making this small but very polished game will lend me more experience than something that will be overly complex, as many of my game projects end up. I will start with the terrain an polishing the track to make it more interesting in terms of driving and then i’ll get started on the terrain and dock area"}, {"post_id": 51639, "ts": "2026-08-21T12:50:14Z", "hours": 5.0786, "text": "The racing AI is done. I also made a small race manager which takes the cars, aligns them in a grid and then starts a countdown. It also keeps trak of the position and lap-times, but there is no UI for that yet. I also started working on the Map for the demo, i’m still debating how big the demo will be, but probably it’ll be a few races. After I have a small map layout, i’ll get started on the traffic AI, and move on from there. Im still trying to get the hang of this road tool I am using, and also getting the road dimensions right, but we’ll see."}, {"post_id": 49190, "ts": "2026-08-17T20:37:34Z", "hours": 3.1403, "text": "I’m very happy with the racing AI, while it’s not perfect and cannot avoid everything, like a wall in the middle of the road, I dont think that will be the case like ever. It can avoid other cars, either static or not and it uses a basic prediction to determine if it’s on a collision course with another car and act accordingly. Also, for the path, as you could see from the beggining of the video, the path was already backed based on the road. The car then only decides when to brake and steer based on that path. Next up i’ll make a demo race with multiple racers and position marking and stuff and then get started on the map."}, {"post_id": 47417, "ts": "2026-08-15T10:44:33Z", "hours": 5.6383, "text": "Alrighty, I decided to actually use my brain and came to the conclusion to instead bake the racing paths, instead of just having them create one at runtime. I made a small unity tool, I just place the checkpoints, click bake and a racing spline gets generated. If you look real close, you can see that the line follows an outside-inside-outside path for steering. Now that I have this, I will work on the racer Ai itself. First I will make it follow the track with optimal speed and then teach it to avoid obstacles, other cars and then even overtake."}, {"post_id": 45697, "ts": "2026-08-12T11:00:48Z", "hours": 3.2739, "text": "Okk, I feel like i’m getting close. As you can see, the car now tries to build a racing line, this is all in real time. While its still not perfect, I feel like I am getting close. There are still some bugs related to the pathing on the road that I will have to fix, but overall its very good. The system works by identifying an apex. The geometrical apex is considered in this case the point which has the biggest angle difference compared to its neighbours. Now, after it identifies the apex, it grabs all points leading to the apex, and shifts them to the outside, before starting to shift them to the inside towards the apex, all using a sine wave based lerp in order to get a nice arc. While this system is good, I feel like the driver script that is responsible with making the car follow the points is kind of goofed, so i’ll look into that."}, {"post_id": 45184, "ts": "2026-08-11T14:37:35Z", "hours": 6.5986, "text": "Racing ai, thats all I’ve been doing. It works fine-ish, i feel like Im close but it still overshoots, but I have some ideas on how to fix it."}, {"post_id": 3583, "ts": "2026-06-06T16:13:53Z", "hours": 4.5958, "text": "I have been working on making racing ai for the game. As a small intro, i have worked on this project before, and what I got is a working car controller, and dialed in physics to something I like how it feels. The ai represented a difficult problem. If I want this to be open world, and for there to be police chases, I needed the NPC car to be able to go offroad, so basically, of a set path. There would be the option to make a hand tailored map and even for the offroad sections to be counted as roads, but that would be hard for one developer to do and test, so I opted for this. When the car is not on a road network, it fallbacks to the built in navmesh system in unity. It then uses it to calculate a path as a list of point and then drives between them. On the road, we just need to sample points from the spline of the road and then drive between them. The hard part was this driving part :D While it might seem simple, just point the car to the next point, and then have it move forwards, there is much more nuance to this. First, the NPC car should behave just like the player car, it should have the same turn angle, and thus I must now convert a simple direction into a steering angle. Another difficult part is when racing. I can’t just have it accelerate always, the car must brake when a sharp corner is coming up, and for really tight one, maybe even drift. So how do you do that? Well, i dont know yet, this past 4 hours I have been working on the same script and same section trying to figure that out. I really hope that next devlog I can come with a solution, but i cant promise anything. My plan is to calculate the curve of the upcoming curve, and then somehow spit out a good speed for that, but there are a lot of factors to account for, like the grip of the car and actual speed, distance to corner etc."}]...
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Title: Car Game by @Mihai | Stardance
Devlogs:
I Title: Car Game by @Mihai | Stardance
Devlogs:
I have been working on making racing ai for the game. As a small intro, i have worked on this project before, and what I got is a working car controller, and dialed in physics to something I like how it feels. The ai represented a difficult problem. If I want this to be open world, and for there to be police chases, I needed the NPC car to be able to go offroad, so basically, of a set path. There would be the option to make a hand tailored map and even for the offroad sections to be counted as roads, but that would be hard for one developer to do and test, so I opted for this. When the car is not on a road network, it fallbacks to the built in navmesh system in unity. It then uses it to calculate a path as a list of point and then drives between them. On the road, we just need to sample points from the spline of the road and then drive between them. The hard part was this driving part :D While it might seem simple, just point the car to the next point, and then have it move forwards, there is much more nuance to this. First, the NPC car should behave just like the player car, it should have the same turn angle, and thus I must now convert a simple direction into a steering angle. Another difficult part is when racing. I can’t just have it accelerate always, the car must brake when a sharp corner is coming up, and for really tight one, maybe even drift. So how do you do that? Well, i dont know yet, this past 4 hours I have been working on the same script and same section trying to figure that out. I really hope that next devlog I can come with a solution, but i cant promise anything. My plan is to calculate the curve of the upcoming curve, and then somehow spit out a good speed for that, but there are a lot of factors to account for, like the grip of the car and actual speed, distance to corner etc.
Racing ai, thats all I’ve been doing. It works fine-ish, i feel like Im close but it still overshoots, but I have some ideas on how to fix it.
Okk, I feel like i’m getting close. As you can see, the car now tries to build a racing line, this is all in real time. While its still not perfect, I feel like I am getting close. There are still some bugs related to the pathing on the road that I will have to fix, but overall its very good. The system works by identifying an apex. The geometrical apex is considered in this case the point which has the biggest angle difference compared to its neighbours. Now, after it identifies the apex, it grabs all points leading to the apex, and shifts them to the outside, before starting to shift them to the inside towards the apex, all using a sine wave based lerp in order to get a nice arc. While this system is good, I feel like the driver script that is responsible with making the car follow the points is kind of goofed, so i’ll look into that.
Alrighty, I decided to actually use my brain and came to the conclusion to instead bake the racing paths, instead of just having them create one at runtime. I made a small unity tool, I just place the checkpoints, click bake and a racing spline gets generated. If you look real close, you can see that the line follows an outside-inside-outside path for steering. Now that I have this, I will work on the racer Ai itself. First I will make it follow the track with optimal speed and then teach it to avoid obstacles, other cars and then even overtake.
I’m very happy with the racing AI, while it’s not perfect and cannot avoid everything, like a wall in the middle of the road, I dont think that will be the case like ever. It can avoid other cars, either static or not and it uses a basic prediction to determine if it’s on a collision course with another car and act accordingly. Also, for the path, as you could see from the beggining of the video, the path was already backed based on the road. The car then only decides when to brake and steer based on that path. Next up i’ll make a demo race with multiple racers and position marking and stuff and then get started on the map.
The racing AI is done. I also made a small race manager which takes the cars, aligns them in a grid and then starts a countdown. It also keeps trak of the position and lap-times, but there is no UI for that yet. I also started working on the Map for the demo, i’m still debating how big the demo will be, but probably it’ll be a few races. After I have a small map layout, i’ll get started on the traffic AI, and move on from there. Im still trying to get the hang of this road tool I am using, and also getting the road dimensions right, but we’ll see.
Ok, i’ve worked around a bit, and decided that for the first ship I want to release ONE very good feeling race. So I wont complicate myself with tuning and other systems, it will be one car, one race. So the atmosphere will be very important. I already have the layout of the race done, it’s supposed to go trough the docks > coast > downtown > highway and then the race ends. Also I believe making this small but very polished game will lend me more experience than something that will be overly complex, as many of my game projects end up. I will start with the terrain an polishing the track to make it more interesting in terms of driving and then i’ll get started on the terrain and dock area
The really fun part has begun! Im stylizing the game. Yeah, I decided to skip traffic for now and instead get busy making my environment. First I started by making a cool night sky and lighting, i turned on some settings, and I am pretty afraid that this game wont run decent at all when Im done, but ill do optimizing later, im sure it will be fine. Im still in search of models, as modelling everything by myself is out of the scope of this little project. But it’s gonna be pretty cool looking, i believe.
Alright, i’ve been busy collecting assets and making materials and collections in order to start work on the map, which I did, I started with the dock area, since I dont yet have many house models, and well, I think it’s looking pretty cool, ngl. Next up I’ll go around the track in order to detail the section most. I am using the darkness and distance as a tool to be lazy, but also optimize. No point in detailing a part the player wont see. Also in my toolset is the fact the player will be moving fast and concentrating on the road, so it won’t be necessary for me to detail every inch of the map, instead focusing on intersections and areas the player will be slow enough to notice such details.
I have been working on the map ever since the last devlog. There isn’t much to say as there is to show. The scene has gotten laggy with lag spikes that seem random, so I will have to investigate and see how to optimize the game.
The map is done! I added some bariers with a simple shader, but I might change them soon, as I dont like the way they look. I also added a new car for the race. I’ve also done some optimzing, enabled mesh batching, and after i’m 100% done with the map I will also bake the lighting for even better performance. I’ve decided to leave out traffic for now, as its’ pretty difficult to implement and I don’t have the time, since school is starting. As a small to do list for the ship: -Main menu with settings -Start sequence -Race Timer -Ending Cutscene -Model credit list -Sounds -Maybe some music
Soo, I made the car more believable. It has working brake lights (WOOW), and new engine sounds that make it sound more powerful, but also added something extra spice, like exhaust backfire, that is programically made, with a multitude of firecracker sounds that I then processed. Besides that I also added a turbo blow off sound. They use the simulated rpm to decide their pitch and intensity, while also considering the throttle difference and position. Last thing (visible in the last seconds of the last video), I improved the crash physics with detachable parts and deformable chassis.
I’ve reworked a few sections of the track and tweaked the racing AI. They can now almost always finish the race unless the player does some tomfoolery. Besides that I fixed a ugly visual bug where the terrain would poke trough the road when the camera was closed to the ground. Next, I remade the speedometer, RPM indicator and Gear indicator as you can see in the screenshots. The final thing that I added is a detection of “large” crashes, alltough is inconsistent, I dont currently have ideas how to fix it right now. For now when it detects a crash it enables slowmotion for a fraction of a second just for some oomph. All that remains for me to do is UI: -Race start countdown -Race finish info -Pause Menu -Main menu And a Game Over screen for when you crash. After these additions I will ship the game, as school started and I will have to shelve it, and I dont want to miss out on the sweet stardust it can offer!
BUILD READY!!! This is the last devlog before the ship. Alltough the game isnt in the state I would like it to be, school started and i’m in my terminal grade, so it’s a tough year ahead, so I have to shelve this project. The race is playable, its difficult in a way but its also fun. I also added a second level which is just an open map with a field and hills for you to test the driving physics and also as a lower graphical alternative to the city race. In the final hours of development I added all the basic necessary menus and fixed some bugs that I catched while testing. See you in the ship!
So, after all the positive feedback I couldn’t just leave the project to rot. Soo, in my free time I will try to work some more on this game. So I made a little list with what to add: I will be leaving the night city behind, it’s hard to optimize. Instead I will be making a forest/mountain scene, which I think will be cool to race in. I also decided to experiment some more with the visual effects available to me, so I added flares to light sources, for now a bit excessive, but oh well. I also upped the collision particles, more smoke, sparks and debris => looks better cuz it hides the bad crash physics (maybe ???) After I am done with the forest scene, and I will make a couple races, what will follow is another ship, and then I will work on traffic followed (if finished) by another ship.
I’ve been messing around with assets, lighting and visual effects. I kinda like this a bit more than the city night. So for the next demo, this will be the theme. I’ve also deleted the city scene, since it was just bad in terms of performance and other stuff. Basically, my hope is that, using a forest, will help me conceal a lot more, and repetition of trees and other assets wont be as visible as in a city, thus i’ll be able to finish it faster without losing visual fidelity. Also all the assets have LOD’s for optimization!
I’ve put in another hour on the map. I’ve decided to split the map in multiple regions for visual variety. There is the dense forest in the first photo, followed by a low vegetation, high altitude mountain region (began working, second and third photo). Planned is also a plains-like region, a lake and i’ll see if I can fit a small town somewhere. The roads are curved and never go straight for too long, and compared to the city map, some of the chicanes here make sense. I am still thinking about how I could still have the night city here in the next demo. Maybe i’ll restore the map itself, or i’m thinking of just adding a docks area for free driving.
I’ve been working on the dry-ish mountain region. I’ve also added grass to the map, as you can see. For the moment I have some lighting issues in the mountain region because of the rock models, and some settings, so the dry grass there is black, but other than that it looks great and it really helps fill the map with life. Other than map work, I took some time to work on the speed feeling. In the second and third photo is how the game looks at a speed of >120km/h. The edges get deformed, pulled back, and a vignette help sell the tunnel vision illusion. Besides that, its screen shake and FOV work. Between the third and last picture you can clearly see the difference between the two states.
The map is doneeeeeeee!!!! It’s as varied as I could make it, but you can see the different regions, and I like that. Besides that I’ve made the first race layout, and the AI just works (wowowowwow!!!!). Another cool thing I’ve added is wind, as a sound, when you go really really fast. On high speed, as I said in a previous devlog, a tunnel vision effect forms. Now, the sounds will deafen as if the ears are getting plugged, the only thing you hear clearly being the sound of the wind passing by your car. It has a really cool implementation, using a curve and some inverse lerp to sample, this way the effect is not linear and at low speed no big changes happen. Anyway, down here i’ll add some screenshots with the map, love to hear your feedback!
Speed. Speed is very important when it comes to racing, right? Well yes, but in a video game, where you sit down on a chair, static, in a room, the sensation of speed is even more important. That’s why these few hours i’ve been working on making the game feel fast . Changes have been made to the way the camera moves behind the car and in how it tracks it. Besides that, there has been a little sound work. At high speeds sounds become muffled and a wind noise can be heard. There is also the post processing i’ve been talking about in the other devlogs. Besides that, i’ve started reworking the UI, and the first element was the gauge cluster. I’ve decided to have the text physically live in the world, it reacts to the car, lagging behind or moving from side to side slightly. It also gets blurred at high speeds, because from a certain point it doesn’t matter if you’re going 150 or 200 kph, since that road barrier is still approaching you at a lethal speed, so you should probably just brake. I LOVE the way the driving turned out, and I sometimes sit for too long just driving around, so I can’t wait to get this game back to you guyz. Peace.
I’ve been working on the HUD for the game. Really simple, but it was missing. It features a lap counter, lap timer, best lap, lap delta, position. The speed/rpm/gear cluster is the same as before.
I’ve been working on a new surface system! Now I can add surfaces with different sounds and effects when sliding. I also added “rolling sounds” that play when just driving over at adequate speed. I’ve added a dirt surface, for obvious reasons. It also has something called rolling resistance. You will observe the fact that when driving over dirt with one side of the car still on the road, the car will steer towards the dirt, because of the higher resistance, and also will have as a consequence a lower top speed, also acting as a penalty for driving offroad. Besides that I also added ambient sounds, like a wind and leaves thing so that you can tell when standing still that you are in a forest :))) Last thing is I made the crashing better, no longer will any impact “crash” you but the sounds are also better, with separate sounds for high and low impact speeds. Basically a lot of polish for the game, the driving feels better, I feel like, because of it, and it also incentivises you to stay on the road, alltough the trees already kinda did that.
So, there have been a few changes. There are now drivers, the cars are no longer driven by ghosts. There are procedural animations for steering using IK (it’s really not that complicated. They also look ahead and where they drive (INCREDIBLE!!!!). Besides that they also react to crashes, eating the steering wheel, cus there ain’t no airbag (poor lads). I’ve reworked the crash system, not visually but technically. You are now allowed to have 3 small crashes, they still trigger the slow motion, but they don’t end your race. Crash many more times than that, your race ends. This way you are still penalised for bad driving. There is still a one hit “lethal impact”, but that basically means going top speed into a tree to trigger. Another small addition are some more sounds, to make the driving feel even better: -Gear shifter sounds -Handbrake pull/release sounds Just a small bit of polish. Besides that there were small bug fixes, nothing notable.
I made a line that shows you where to go, so you don’t need to guess anymore. It uses the baked racing path the AI uses, and passes the points to a line renderer. It also scales with speed, higher speed => line extends further, in order to help you see upcoming corners easier.
This has been a big push to finish the new version of the game. Together with a linux build the new version brings a new map, new UI, racing line, settings menu, AI-improvements, optimization, driver models, 3 new races, a loading screen, and a start race “screen”. Specific for this devlog, the settings menu, with three graphical presets, a loading screen and a start race screen. Two new races. Small map additions (some houses and parked cars, and physical objects incld cones and barriers that you can hit). Bug fixes across the board. A big challenge for this was the data transition between scenes and settings saving. And I used player prefs to save settings, and some simple static objects to transfer info between scenes. Overall what I have here is a nice base to start building a campaign.
Ships:
This is a small NFS inspired car game demo. It’s a project to test my technical abilities in Unity. It features custom made vehicle physics based on Unity’s built in wheel colliders and a custom easy to use solution for racing ai. Besides that, it is (in some small predetermined angles) a fairly good looking game, with a little bit of style. The game uses Unity’s HDRP render pipeline for its graphics, together with some screen space reflections and reflective materials, the game gets to look fairly good, especialy in the low light enviorment it’s set in. The car physics are in a sim-cade style. The car can still do crazy steering at high speeds, and its very easy to rotate it, but understeer and oversteer can still occur, besides that, the car is not limited in any way when it comes to external forces that can imbalance it, hit a curb at a high speed and the car can go flying. The biggest challenge was the racing AI. First of all it was hard to make a car know how much to steer to go from point A to point B. After that, it was fairly simple right? Just sample some point from the road spline and follow them. But curves exist, and for that you need to calculate the right speed to go trough it so that it wont crash. Then, the car was driving very inefficiently, following the middle of the road, so what followed was a long quest of making a racing path generator, in which I succeeded (with the help of AI). Then came obstacle avoidance, making the car not seem just like a train following a predefined track. If necessary the car will go off track to avoid obstacles and it’s aware of cars around it and will try to keep the distance. There is also a system that predicts collisions with other cars (for example if a car in front is cutting in front of it, it can predict that will happen and brake). This is all theory but it still works in game, sometimes. Another hard part was building a city. I had no prior experience in making games that aren’t made out of just basic cubes and shapes, so it was difficult to find assets and other stuff to populate the city. Then also came the point of how much detail should I even add and many other factors that in the end made me make the hard decision of making just one race in order to not break the illussion of a semi believable city. I’m very proud of how it came out, alltough I have so many ideas about how I can make it grander and better, but i currently don’t have the time to do so. I hope to come back in the future and actually make a cool metal-rock and boost infused racing game like NFS Most Wanted, but it has to wait. For those who want to play test the game. Currently there is only a windows version for the game, and it can also be pretty demanding in terms of GPU (Basically, I think it needs a dedicated GPU, I have a rtx 3050 4gb laptop GPU and it runs fine). There is a simpler driving demo scene which is just white terrain with some roads, that maybe will fair better with lower end hardware.
So, this is the new version of car gaim!!! There is a new map, much more optimized, together with settings and a linux build to improve accessibility. There are 3 races together with a free drive mode on the main map. Change log: -New map -3 new races -Settings -New UI/Hud -Racing line -Driver models and reactions -Driving Surfaces -New sounds (shifting, high speed, crash etc.) -Speed effects -Improved car model and textures -Small AI improvements -Loading Screen -New Crash system: three crashes or a big crash and you’re out of the race -Optimization -Partial controller support -Small destructable objects on the map The biggest challenge was finding time to still work on the game and also bring significant improvement. The time restrain allowed me to focus on the necessary and I really feel the game is in a better place now. Technically this update is much smaller than the first release (it’s obvious) but interconnecting all the systems in one product was a real hassle, especially with the UI, as Unity UI is a bit janky. Notes for testers: I found a region with very bad fps spikes, for which I haven’t found the cause for. Thankfully its only a small part of both races, and a small part on the map overall. There is partial controller support, menus haven’t been tested properly, but driving works. There is a Linux build, but it wasn’t tested, any notes about that are welcome. Download available on itch.io...
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Apolinum - arise! by @Fiskerz | Stardance
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Fiskerz
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1
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35.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T18:50:00Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What am I looking at? Well you’re looking at a Minecraft mod, about an infection that has is pretty big and aimed primarily for multiplayer servers, as playing this in singleplayer just does not make sense. Features These are the main and biggest features, see the README file for them all! Blood moons - after you “awake” the world, these can take place at random nights, with a growing chance each night without one Energy system - all healthy players have their own “energy” bar, which can be re-filled by sleeping. In addition to this, you can sleep anytime now, with the catch being that during day your energy will refill at only half the normal rate Full incubation + infection states - during the incubation, each day that goes by, the worse your symptoms will get. Once you pass the incubation state you’ll reach the fully infected state. During which, many, MANY changes take place, from you burning in the sun, all hostile mobs no longer targeting you to getting stronger with any blood moon! What was difficult/challenging Two things really. 1) Planning out all of the features and things to add to keep them balanced . It was pretty messy, to a point I had to write down a pretty detailed document just for me. And 2) Modeling the mosquito . As silly as this sounds, it was my first time EVER opening blockbench, so making an entire mosquito was no joke. I am pretty happy with the result of the mosquito, as well as the entire project. Testing/trying out You can download the mod file from CurseForge using the “Try project” button and installing the dependencies I’ve listed with the file.", "repo": "https://github.com/Catmaster543/Apolinum-Arise-1.21.1", "demo": "https://www.curseforge.com/minecraft/mc-mods/apolinum-arise/"}]...
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[{"post_id": 79118, "ts": "202 [{"post_id": 79118, "ts": "2026-10-12T18:49:47Z", "hours": 6.6783, "text": "Added two test skills + ship preparations! Devlog #10 for Apolinum Arise Since last time it’s been a pretty long time and with stardance slowly nearing its end I’ve decided to wrap this project up. Here’s what’s new : The hive-mind wand . The first test ability for the infected side, by hitting an enemy with this, it will become targeted by all mobs within range, even passive ones! The strong punch . By holding for about 3s on a mob you will deal triple normal damage. This is also for the infected side, but this time it’s locked behind a different branch. Wrote the README . Somehow I’ve dodging this up until now, so I’ve written a fairly detailed README file. Published the project to CurseForge . This was a complaint I got last time I’ve published a mod as a project, so here it is shipwrights! Outside this I think it’s all for this post, so once the project gets approved on CurseForge I’ll ship this."}, {"post_id": 60859, "ts": "2026-09-03T14:17:54Z", "hours": 5.2222, "text": "Added the sleep/energy bar and added the base for skills! Devlog #9 for Apolinum arise! So I’ve decided to add the energy mechanic , which means that now, alongside dealing with hunger, you also have to be worried about being rested well . If you do not sleep, you will fall asleep wherever you’re at. To make it a bit easier to deal with, you can now rest at anytime on your bed, even if others won’t go to sleep, it does not matter, you will just lay there and still regain energy by doing so. If others do decide to join in, then it is only better for you; by skipping a night you regain the full amount of energy you would’ve gotten if you rested all of the time. Also note that resting during the day is only half as effecient as if you were resting at night . On a full bar you can survive for three days before running out of energy. Huge thx to @FishyDrawer for helping out with the energy bars texture , as I just wasn’t capable of figuring out any sort of design for it. I also added the the base for skill trees , which can be accessed by either getting infected and getting that side of the skills, or after three players have been infected and you use the “Forbidden Tome” to access the skills. And that is about it for this time, if you find this interesting be sure to follow! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project, or me :)"}, {"post_id": 39656, "ts": "2026-08-02T19:39:32Z", "hours": 3.1769, "text": "Added the the ability to “bite” downed players, thus allowing for the infection to begin its spread Devlog #8 This time around I added a new “bite” bar , which for now fills up by staying somewhere dark and once is full you can bite downed players . This plays a new sfx and has a 20% chance of infecting that player . The bite bar contains three textures in total, which is for the bar frame, the progress and the finished frame, displayed upon reaching 100%. I also changed some inconsistencies from last time, such as being able to see an indicator for when you can revive a player. Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)"}, {"post_id": 38888, "ts": "2026-08-01T13:40:09Z", "hours": 2.0658, "text": "Added the downed state and revive possibility! Devlog #7 I added the downed state, which is entered whenever you would normally die. When you are in this state you can not: move, interact with the world, or access the inventory . There are 3 unique poses, chosen at random, so it doesn’t look all that generic. Over the period of the next 60s since you’ve been downed your screen will turn more and more red, until it matches the vanilla red overlay when you normally die. The moment it reaches that color is also the moment, when you die. When you are healthy (thus not infected yet) any other healthy player can revive you by simply holding G for a few seconds while you’re downed. If a non-healthy player finds you though… you not might be as lucky with this one to say the least, but more on that another time! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)"}, {"post_id": 34737, "ts": "2026-07-25T18:17:51Z", "hours": 5.8508, "text": "Added the infection, incubation of it and so much more Devlog #4, 5 & 6 This time I added the entire infection, so here’s something about it: You can sometimes (about a 10% chance) become infected by getting bit by the mosquito It takes for an infected player to become truly infected full 10 in-game days, during which the player enters an “ incubation state ” During the incubation state the: Each day further into the incubation something changes, until you reach the tenth day These changes are mostly weaknesses, such as getting random negative effects at random for a short period of time, or growing moles, which are visible to other players Once you are fully infected a majority of the debuffs are lifted, whilst new ones are added Such as: losing a lot of your inventory space, not being able to wear boots and helmets, or burning in the sun. On the other hand you also gain some decent buffs at night, during bloodmoons, or being ignored by enemies Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)"}, {"post_id": 31832, "ts": "2026-07-20T15:03:54Z", "hours": 7.8119, "text": "Added the blood moon, mosquito and improved the shrine! Devlog #2 & 3 I added the blood moon a rather rare event that can happen after a world is “awaken” by the awakening ritual. During the blood moon, regular players get weakness and mining fatique and aggresive mobs are buffed. Also a slightly eerie music plays to get you into the atmosphere. During the blood moon a new and rare enemy can be encountered - the mosquito. Just like the ones in real life it does not exactly do all that much damage, but the aftermath is catastrophical. The strength of all effects during a blood moon is scaled depending on the moon phase, so when the moon is in full strength the effects are as well. At last, but definitely not least the awakening shrine has been improved, with that huge shoutout to Fishy drawer for the amazing build!"}, {"post_id": 30762, "ts": "2026-07-18T16:40:32Z", "hours": 4.4644, "text": "New awakening structure! Devlog #1 I added the awakening structure, which serves as an introduction of the mod to the player. The structure spawns quite rarely and has an appearance of some sort of church. Inside you can find: Two puzzles Two lore books Three (in theory four) different visual layers The awakening block that starts the chance for blood moons to spawn. It also harms any player that has touched it and will dissappear, alongside all of the other ones in that world. Upon triggering the block (which is done by any players touch) a sound is played (for all players in that world) and an ominous message is broadcasted in the chat."}]...
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Title: Apolinum - arise! by @Fiskerz | Stardance
Title: Apolinum - arise! by @Fiskerz | Stardance
Devlogs:
New awakening structure! Devlog #1 I added the awakening structure, which serves as an introduction of the mod to the player. The structure spawns quite rarely and has an appearance of some sort of church. Inside you can find: Two puzzles Two lore books Three (in theory four) different visual layers The awakening block that starts the chance for blood moons to spawn. It also harms any player that has touched it and will dissappear, alongside all of the other ones in that world. Upon triggering the block (which is done by any players touch) a sound is played (for all players in that world) and an ominous message is broadcasted in the chat.
Added the blood moon, mosquito and improved the shrine! Devlog #2 & 3 I added the blood moon a rather rare event that can happen after a world is “awaken” by the awakening ritual. During the blood moon, regular players get weakness and mining fatique and aggresive mobs are buffed. Also a slightly eerie music plays to get you into the atmosphere. During the blood moon a new and rare enemy can be encountered - the mosquito. Just like the ones in real life it does not exactly do all that much damage, but the aftermath is catastrophical. The strength of all effects during a blood moon is scaled depending on the moon phase, so when the moon is in full strength the effects are as well. At last, but definitely not least the awakening shrine has been improved, with that huge shoutout to Fishy drawer for the amazing build!
Added the infection, incubation of it and so much more Devlog #4, 5 & 6 This time I added the entire infection, so here’s something about it: You can sometimes (about a 10% chance) become infected by getting bit by the mosquito It takes for an infected player to become truly infected full 10 in-game days, during which the player enters an “ incubation state ” During the incubation state the: Each day further into the incubation something changes, until you reach the tenth day These changes are mostly weaknesses, such as getting random negative effects at random for a short period of time, or growing moles, which are visible to other players Once you are fully infected a majority of the debuffs are lifted, whilst new ones are added Such as: losing a lot of your inventory space, not being able to wear boots and helmets, or burning in the sun. On the other hand you also gain some decent buffs at night, during bloodmoons, or being ignored by enemies Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)
Added the downed state and revive possibility! Devlog #7 I added the downed state, which is entered whenever you would normally die. When you are in this state you can not: move, interact with the world, or access the inventory . There are 3 unique poses, chosen at random, so it doesn’t look all that generic. Over the period of the next 60s since you’ve been downed your screen will turn more and more red, until it matches the vanilla red overlay when you normally die. The moment it reaches that color is also the moment, when you die. When you are healthy (thus not infected yet) any other healthy player can revive you by simply holding G for a few seconds while you’re downed. If a non-healthy player finds you though… you not might be as lucky with this one to say the least, but more on that another time! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)
Added the the ability to “bite” downed players, thus allowing for the infection to begin its spread Devlog #8 This time around I added a new “bite” bar , which for now fills up by staying somewhere dark and once is full you can bite downed players . This plays a new sfx and has a 20% chance of infecting that player . The bite bar contains three textures in total, which is for the bar frame, the progress and the finished frame, displayed upon reaching 100%. I also changed some inconsistencies from last time, such as being able to see an indicator for when you can revive a player. Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)
Added the sleep/energy bar and added the base for skills! Devlog #9 for Apolinum arise! So I’ve decided to add the energy mechanic , which means that now, alongside dealing with hunger, you also have to be worried about being rested well . If you do not sleep, you will fall asleep wherever you’re at. To make it a bit easier to deal with, you can now rest at anytime on your bed, even if others won’t go to sleep, it does not matter, you will just lay there and still regain energy by doing so. If others do decide to join in, then it is only better for you; by skipping a night you regain the full amount of energy you would’ve gotten if you rested all of the time. Also note that resting during the day is only half as effecient as if you were resting at night . On a full bar you can survive for three days before running out of energy. Huge thx to @FishyDrawer for helping out with the energy bars texture , as I just wasn’t capable of figuring out any sort of design for it. I also added the the base for skill trees , which can be accessed by either getting infected and getting that side of the skills, or after three players have been infected and you use the “Forbidden Tome” to access the skills. And that is about it for this time, if you find this interesting be sure to follow! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project, or me :)
Added two test skills + ship preparations! Devlog #10 for Apolinum Arise Since last time it’s been a pretty long time and with stardance slowly nearing its end I’ve decided to wrap this project up. Here’s what’s new : The hive-mind wand . The first test ability for the infected side, by hitting an enemy with this, it will become targeted by all mobs within range, even passive ones! The strong punch . By holding for about 3s on a mob you will deal triple normal damage. This is also for the infected side, but this time it’s locked behind a different branch. Wrote the README . Somehow I’ve dodging this up until now, so I’ve written a fairly detailed README file. Published the project to CurseForge . This was a complaint I got last time I’ve published a mod as a project, so here it is shipwrights! Outside this I think it’s all for this post, so once the project gets approved on CurseForge I’ll ship this.
Ships:
What am I looking at? Well you’re looking at a Minecraft mod, about an infection that has is pretty big and aimed primarily for multiplayer servers, as playing this in singleplayer just does not make sense. Features These are the main and biggest features, see the README file for them all! Blood moons - after you “awake” the world, these can take place at random nights, with a growing chance each night without one Energy system - all healthy players have their own “energy” bar, which can be re-filled by sleeping. In addition to this, you can sleep anytime now, with the catch being that during day your energy will refill at only half the normal rate Full incubation + infection states - during the incubation, each day that goes by, the worse your symptoms will get. Once you pass the incubation state you’ll reach the fully infected state. During which, many, MANY changes take place, from you burning in the sun, all hostile mobs no longer targeting you to getting stronger with any blood moon! What was difficult/challenging Two things really. 1) Planning out all of the features and things to add to keep them balanced . It was pretty messy, to a point I had to write down a pretty detailed document just for me. And 2) Modeling the mosquito . As silly as this sounds, it was my first time EVER opening blockbench, so making an entire mosquito was no joke. I am pretty happy with the result of the mosquito, as well as the entire project. Testing/trying out You can download the mod file from CurseForge using the “Try project” button and installing the dependencies I’ve listed with the file....
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1793155963.623966
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1793242363.623966
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54862
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plane game by @kazuma | Stardance
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kazuma
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1
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5.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T18:53:25Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a plane game, it is my first programming project.", "repo": "https://github.com/kazuma-L/plane-game", "demo": "https://github.com/kazuma-L/plane-game/releases/tag/v0.1"}]...
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[{"post_id": 79120, "ts": "202 [{"post_id": 79120, "ts": "2026-10-12T18:52:09Z", "hours": 0.2811, "text": "I publish the first playable version, and wrote the readme"}, {"post_id": 78243, "ts": "2026-10-10T03:33:29Z", "hours": 0.8608, "text": "I finished it, i think it is pretty good as my first programming project"}, {"post_id": 63279, "ts": "2026-09-07T00:55:24Z", "hours": 1.9361, "text": "plane game project- devlog 2"}, {"post_id": 57789, "ts": "2026-08-30T02:44:28Z", "hours": 2.3081, "text": "plane game"}]...
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Title: plane game by @kazuma | Stardance
Devlogs: Title: plane game by @kazuma | Stardance
Devlogs:
plane game
plane game project- devlog 2
I finished it, i think it is pretty good as my first programming project
I publish the first playable version, and wrote the readme
Ships:
I made a plane game, it is my first programming project....
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1793051516.946074
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1793137916.946074
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42261
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Prestyly by @ducki | Stardance
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ducki
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0
|
160.21
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0
|
[]
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[{"post_id": 79124, "ts": "202 [{"post_id": 79124, "ts": "2026-10-12T19:08:59Z", "hours": 6.1117, "text": "Devlog 27 Almost ready to publish This devlog I have managed to fix almost all of the bugs I know of, as well as implement a load of quality of life features Finally fixed outline width not displaying, because specific Element did not allow for outlines, landed on a fix of displaying an element which does allow outlines, behind the text. Visually it looks identical to how it would look with one element. resizing continue beyond the possible, for example dragging the top right dot, past the top left one, which should not be allowed. Decided to fix it by clamping the values. Was quite painful altering the ~300 line function. Fixed problem with text leaving the possible input box if the used typed too much, now the box automatically expands by checking the needed height to display all the lines. Added a error indicator incase of some unforseen API issue (Hopefully will not appear) Image API uses a query to get the image, a problem comes when the query is empty, causing a error, instead I decided to default the query to the cosmos to stay on the theme of stars dancing Tried to upload a video, but it took an hour just to fail, so instead here is this guy"}, {"post_id": 78393, "ts": "2026-10-10T17:08:12Z", "hours": 5.8883, "text": "Devlog 26 Mobile styling finally looks good!!!!!! I like the new design way better + the fact that it scales well with all screen sizes, while the last one had more edge cases where it breaks. The website feels way more polished on mobile Credit slide redesign Before the credit slide system used a variable of used artists, which worked fine, but needed a lot of functions, for example when removing a image or deleting a slide, to remove the images artists. A bit hard to keep up with it all, and harder to change long term. Decided to redesign it to check every slide, for every image, and then from each images url get the artist. What is left? After these 150 hours of making this one project (I thought it would take only 50 ) I only have a small list of stuff I have to do. Fix text outline sometimes not appearing Searching for empty images breaks the site Add a error notifier in case of image searching failing Publish the site Write a read me Give the site to my friends for testing"}, {"post_id": 77078, "ts": "2026-10-05T16:02:25Z", "hours": 6.535, "text": "Devlog 25 I hate bugs Programming wise and in real life. The past project time has gone into a big list of bug fixes, feature changes, and more styling. styling updated delete slide confirm pop up updated choose slide prefab page updated save presentation pop up Small addition to item aligning I realised that aligning items to the border could be useful, added it, and my first thought: “Woah this was so needed”. Way easier to get your images or text into the corners. Bug fixes Fixed items not aligning with eachoter on the y asis Fixed new variable changes getting overrided sometimes Fixed bugs with background sometimes not being able to display images"}, {"post_id": 76627, "ts": "2026-10-04T06:36:29Z", "hours": 4.0928, "text": "Devlog 24 New image and text variable editing side bar designs Added the new color pallete to them, as well as cleaned some components up a bit like sliders. As well as fixed some bugs, for example aspect ratio restoring not working, deleting photos not working, some values saving two times bug hunting continues Fixed a bug of the background color for slides not changing when switching slides, so for example making one slide blue, then choosing a new one, that one would also be blue Found a bug with horizontal alignment with other objects sometimes not working, will have to fix that Fixed bug that allowed bypassing maximal values for outline width and layer"}, {"post_id": 76350, "ts": "2026-10-03T08:35:04Z", "hours": 10.0492, "text": "Devlog 23 Huge visual changes 🦆 The previous design was a bit bland and a bit too bright for my eyes. so obviously dark designs are the best. After trying multiple different layouts and color schemes I have landed on the design seen in the images. Afterwards had to make it scale with * hopefully all computer types (Mobile coming soon) Font size works a bit wonky cause it has to scale with the presentation it is displayed on, fixed it by scaling the text based on the presentation slide size. Also changed main presentation system for bigger screen to allow up to 1920x1080 size (before was 800x450 which was small on bigger screens) Extra changes Exporting changes -> fixed exported slides not having accurate font sizes Fixed font size not saving when chaged Had to change text to allow breaks in the text, but it broke text outlines Fixed bug with images sometimes not loading Like I have most liekely said before, I was not expecting this project to take this long, but now looking back, all the needed features togheter are quite a lot. With this new improved design I am sure that it is the final one and feel like I am getting close to being finished"}, {"post_id": 72364, "ts": "2026-09-22T19:09:53Z", "hours": 3.1664, "text": "Devlog 22 Credit slide From what I have read, the API I use does not force image photographers to be credited. But I think they still deserve the credit. So I made a credit slide generator. To make it I had to add a system to save and remove photographer each time a image gets added/changed Then when generating the slide, the saved photographers get instantly placed on the slide."}, {"post_id": 71909, "ts": "2026-09-21T19:09:36Z", "hours": 4.5469, "text": "Devlog 21 Annihilating bugs!!!!! 🐛 The website has had some very annoying bugs, that had been in the website for multiple days. This devlog I have finally destroyed them. These bugs include: The color saving system was saving a value to undo/redo every frame, making one color undo require pressing ctrl + z 100 times Being able to unselected selected slides, when it should not be possible selecting already selected buttons buttons showing up 2x for some reason Mainly I am proud of the color saving multiple times, cause that is one of the most fun variable to change for text. Issue was with the react component not containing any event for closing the color wheele, so I ended up coming up with my own fix, by checking to see if the color was changed when unselecting the object and then saving it if the color was changed. Mobile functionality To my current knowledge, I have finished implementing all buttons/features, except hold tapping to duplicate slides, into the functionality. Moving slide objects, deleting slides, moving slides, all is possible on mobile now"}, {"post_id": 71272, "ts": "2026-09-20T15:41:14Z", "hours": 3.9561, "text": "Devlog 20 website adjustments for mobile I want the website to be available on mobile, so continuing on my recent mobile implementations, there are some more new ones. Prefab amounts scaled for screen size -> for example instead of displaying a 2x2 grid, like on the computer, to adjust for increased height for vertical phone use, instead the site displays a 1x3 grid font sizes adjusted for mobile devices -> added a aspect ration variable, that gets calculated when loading the site using the screen size small css styling changes"}, {"post_id": 69352, "ts": "2026-09-16T21:14:37Z", "hours": 6.5992, "text": "Devlog 19 CSS styling is starting to haunt me 👻 A presentation creation site is possibly one of the hardest thing to style for mobile . -> I have started slowly, while already continuing to make a main site style, also start creating mobile styling, just so the site is available more comfortably. Hardest thing is keeping the presentation aspect ratio, all while having it visible, which has proved quite the challenge on some phone aspect ratios. New slide prefabs Currently my idea is to have 4 slide types, one optional slide -> credit slide (for all the photos) The 4 slide types include intro slides info slides image slides outro slides Now all of them need slide prefabs, to use, so I have also began making those, starting with the intro slides."}, {"post_id": 67624, "ts": "2026-09-13T19:30:08Z", "hours": 9.2914, "text": "Devlog 18 A bit of a bigger devlog site styling I am trying out color paletes, and different positions for componets and landed on this idea of having the variable editor tab be on the right of the presentation, to save vertical space. Will this be how it is in the end? Probably, just with different colors/sizes. I am a fan of the position and think it helps keep more space verticaly for other components. Presentation exporting form I did not like how the presentation name text input looked at the top of the screen, so instead I decided to move it to a custom form when exporting the presentation to your files, to then input the presentations name. Looks a bit cleaner, less clutter Loading bar When getting a new image or exporting the presentation, sometimes a problem of wait times appears. For presentations, when exporting slides with images, they take waaaay longer to download, so I obviously needed a loading screen . And now it does not feel slow or confusing when exporting or loading new images. The main part is definetly the user getting feedback that the button process was successfull and everything is great. + some small changes to Presentation exporting Some number input styling/text saving Icon button changes 📷"}, {"post_id": 65516, "ts": "2026-09-10T18:26:01Z", "hours": 3.6967, "text": "Devlog 17 Presentation saving to files!!! With the functionality of being able to now save created presentations to files., I can say that the website is functional . The saving happens to a powerpoint file, so after saving it is easy to edit in a bunch of ways. It feels great being able to actually play around and make presentations on something I made myself :D Sadly , I had to remove corner rounding for images, because there is not a option for rounded corners through my way of saving all of the presentation slides. picture outlines Also caused a bit of an issue, there is also no option for adding pictures to slides with an outline, but for that I have built a work around, where the image is a object in the background. Now , even with this awesome new feature I am quite far from being done, mainly with styling and adding phone support, so that the website is accesible and comfortable on all devices"}, {"post_id": 64944, "ts": "2026-09-09T17:55:08Z", "hours": 6.5622, "text": "Devlog 16 Editing tab changes Failed to find any text alignment icons that I liked currently, so I shall leave that for later. I think the sliders and color scheme definetly still need work, but I wanted to start working on some more important/new features Image outlines Made the image outline system go to all sides, instead of making the picture more right and down. (goofy bug) Found out image generation was broken Took a few hours to fix it and then also connect it to data saving."}, {"post_id": 63209, "ts": "2026-09-06T21:47:43Z", "hours": 5.2225, "text": "Devlog 15 Too many bugs that I had not noticed The worst kind of coding bugs I would say are small tiny ones, well that is what I am now thinking, after having to slowly go through line by line trying to slowly fix a bunch of small bugs. Most important of the bugs fixed: changing the position of selected object sometimes updated every saved previous position of the selected object accidentally forgetting one digit in a line of code .-. Changing text color or width color, made the save system save the new color each frame -> Which now I have to create a new way to save the new chosen color, only when I believe the player would have completed their pick, which is a interesting user design to think about. What is realy the best time. Also started changing the editing tab -> Planning on adding icons, pretty buttons"}, {"post_id": 62831, "ts": "2026-09-06T11:14:17Z", "hours": 8.7775, "text": "Devlog 14 More values to ctrl z and ctrl y I decided to make more presentation changes save, so I had to rewrite some code to allow for saving even more variables. The system now also works a bit more intuitively Variable rewriting While programming I continue to realise with how big this project is starting to get, I did waaay too little planing out on how to keep it easy to add new features. That is why I took a few hours, to rewrite variable access to some scripts, as well as functions, to make it so I can easily get the needed variables in any script. This should allow me to make new features way faster extra changes some of the more prominent ones: fixed saving changes sometimes saving wrong fixed some overlapping issues"}, {"post_id": 61843, "ts": "2026-09-04T23:27:10Z", "hours": 5.1264, "text": "Devlog 13 Slide duplicating To easily keep designs the same between multiple slides it is important to be able to duplicate slides, I decided to keep this feature under a left click, left click the slide you want to duplicate instead of the regular options like copying and pasting that pop up, a custom selection box opens up, where you can either delete or duplicate the slide. ctrl c, ctrl v Slowly started working on copy and pasting functionality, works, but I want to polish it more more code rewriting Continuing my previous code cleaning, I have made more chages, to just shorten scripts, make them more readable, as well as simpler, because like a great person once said good code is simple code"}, {"post_id": 59785, "ts": "2026-09-01T18:35:45Z", "hours": 4.3758, "text": "Devlog 12 Object alignment based on other objects Presentations where text is not ordered perfectly can be infuriating, so I knew I hade to make it so you have automatic item alignment based on other item positions. Currently the it checks all 3 possible alignments on all 3 possible sides, which might end up being a bit too much when there are mutliple objects. Also made the system a bit cleaner, easy to add/change features -> a continuation of my code cleaning Half the time while making this feature it kept breaking and tranporting my object to like 10000 pixels away, but that was a funny bug"}, {"post_id": 58856, "ts": "2026-08-31T13:11:31Z", "hours": 6.715, "text": "Devlog 11 Code restructuring As the project grown in size I have been needing to take a small step back and cleanup a bunch of code. Bug fixes The app has a lot of bugs and small issues you would not like in a presentation creator. I have slowly been working on fixing them, for example selecting slides, the text objects, block the select button. new features Added new hover indicators new slide types -> When adding a new slide I want the player to have a choice from multiple types, that then give prefabs. Imagine wanting to have a big picture in the slide, well then you chose a new image slide prefab, that should allow for people to create slides as fast as possible."}, {"post_id": 52099, "ts": "2026-08-22T05:30:04Z", "hours": 6.3772, "text": "Devlog 10 New text and image object creation Just like hinted in the last devlog Now to prevent objects from stacking making multiple objects, distances them from each other, and then if it can no longer distance it down, that is when there are a lot of way to go about placing it, I decided to randomize it while making the feature had a bug in the start with new created text overriding already exsisting text Now it should not happen anymore Key binds!!! THE MOST USEFULL KEYBIND IN ANY PROGRAM ctrl+z and crtl+y I have started implementing keybind functionality, currently ctrl+z and ctrl+y already work, but they need a bit of polish also did a bunch of bug fixes and small tweaks Prestyly is slowly crawling to the finish line, hopefully I will be able to finish it in the next 50 hours put into it And it has to be polished"}, {"post_id": 51310, "ts": "2026-08-20T21:44:36Z", "hours": 3.62, "text": "Devlog 9!!! (so kind of the magical 10th) Duplicating and deleting objects Now I think it is self explanatory that it kind of sucks not being able to delete a image, if you do not want to use it, so the presentation creator needed a delete button. Simply press on the object and then press delete to delete it These functions were quite easy to add, but the code is slowly becoming very big to keep up, and sending functions between scripts is also. Started making new text object and new image creating not done fully yet, but a high chance it will be included in the next devlog Plans Every good presentation has some decorations Right now the only images I get are all with a background, so I am gonna have to think of a way to implement presentation decorations, if you have any ideas, would gradly hear it in the comments"}, {"post_id": 48464, "ts": "2026-08-16T20:23:04Z", "hours": 6.2356, "text": "Devlog 8 The magical shift key o-o Personally when I make presentation for photos I use the shift key a lot, well mainly just so they do not get stretched like cheese So that is what I have been mainly working on, All of the component scripts slowly keep getting bigger and bigger and I have to then divide them even more just so it is readable. It is very fun working on these small features that always prove to be teoretically easy, but need a bit of rewriting code to implement This is a project where a lot can be learned. Small fixes Fixed some alignment issues made slide bar display images a bunch of small bug fixes new bugs: text objects sometimes do not update when changing one of their text settings. some buttons sometimes block other buttons Every 3 fixed bugs leads to a new bug, hard to sometimes keep track of all the little possibilities."}, {"post_id": 46022, "ts": "2026-08-12T22:21:58Z", "hours": 3.9731, "text": "Devlog 7 An import feature is being able to get objects into the correct position, one of which being the center. new I added a slide moving display in the slide list, and when moving text/photos if close enough aligns to the x asis or y asis center. It was interesting to code, another very specific app detail done. Later will have to update this feature into a aligning based on other projcts."}, {"post_id": 45540, "ts": "2026-08-12T03:02:54Z", "hours": 7.9336, "text": "Devlog 6 You can now move slides :O I did not think this would be that hard of a feature, but turns out it is not that easy of a feature. And I still have to add a display that showcases where this slide will now go after letting go of your mouse. The idea is When I start moving the slide I calculate every slides global x position in the slide tab, then when the mouse moves I check the mouses global x position to then compare with the slides positions to see where it would go. Basically a bunch of position calculations slidePositions.current.map((pos, ind) => { if (newXPos < pos && found != true) { found = true; console.log(newXPos, pos); if (ind > startingSlidePos.current) { updateNewSlidePos(ind - 1); } else { updateNewSlidePos(ind); }}}); Also added image and text scaling using only one axis. Thought overview I am very excited at how the website is starting to look. And that you are already able to make real presentation slides, that look good in as little as a minute. Every single devlog I think of more and more small quality of life feature that most presentation creator tools contain, and this can quickly become a daunting project."}, {"post_id": 43915, "ts": "2026-08-09T11:17:42Z", "hours": 2.8975, "text": "Devlog 5 I possibly made my dumbest programming mistake ever! My image API gets 15 images each time, now to not have to use the API every time, I deficed that if the user enters the same prompt, the 15 images they already got would be used and just shuffled through. Now to shuffle the array I used for (let i = 0; i < arr.length * 3; i++) { const varPos1 = Math.floor(Math.random() * arr.length); const varPos2 = Math.floor(Math.random() * arr.length); const val1 = arr[varPos1]; arr[varPos1] = arr[varPos2]; arr[varPos2] = arr[VarPos1]; } console.log(arr); return arr; } It does not take an expert to find the problem, So there I sat thinking why when increasing the shown photo ID i kept getting the same image But now I should not run out of API tokens"}, {"post_id": 43546, "ts": "2026-08-08T21:33:45Z", "hours": 3.0356, "text": "devlog 4 Text can now be fancy. Mainly worked on a bar for you to edit selected text, change text color, outline. Was not too bad, but definetly need icons for Bold, italic and underline text. Thoughts I am not sure where to put this tab, below of above the main presentation display. well also does it matter, most likely will put it at the top, since that seems most popular, but otherwise, will have to test. I think it is easy to understand I like ducks from the presentation one slide made in ~2 minutes, already a success."}, {"post_id": 42827, "ts": "2026-08-07T19:18:49Z", "hours": 5.1494, "text": "movement go brrrr The website now allows you to move objects around, your text is not stuck in one position, also started working on an editing tab, for image outlines, text color, text width. problems The text moving is nice, but I can’t drag select text cause of it, so I have to think of a way to fix it. Had to write two system for how to calculate mouse movement because the first system limited me on future additions, also broke with multiple objects, which made the object wiggle wiggle between the top left corner and actual position. User interface is gonna be quite the pain on this project"}, {"post_id": 41151, "ts": "2026-08-05T05:43:25Z", "hours": 7.13, "text": "Devlog 2 For my presentation creator website to make it faster to create stuff I wish to have it cause as little decision fatigue as possible. There will still be options to choose from, but they will not be thrown at you all instantly Progress Presentation creating has way more edge cases than I first thought. Just the action of when resizing, each dot works a bit differently, as well as what if you move the dot to be on a dot side it should not be. Have I already implemented this, not at all, not yet, Plan is to first work on full functionality then get all the edge cases. Now the website also contains text and image resizing text editing slide saving slides can now contain images if you have any cool ideas for features, freely drop it in the comments"}, {"post_id": 39932, "ts": "2026-08-03T07:43:14Z", "hours": 7.6219, "text": "Devlog 1 Slowly but surely starting to work like a presentation editor. Now comes the hard part of thinking where/how to display everything, how to show what is customizable, how to tell the user what they are updating. Basicaly user experience. New Slide creating Slide displaying Slide changing A bit of slide editing Problems I have already ran into a bit of problems/weird bugs having to think about every work around. I know there will be many more bugs with all the nuances possible, but motivation is at an all time high."}, {"post_id": 38418, "ts": "2026-07-31T19:36:01Z", "hours": 5.5258, "text": "Devlog 0 I always have had a problem with presentation designs, it takes so long just to find one picture that actually works. So, I have decided to fix this problem by making a simpler way to create presentations/presentation styles. The idea A simple web page where you create your presentation style is made with you mostly just clicking, no more looking for pictures or design to edit. Choose a good looking design for each slide, get photos instatly added to your slide with just one word input, no uplading files. Then create as many slides as you wish, then being able to export the presentation to a powerpoint file to change specific details in a different website or application. The idea is to make presentation designs creatable in a short lunch break before you have to present it. progress: Mainly I have gotten a image fetching API working for text inputs as well as connected the front end and backend, to keep enviornment variables protected in the backend and later possibly add users and databases"}]...
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Title: Prestyly by @ducki | Stardance
Devlogs:
De Title: Prestyly by @ducki | Stardance
Devlogs:
Devlog 0 I always have had a problem with presentation designs, it takes so long just to find one picture that actually works. So, I have decided to fix this problem by making a simpler way to create presentations/presentation styles. The idea A simple web page where you create your presentation style is made with you mostly just clicking, no more looking for pictures or design to edit. Choose a good looking design for each slide, get photos instatly added to your slide with just one word input, no uplading files. Then create as many slides as you wish, then being able to export the presentation to a powerpoint file to change specific details in a different website or application. The idea is to make presentation designs creatable in a short lunch break before you have to present it. progress: Mainly I have gotten a image fetching API working for text inputs as well as connected the front end and backend, to keep enviornment variables protected in the backend and later possibly add users and databases
Devlog 1 Slowly but surely starting to work like a presentation editor. Now comes the hard part of thinking where/how to display everything, how to show what is customizable, how to tell the user what they are updating. Basicaly user experience. New Slide creating Slide displaying Slide changing A bit of slide editing Problems I have already ran into a bit of problems/weird bugs having to think about every work around. I know there will be many more bugs with all the nuances possible, but motivation is at an all time high.
Devlog 2 For my presentation creator website to make it faster to create stuff I wish to have it cause as little decision fatigue as possible. There will still be options to choose from, but they will not be thrown at you all instantly Progress Presentation creating has way more edge cases than I first thought. Just the action of when resizing, each dot works a bit differently, as well as what if you move the dot to be on a dot side it should not be. Have I already implemented this, not at all, not yet, Plan is to first work on full functionality then get all the edge cases. Now the website also contains text and image resizing text editing slide saving slides can now contain images if you have any cool ideas for features, freely drop it in the comments
movement go brrrr The website now allows you to move objects around, your text is not stuck in one position, also started working on an editing tab, for image outlines, text color, text width. problems The text moving is nice, but I can’t drag select text cause of it, so I have to think of a way to fix it. Had to write two system for how to calculate mouse movement because the first system limited me on future additions, also broke with multiple objects, which made the object wiggle wiggle between the top left corner and actual position. User interface is gonna be quite the pain on this project
devlog 4 Text can now be fancy. Mainly worked on a bar for you to edit selected text, change text color, outline. Was not too bad, but definetly need icons for Bold, italic and underline text. Thoughts I am not sure where to put this tab, below of above the main presentation display. well also does it matter, most likely will put it at the top, since that seems most popular, but otherwise, will have to test. I think it is easy to understand I like ducks from the presentation one slide made in ~2 minutes, already a success.
Devlog 5 I possibly made my dumbest programming mistake ever! My image API gets 15 images each time, now to not have to use the API every time, I deficed that if the user enters the same prompt, the 15 images they already got would be used and just shuffled through. Now to shuffle the array I used for (let i = 0; i < arr.length * 3; i++) { const varPos1 = Math.floor(Math.random() * arr.length); const varPos2 = Math.floor(Math.random() * arr.length); const val1 = arr[varPos1]; arr[varPos1] = arr[varPos2]; arr[varPos2] = arr[VarPos1]; } console.log(arr); return arr; } It does not take an expert to find the problem, So there I sat thinking why when increasing the shown photo ID i kept getting the same image But now I should not run out of API tokens
Devlog 6 You can now move slides :O I did not think this would be that hard of a feature, but turns out it is not that easy of a feature. And I still have to add a display that showcases where this slide will now go after letting go of your mouse. The idea is When I start moving the slide I calculate every slides global x position in the slide tab, then when the mouse moves I check the mouses global x position to then compare with the slides positions to see where it would go. Basically a bunch of position calculations slidePositions.current.map((pos, ind) => { if (newXPos < pos && found != true) { found = true; console.log(newXPos, pos); if (ind > startingSlidePos.current) { updateNewSlidePos(ind - 1); } else { updateNewSlidePos(ind); }}}); Also added image and text scaling using only one axis. Thought overview I am very excited at how the website is starting to look. And that you are already able to make real presentation slides, that look good in as little as a minute. Every single devlog I think of more and more small quality of life feature that most presentation creator tools contain, and this can quickly become a daunting project.
Devlog 7 An import feature is being able to get objects into the correct position, one of which being the center. new I added a slide moving display in the slide list, and when moving text/photos if close enough aligns to the x asis or y asis center. It was interesting to code, another very specific app detail done. Later will have to update this feature into a aligning based on other projcts.
Devlog 8 The magical shift key o-o Personally when I make presentation for photos I use the shift key a lot, well mainly just so they do not get stretched like cheese So that is what I have been mainly working on, All of the component scripts slowly keep getting bigger and bigger and I have to then divide them even more just so it is readable. It is very fun working on these small features that always prove to be teoretically easy, but need a bit of rewriting code to implement This is a project where a lot can be learned. Small fixes Fixed some alignment issues made slide bar display images a bunch of small bug fixes new bugs: text objects sometimes do not update when changing one of their text settings. some buttons sometimes block other buttons Every 3 fixed bugs leads to a new bug, hard to sometimes keep track of all the little possibilities.
Devlog 9!!! (so kind of the magical 10th) Duplicating and deleting objects Now I think it is self explanatory that it kind of sucks not being able to delete a image, if you do not want to use it, so the presentation creator needed a delete button. Simply press on the object and then press delete to delete it These functions were quite easy to add, but the code is slowly becoming very big to keep up, and sending functions between scripts is also. Started making new text object and new image creating not done fully yet, but a high chance it will be included in the next devlog Plans Every good presentation has some decorations Right now the only images I get are all with a background, so I am gonna have to think of a way to implement presentation decorations, if you have any ideas, would gradly hear it in the comments
Devlog 10 New text and image object creation Just like hinted in the last devlog Now to prevent objects from stacking making multiple objects, distances them from each other, and then if it can no longer distance it down, that is when there are a lot of way to go about placing it, I decided to randomize it while making the feature had a bug in the start with new created text overriding already exsisting text Now it should not happen anymore Key binds!!! THE MOST USEFULL KEYBIND IN ANY PROGRAM ctrl+z and crtl+y I have started implementing keybind functionality, currently ctrl+z and ctrl+y already work, but they need a bit of polish also did a bunch of bug fixes and small tweaks Prestyly is slowly crawling to the finish line, hopefully I will be able to finish it in the next 50 hours put into it And it has to be polished
Devlog 11 Code restructuring As the project grown in size I have been needing to take a small step back and cleanup a bunch of code. Bug fixes The app has a lot of bugs and small issues you would not like in a presentation creator. I have slowly been working on fixing them, for example selecting slides, the text objects, block the select button. new features Added new hover indicators new slide types -> When adding a new slide I want the player to have a choice from multiple types, that then give prefabs. Imagine wanting to have a big picture in the slide, well then you chose a new image slide prefab, that should allow for people to create slides as fast as possible.
Devlog 12 Object alignment based on other objects Presentations where text is not ordered perfectly can be infuriating, so I knew I hade to make it so you have automatic item alignment based on other item positions. Currently the it checks all 3 possible alignments on all 3 possible sides, which might end up being a bit too much when there are mutliple objects. Also made the system a bit cleaner, easy to add/change features -> a continuation of my code cleaning Half the time while making this feature it kept breaking and tranporting my object to like 10000 pixels away, but that was a funny bug
Devlog 13 Slide duplicating To easily keep designs the same between multiple slides it is important to be able to duplicate slides, I decided to keep this feature under a left click, left click the slide you want to duplicate instead of the regular options like copying and pasting that pop up, a custom selection box opens up, where you can either delete or duplicate the slide. ctrl c, ctrl v Slowly started working on copy and pasting functionality, works, but I want to polish it more more code rewriting Continuing my previous code cleaning, I have made more chages, to just shorten scripts, make them more readable, as well as simpler, because like a great person once said good code is simple code
Devlog 14 More values to ctrl z and ctrl y I decided to make more presentation changes save, so I had to rewrite some code to allow for saving even more variables. The system now also works a bit more intuitively Variable rewriting While programming I continue to realise with how big this project is starting to get, I did waaay too little planing out on how to keep it easy to add new features. That is why I took a few hours, to rewrite variable access to some scripts, as well as functions, to make it so I can easily get the needed variables in any script. This should allow me to make new features way faster extra changes some of the more prominent ones: fixed saving changes sometimes saving wrong fixed some overlapping issues
Devlog 15 Too many bugs that I had not noticed The worst kind of coding bugs I would say are small tiny ones, well that is what I am now thinking, after having to slowly go through line by line trying to slowly fix a bunch of small bugs. Most important of the bugs fixed: changing the position of selected object sometimes updated every saved previous position of the selected object accidentally forgetting one digit in a line of code .-. Changing text color or width color, made the save system save the new color each frame -> Which now I have to create a new way to save the new chosen color, only when I believe the player would have completed their pick, which is a interesting user design to think about. What is realy the best time. Also started changing the editing tab -> Planning on adding icons, pretty buttons
Devlog 16 Editing tab changes Failed to find any text alignment icons that I liked currently, so I shall leave that for later. I think the sliders and color scheme definetly still need work, but I wanted to start working on some more important/new features Image outlines Made the image outline system go to all sides, instead of making the picture more right and down. (goofy bug) Found out image generation was broken Took a few hours to fix it and then also connect it to data saving.
Devlog 17 Presentation saving to files!!! With the functionality of being able to now save created presentations to files., I can say that the website is functional . The saving happens to a powerpoint file, so after saving it is easy to edit in a bunch of ways. It feels great being able to actually play around and make presentations on something I made myself :D Sadly , I had to remove corner rounding for images, because there is not a option for rounded corners through my way of saving all of the presentation slides. picture outlines Also caused a bit of an issue, there is also no option for adding pictures to slides with an outline, but for that I have built a work around, where the image is a object in the background. Now , even with this awesome new feature I am quite far from being done, mainly with styling and adding phone support, so that the website is accesible and comfortable on all devices
Devlog 18 A bit of a bigger devlog site styling I am trying out color paletes, and different positions for componets and landed on this idea of having the variable editor tab be on the right of the presentation, to save vertical space. Will this be how it is in the end? Probably, just with different colors/sizes. I am a fan of the position and think it helps keep more space verticaly for other components. Presentation exporting form I did not like how the presentation name text input looked at the top of the screen, so instead I decided to move it to a custom form when exporting the presentation to your files, to then input the presentations name. Looks a bit cleaner, less clutter Loading bar When getting a new image or exporting the presentation, sometimes a problem of wait times appears. For presentations, when exporting slides with images, they take waaaay longer to download, so I obviously needed a loading screen . And now it does not feel slow or confusing when exporting or loading new images. The main part is definetly the user getting feedback that the button process was successfull and everything is great. + some small changes to Presentation exporting Some number input styling/text saving Icon button changes 📷
Devlog 19 CSS styling is starting to haunt me 👻 A presentation creation site is possibly one of the hardest thing to style for mobile . -> I have started slowly, while already continuing to make a main site style, also start creating mobile styling, just so the site is available more comfortably. Hardest thing is keeping the presentation aspect ratio, all while having it visible, which has proved quite the challenge on some phone aspect ratios. New slide prefabs Currently my idea is to have 4 slide types, one optional slide -> credit slide (for all the photos) The 4 slide types include intro slides info slides image slides outro slides Now all of them need slide prefabs, to use, so I have also began making those, starting with the intro slides.
Devlog 20 website adjustments for mobile I want the website to be available on mobile, so continuing on my recent mobile implementations, there are some more new ones. Prefab amounts scaled for screen size -> for example instead of displaying a 2x2 grid, like on the computer, to adjust for increased height for vertical phone use, instead the site displays a 1x3 grid font sizes adjusted for mobile devices -> added a aspect ration variable, that gets calculated when loading the site using the screen size small css styling changes
Devlog 21 Annihilating bugs!!!!! 🐛 The website has had some very annoying bugs, that had been in the website for multiple days. This devlog I have finally destroyed them. These bugs include: The color saving system was saving a value to undo/redo every frame, making one color undo require pressing ctrl + z 100 times Being able to unselected selected slides, when it should not be possible selecting already selected buttons buttons showing up 2x for some reason Mainly I am proud of the color saving multiple times, cause that is one of the most fun variable to change for text. Issue was with the react component not containing any event for closing the color wheele, so I ended up coming up with my own fix, by checking to see if the color was changed when unselecting the object and then saving it if the color was changed. Mobile functionality To my current knowledge, I have finished implementing all buttons/features, except hold tapping to duplicate slides, into the functionality. Moving slide objects, deleting slides, moving slides, all is possible on mobile now
Devlog 22 Credit slide From what I have read, the API I use does not force image photographers to be credited. But I think they still deserve the credit. So I made a credit slide generator. To make it I had to add a system to save and remove photographer each time a image gets added/changed Then when generating the slide, the saved photographers get instantly placed on the slide.
Devlog 23 Huge visual changes 🦆 The previous design was a bit bland and a bit too bright for my eyes. so obviously dark designs are the best. After trying multiple different layouts and color schemes I have landed on the design seen in the images. Afterwards had to make it scale with * hopefully all computer types (Mobile coming soon) Font size works a bit wonky cause it has to scale with the presentation it is displayed on, fixed it by scaling the text based on the presentation slide size. Also changed main presentation system for bigger screen to allow up to 1920x1080 size (before was 800x450 which was small on bigger screens) Extra changes Exporting changes -> fixed exported slides not having accurate font sizes Fixed font size not saving when chaged Had to change text to allow breaks in the text, but it broke text outlines Fixed bug with images sometimes not loading Like I have most liekely said before, I was not expecting this project to take this long, but now looking back, all the needed features togheter are quite a lot. With this new improved design I am sure that it is the final one and feel like I am getting close to being finished
Devlog 24 New image and text variable editing side bar designs Added the new color pallete to them, as well as cleaned some components up a bit like sliders. As well as fixed some bugs, for example aspect ratio restoring not working, deleting photos not working, some values saving two times bug hunting continues Fixed a bug of the background color for slides not changing when switching slides, so for example making one slide blue, then choosing a new one, that one would also be blue Found a bug with horizontal alignment with other objects sometimes not working, will have to fix that Fixed bug that allowed bypassing maximal values for outline width and layer
Devlog 25 I hate bugs Programming wise and in real life. The past project time has gone into a big list of bug fixes, feature changes, and more styling. styling updated delete slide confirm pop up updated choose slide prefab page updated save presentation pop up Small addition to item aligning I realised that aligning items to the border could be useful, added it, and my first thought: “Woah this was so needed”. Way easier to get your images or text into the corners. Bug fixes Fixed items not aligning with eachoter on the y asis Fixed new variable changes getting overrided sometimes Fixed bugs with background sometimes not being able to display images
Devlog 26 Mobile styling finally looks good!!!!!! I like the new design way better + the fact that it scales well with all screen sizes, while the last one had more edge cases where it breaks. The website feels way more polished on mobile Credit slide redesign Before the credit slide system used a variable of used artists, which worked fine, but needed a lot of functions, for example when removing a image or deleting a slide, to remove the images artists. A bit hard to keep up with it all, and harder to change long term. Decided to redesign it to check every slide, for every image, and then from each images url get the artist. What is left? After these 150 hours of making this one project (I thought it would take only 50 ) I only have a small list of stuff I have to do. Fix text outline sometimes not appearing Searching for empty images breaks the site Add a error notifier in case of image searching failing Publish the site Write a read me Give the site to my friends for testing
Devlog 27 Almost ready to publish This devlog I have managed to fix almost all of the bugs I know of, as well as implement a load of quality of life features Finally fixed outline width not displaying, because specific Element did not allow for outlines, landed on a fix of displaying an element which does allow outlines, behind the text. Visually it looks identical to how it would look with one element. resizing continue beyond the possible, for example dragging the top right dot, past the top left one, which should not be allowed. Decided to fix it by clamping the values. Was quite painful altering the ~300 line function. Fixed problem with text leaving the possible input box if the used typed too much, now the box automatically expands by checking the needed height to display all the lines. Added a error indicator incase of some unforseen API issue (Hopefully will not appear) Image API uses a query to get the image, a problem comes when the query is empty, causing a error, instead I decided to default the query to the cosmos to stay on the theme of stars dancing Tried to upload a video, but it took an hour just to fail, so instead here is this guy...
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1792504166.3608503
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1793108966.3608503
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69186
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Sair Site by @Sair | Stardance
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Sair
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T19:50:47Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website where I can introduce myself to others(portfolio). What I know,my certificates, where they can contact me. I have 3-4 sections. 1.Landing page 2.About Me 3.Certificates 4.Contact On the top right of the page there is a mini list of sections. By clicking it you can go to the section that you want. If something is not working in github pages, ctrl + shift + R will likely fix it. Ai usage: Help with some functions, and general help with questions.", "repo": "https://github.com/Sairsides/Sairsite", "demo": "https://sairsides.github.io/Sairsite/"}]...
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[{"post_id": 79131, "ts": "202 [{"post_id": 79131, "ts": "2026-10-12T19:34:19Z", "hours": 2.1383, "text": "Devlog 3 Replaced project section with certificates section and added my certificates, added contact links, hover animation and some text to About me section."}, {"post_id": 78815, "ts": "2026-10-11T17:53:51Z", "hours": 0.5042, "text": "Devlog 2 Added CSS"}, {"post_id": 78784, "ts": "2026-10-11T16:25:45Z", "hours": 0.7739, "text": "Devlog 1 Working on making my own personal site. Base of the site is ready. For know I am planning on 3 sections. About Me, Projects, Contacts."}]...
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Title: Sair Site by @Sair | Stardance
Devlogs:
De Title: Sair Site by @Sair | Stardance
Devlogs:
Devlog 1 Working on making my own personal site. Base of the site is ready. For know I am planning on 3 sections. About Me, Projects, Contacts.
Devlog 2 Added CSS
Devlog 3 Replaced project section with certificates section and added my certificates, added contact links, hover animation and some text to About me section.
Ships:
I made a website where I can introduce myself to others(portfolio). What I know,my certificates, where they can contact me. I have 3-4 sections. 1.Landing page 2.About Me 3.Certificates 4.Contact On the top right of the page there is a mini list of sections. By clicking it you can go to the section that you want. If something is not working in github pages, ctrl + shift + R will likely fix it. Ai usage: Help with some functions, and general help with questions....
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1793155904.6870406
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1793242304.6870406
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68630
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Raspberry bay by @Cokolada | Stardance
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Cokolada
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0
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4.38
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0
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[]
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[{"post_id": 79139, "ts": "202 [{"post_id": 79139, "ts": "2026-10-12T19:52:42Z", "hours": 0.2833, "text": "Its working!!!!! I have modeled the caddy and the parts arrived today, gonna polish my git repo and going to ship. Edit i needed to remove the display because it dosent fit and when i tried making a pod that will hold it it was too bulky"}, {"post_id": 78755, "ts": "2026-10-11T14:42:52Z", "hours": 0.6667, "text": "i did some measurements before i model it in a free cad, some parts still didint arrived so im wating till monday but heres what i know by the shop: Raspberry pi zero 2w 65x30x5 mm 2x20 header female 52x5x5mm tp4056 28x17x? mm batt 40×30×8mm mt3608 36x 7x14 mm ic2 oled 0,91“ ???"}, {"post_id": 78339, "ts": "2026-10-10T14:30:04Z", "hours": 1.65, "text": "wiring (rev0.2) haiii guys i remaked the wiring for the raspberry bay because the old one was PURE FISH. sooooo yea now i need to make a prototype model of the bay so i could start putting components in it (they arrive in monday). Also i need to get my ender 3v2 up and running."}, {"post_id": 78142, "ts": "2026-10-09T19:22:46Z", "hours": 1.2, "text": "Wiring diagram for the raspberry bay (bad one) Hi, this is my first time using kicad. i know its not great, and the gpio and the i2c of the mini oled are missing. i tried to remane them but it didint work. EDIT…. tomorow i will start by trying to model out the original cd rom and then putting stuff in it."}, {"post_id": 77898, "ts": "2026-10-08T18:08:08Z", "hours": 0.5833, "text": "a Pi Zero 2 W hidden inside a ThinkPad’s optical drive bay The Ultrabay slot where the T60’s DVD drive used to live is dead weight on a modern FrankenPad. Raspberry Bay fills it with a Raspberry Pi Zero 2 W running headless Pi OS 64bit a second hidden Linux computer tucked inside the laptop, with its own battery so it runs whether the host is on or off. Today i started with sourcing some parts that i would need."}]...
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Title: Raspberry bay by @Cokolada | Stardance
Dev Title: Raspberry bay by @Cokolada | Stardance
Devlogs:
a Pi Zero 2 W hidden inside a ThinkPad’s optical drive bay The Ultrabay slot where the T60’s DVD drive used to live is dead weight on a modern FrankenPad. Raspberry Bay fills it with a Raspberry Pi Zero 2 W running headless Pi OS 64bit a second hidden Linux computer tucked inside the laptop, with its own battery so it runs whether the host is on or off. Today i started with sourcing some parts that i would need.
Wiring diagram for the raspberry bay (bad one) Hi, this is my first time using kicad. i know its not great, and the gpio and the i2c of the mini oled are missing. i tried to remane them but it didint work. EDIT…. tomorow i will start by trying to model out the original cd rom and then putting stuff in it.
wiring (rev0.2) haiii guys i remaked the wiring for the raspberry bay because the old one was PURE FISH. sooooo yea now i need to make a prototype model of the bay so i could start putting components in it (they arrive in monday). Also i need to get my ender 3v2 up and running.
i did some measurements before i model it in a free cad, some parts still didint arrived so im wating till monday but heres what i know by the shop: Raspberry pi zero 2w 65x30x5 mm 2x20 header female 52x5x5mm tp4056 28x17x? mm batt 40×30×8mm mt3608 36x 7x14 mm ic2 oled 0,91“ ???
Its working!!!!! I have modeled the caddy and the parts arrived today, gonna polish my git repo and going to ship. Edit i needed to remove the display because it dosent fit and when i tried making a pod that will hold it it was too bulky...
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1793123490.9739847
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1793728290.9739847
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35444
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Pip-Boy OS by @DanieleM | Stardance
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DanieleM
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0
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82.88
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0
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[]
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[{"post_id": 79142, "ts": "202 [{"post_id": 79142, "ts": "2026-10-12T20:00:06Z", "hours": 4.5869, "text": "Add-ons! Add-ons!!! Today is my birthday, yayy! 🥳🥳 I wanted to ship the project today, as a gift for myself, but I have to wait just to be sure that everything is ready. For now enjoy this devlog: As no one commented on my last devlog ( https://stardance.hackclub.com/projects/35444/devlogs/64652 ) I decided to take matters in my own hands and add some useful elements to the Project: Firstly I added Input Repetition , now if you hold a button the input gets repeated, this makes scrolling and variables customization so much easier; 🛠️🛠️ My second add-on was a Rad tab in the Fallout 4 UI , as the game never had a Rad-Bar in the Pip-boy I chose to freestyle it, taking some inspiration from the old analogical geiger counters (also I made the “critical” area of the Rad-Bar dynamic: It changes to the complementary RGB color of the main theme, except for white). ☢️ The final element that I added was a Screensaver , it’s similar to the one from Bethesda’s Pip-boy, however mine has some cool details and it shows the temperature and weather, which is pretty cool!!! 🥶"}, {"post_id": 77309, "ts": "2026-10-06T14:30:36Z", "hours": 9.8914, "text": "🎉PIP-BOY OS IS COMPLETED!!!🎉 Ladies and Gentleman, after 70+ hours of coding, I have finally built the last 2 tabs and with that I completed the Version 1.0 of my project.🥳🥳 Now before I ship the software I want to make some changes to make the code more ‘fun’ and enjoyable. During the making of the last tabs I lost track of time and I let my creativity take over , so I already made the first add-on: a geiger counter emulation in the radiation tab☢️☢️ (however it still needs some polishing). I want to add more things, what should I add next? 🔧 Please let me know in the comments"}, {"post_id": 74798, "ts": "2026-09-28T09:01:22Z", "hours": 3.7883, "text": "✨✨ Upgrade to Customization ✨✨ I know I should work on the remaining ‘visual’ tabs of Fallout 4’s UI, however I found in the original files a tab called Settings , it could let the user change some variables while the code is running. I got really excited that I immediately started to work on it. The original code was good, however I had to completley rework the logic. Now you can personalize the UI while the OS is running! Since some elements of the code are loaded before the main loop (like the UI style and Maps) I made the code reset itself (by closing and re-opening) when these specific elements are modified.🔧"}, {"post_id": 73062, "ts": "2026-09-24T09:24:29Z", "hours": 2.1961, "text": "GUESS WHAT, IRL MAP! 🗺️🗺️ Before adding the last DATA elements I forgot to check a piece of the base code: the Real Life Map. To make it work I had to create a Geoapify API Key. It wasn’t that hard and the code worked; however the map was visually a total eyesore so I made it only in black and white ,then inverted its colors and in the end colored it with the selected color scheme. Now the IRL Map matches the Map Style from the games! ☆ : .。. o(≧▽≦)o .。.: ☆"}, {"post_id": 72801, "ts": "2026-09-23T19:16:58Z", "hours": 2.6019, "text": "Fallout New Vegas UI Completed!!!🎉🎉 Today I worked on the Notes tab as it’s the last tab that is present in both UIs. Now everything from the Fallout: New Vegas UI is done (the Local and Global Map are the same but let’s not focus on that🫠🫠). Now I’ll work on adding the missing Fallout 4 tabs in the DATA Menu (Workshop, Stats and ,maybe, Settings)🔧."}, {"post_id": 72355, "ts": "2026-09-22T18:58:09Z", "hours": 2.2489, "text": "📻 Radio Fallout New Vegas Done! 📻 After finishing the Quest tab I decided to work on something easier, so I made the Fallout New Vegas UI for the Radio tab 📻, I also made some small modifications in the footer and in the radio logic🔧. I also implemented the radios from the game, with all the original voicelines that I could find (I couldn’t find Mr. New Vegas’s voicelines, sorry😣). Also because I don’t want no lawsuit from bethesda I ain’t putting the .mp3 files in the github repo , I replaced them with some songs older than my grandma (so they are in the Public Domain)."}, {"post_id": 71931, "ts": "2026-09-21T20:05:25Z", "hours": 6.5219, "text": "Quest Tab Completed! So after completing the INV/ITEMS Menu I passed my weekend working on the Quest Tab, as the base code didn’t have almost any code for the DATA Menu I had to work more. The UIs aren’t a 100% replica of the ones from the games, but they are enough for now. Also, ✨✨ working clock ✨✨"}, {"post_id": 70202, "ts": "2026-09-18T18:09:22Z", "hours": 8.1931, "text": "THE PIP-BOY OS IS IN THE FINAL PHASE The last devlogs were buried by the algorithm so I’m trying a new style and a Catchier name . For what regards the project INV Menù completed, it took more than expected but who cares we are here. Now I only need to complete the DATA Menù and then I’ll patiently wait some more for the review and the hardware shipping."}, {"post_id": 64785, "ts": "2026-09-09T13:26:59Z", "hours": 9.8953, "text": "💲💲 Survival PC 3000: Software Devlog 5 💲💲 Hello, it’s been a month since my last Devlog, I’ve been really busy and I didn’t really did a lot softwarewise, because the hardware funding got rejected 4 times because I’m a dumbass.😅 However I managed to resend the funding request (hoping that someone will accept it) and work on the code. For now I’ve only completed the STATS menu (by adding the General tab to the Fallout: New Vegas UI, and the Perks tab for Fallout 4’s UI✨) and I’m very near to completing the INV/ITEMS menu , for now I’ve: Added a fallback for non-found images or 2D animations ; 🛠️ Made the tabs Dynamic , so that the 2 UI styles have the correct elements in the correct tabs;🔧🔧 Added some more 2D animations , for which I had to find some 3D models on sketchfab and animate them on blender, which was an extremely long and boring process.🫠 the only thing left to do now is creating the fallout new vegas UI, after that I can work on the DATA menu and complete the software. Also if you want to check out my code I finally put a working version for PC on my github repo . All the necessary info on how to start the code are in the README. See y’all soon; @DanieleM"}, {"post_id": 41253, "ts": "2026-08-05T11:06:28Z", "hours": 10.2122, "text": "☢️☢️Survival PC 3000: Software Devlog 4 ☢️☢️ Hello Stardancers, 10 hours have flown by and I’ve almost completed the STATS Menu. Here’s what’s new: Completed Status Subtabs : The EFF and RAD tabs are now exact copies of the original tabs from the Pip-Boy; the radiation counter’s arrow (underneath the line with the 0-1000 scale) is already dynamic and, once I get the hardware, it will work as a Real-time Geiger Counter, showing the data inputted by the Geiger Counter Module (the MIN and MAX values that the model can perceive will become the 0 and 1000 on the radiation counter); 🩻 Completed Perks, S.P.E.C.I.AL. and Skills : With all the images from the game (I’m already working on finding the in-game text); ✨✨✨ Working Map : Ladies and Gentlemen, the Map is now working! I still need to see if the IRL map works, but for now we have the maps from the Commonwealth and the Mojave with and without the markers; regarding the Radio Customization, by the next devlog it should be fully working; 📻 Submenu System Repaired : I easily repaired the submenu system by reworking the ‘tab_manager’ code with some slight modifications; 🔧 Booting sequence repaired : I repaired and implemented the booting sequence of the original code back in July, before the 3rd Devlog, however I forgot to add it there, my bad!😅 As for how I’ve repaired it I’ve simply recalled the code of the booting , aka boot.py, in the main code (main.py) and completely reworked the run() function of boot.py; For now that’s all, I’ll work on the realistic inputs when I’ll get the funding and the parts. Here’s a video of the current state of the project. See y’all soon @DanieleM"}, {"post_id": 38411, "ts": "2026-07-31T19:22:26Z", "hours": 10.7167, "text": "👍👍 Survival PC 3000: Software Devlog 3 👍👍 Hello Stardancers! These last days I’ve been working on the New Vegas/Fallout 3 UI of my project. For now this UI is still a WIP, here’s a quick rundown of what I have to do these next days: I need to create the Radiation(RAD) and Effects(EFF) tabs; The UI change implied a change in the menus and submenus (from the 5 main menus of the original code [ STATS/INV/DATA/MAP/RADIO ] to 3 [ STATS/ITEMS/DATA ], and the moving of RADIO and MAP in DATA) which partially broke the submenu’s system, so I’m currently trying to fix it;🔧 I still need to add the Map and Radio Customization (I’ve added the customization in Configure.py but I’ve yet to make the Customization work. I’ll work on it when worse problems stop appearing I promise);🥲 I still need to modify the code in order to make it work on the custom hardware of the Survival PC 3000 ; Yes, it’s a lot of things to do, however these last few days I’ve been mainly working on finding the assets from Fallout New Vegas, after rummaging through the Fallout Fandom Wiki I found a good 98% of all the images from the game 🎉. I also completed the Condition(CND) menu, which took a lot of time, especially the creation of the vault-boy,for whom I had to crop different images in order to get all the 7 parts (head/face/torso/arms/legs) and all their variations (5 for the face and 2 for the other 6 parts)🫠🫠. Here’s some funny images of the failed vault-boy setup and an image of the completed CND tab, can you guess which is which?🤭"}, {"post_id": 31771, "ts": "2026-07-20T12:45:53Z", "hours": 9.5517, "text": "💾 Survival PC 3000: Software Devlog 2 💾 Hello Stardancers! Today I have some good news and bad news: Good News: These last few days I poured my all into this project and now I can finally say that I fixed all the errors in the code! And I found a file in the original github folder, it’s a Secret Menu !!!🤯🤯 The original author( kelmes1 ), made a python file in order to easily configure and personalize the UI, it even has the Amber color from Fallout New Vegas🥲; Bad News: The errors that I mentioned before were caused by some modifications made by kelmes1, as I looked more into these errors I discovered that the code I’m modifying is a WIP and therefore lacks a ton of assets from the game;😢😢 For now I’m working on the implementation of the New Vegas style in the code, inserting the selection between the two styles in kelmes1’s Secret Menu. See you soon @DanieleM"}, {"post_id": 29551, "ts": "2026-07-16T15:45:10Z", "hours": 2.4711, "text": "🖥️ Survival PC 3000: Software Devlog 1 🖥️ Hello Stardancers! Now that the 3D model is somewhat finished (I forgor to add the Usb and HDMI holes and some support structures for the hardware that I’ll add when I have the pieces) I finally went to the software part. For now I just managed to compile the open-source code that I found online (after an hour of losing my mind🫠🫠) . However today I’m posting so as to let you know my plans for this project: Dual Style: I want to add the Orange New Vegas Style to this code, the user will be able to change between the Original (Fallout 4) and the NV style through a “Secret Menu”;☢️ Radio and Map Customization: I want to put in the “Secret Menu” a selection between the audio and map from the games and the real ones, so you will never lose your way whether you are in the Commonwealth, the Mojave or New York;🏙️ Authentic Inputs: I will try to make the buttons, knob and selection wheel work like in the games, in case this doesn’t work the screen will also be touch. See you soon, @DanieleM"}]...
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Title: Pip-Boy OS by @DanieleM | Stardance
Devlog Title: Pip-Boy OS by @DanieleM | Stardance
Devlogs:
🖥️ Survival PC 3000: Software Devlog 1 🖥️ Hello Stardancers! Now that the 3D model is somewhat finished (I forgor to add the Usb and HDMI holes and some support structures for the hardware that I’ll add when I have the pieces) I finally went to the software part. For now I just managed to compile the open-source code that I found online (after an hour of losing my mind🫠🫠) . However today I’m posting so as to let you know my plans for this project: Dual Style: I want to add the Orange New Vegas Style to this code, the user will be able to change between the Original (Fallout 4) and the NV style through a “Secret Menu”;☢️ Radio and Map Customization: I want to put in the “Secret Menu” a selection between the audio and map from the games and the real ones, so you will never lose your way whether you are in the Commonwealth, the Mojave or New York;🏙️ Authentic Inputs: I will try to make the buttons, knob and selection wheel work like in the games, in case this doesn’t work the screen will also be touch. See you soon, @DanieleM
💾 Survival PC 3000: Software Devlog 2 💾 Hello Stardancers! Today I have some good news and bad news: Good News: These last few days I poured my all into this project and now I can finally say that I fixed all the errors in the code! And I found a file in the original github folder, it’s a Secret Menu !!!🤯🤯 The original author( kelmes1 ), made a python file in order to easily configure and personalize the UI, it even has the Amber color from Fallout New Vegas🥲; Bad News: The errors that I mentioned before were caused by some modifications made by kelmes1, as I looked more into these errors I discovered that the code I’m modifying is a WIP and therefore lacks a ton of assets from the game;😢😢 For now I’m working on the implementation of the New Vegas style in the code, inserting the selection between the two styles in kelmes1’s Secret Menu. See you soon @DanieleM
👍👍 Survival PC 3000: Software Devlog 3 👍👍 Hello Stardancers! These last days I’ve been working on the New Vegas/Fallout 3 UI of my project. For now this UI is still a WIP, here’s a quick rundown of what I have to do these next days: I need to create the Radiation(RAD) and Effects(EFF) tabs; The UI change implied a change in the menus and submenus (from the 5 main menus of the original code [ STATS/INV/DATA/MAP/RADIO ] to 3 [ STATS/ITEMS/DATA ], and the moving of RADIO and MAP in DATA) which partially broke the submenu’s system, so I’m currently trying to fix it;🔧 I still need to add the Map and Radio Customization (I’ve added the customization in Configure.py but I’ve yet to make the Customization work. I’ll work on it when worse problems stop appearing I promise);🥲 I still need to modify the code in order to make it work on the custom hardware of the Survival PC 3000 ; Yes, it’s a lot of things to do, however these last few days I’ve been mainly working on finding the assets from Fallout New Vegas, after rummaging through the Fallout Fandom Wiki I found a good 98% of all the images from the game 🎉. I also completed the Condition(CND) menu, which took a lot of time, especially the creation of the vault-boy,for whom I had to crop different images in order to get all the 7 parts (head/face/torso/arms/legs) and all their variations (5 for the face and 2 for the other 6 parts)🫠🫠. Here’s some funny images of the failed vault-boy setup and an image of the completed CND tab, can you guess which is which?🤭
☢️☢️Survival PC 3000: Software Devlog 4 ☢️☢️ Hello Stardancers, 10 hours have flown by and I’ve almost completed the STATS Menu. Here’s what’s new: Completed Status Subtabs : The EFF and RAD tabs are now exact copies of the original tabs from the Pip-Boy; the radiation counter’s arrow (underneath the line with the 0-1000 scale) is already dynamic and, once I get the hardware, it will work as a Real-time Geiger Counter, showing the data inputted by the Geiger Counter Module (the MIN and MAX values that the model can perceive will become the 0 and 1000 on the radiation counter); 🩻 Completed Perks, S.P.E.C.I.AL. and Skills : With all the images from the game (I’m already working on finding the in-game text); ✨✨✨ Working Map : Ladies and Gentlemen, the Map is now working! I still need to see if the IRL map works, but for now we have the maps from the Commonwealth and the Mojave with and without the markers; regarding the Radio Customization, by the next devlog it should be fully working; 📻 Submenu System Repaired : I easily repaired the submenu system by reworking the ‘tab_manager’ code with some slight modifications; 🔧 Booting sequence repaired : I repaired and implemented the booting sequence of the original code back in July, before the 3rd Devlog, however I forgot to add it there, my bad!😅 As for how I’ve repaired it I’ve simply recalled the code of the booting , aka boot.py, in the main code (main.py) and completely reworked the run() function of boot.py; For now that’s all, I’ll work on the realistic inputs when I’ll get the funding and the parts. Here’s a video of the current state of the project. See y’all soon @DanieleM
💲💲 Survival PC 3000: Software Devlog 5 💲💲 Hello, it’s been a month since my last Devlog, I’ve been really busy and I didn’t really did a lot softwarewise, because the hardware funding got rejected 4 times because I’m a dumbass.😅 However I managed to resend the funding request (hoping that someone will accept it) and work on the code. For now I’ve only completed the STATS menu (by adding the General tab to the Fallout: New Vegas UI, and the Perks tab for Fallout 4’s UI✨) and I’m very near to completing the INV/ITEMS menu , for now I’ve: Added a fallback for non-found images or 2D animations ; 🛠️ Made the tabs Dynamic , so that the 2 UI styles have the correct elements in the correct tabs;🔧🔧 Added some more 2D animations , for which I had to find some 3D models on sketchfab and animate them on blender, which was an extremely long and boring process.🫠 the only thing left to do now is creating the fallout new vegas UI, after that I can work on the DATA menu and complete the software. Also if you want to check out my code I finally put a working version for PC on my github repo . All the necessary info on how to start the code are in the README. See y’all soon; @DanieleM
THE PIP-BOY OS IS IN THE FINAL PHASE The last devlogs were buried by the algorithm so I’m trying a new style and a Catchier name . For what regards the project INV Menù completed, it took more than expected but who cares we are here. Now I only need to complete the DATA Menù and then I’ll patiently wait some more for the review and the hardware shipping.
Quest Tab Completed! So after completing the INV/ITEMS Menu I passed my weekend working on the Quest Tab, as the base code didn’t have almost any code for the DATA Menu I had to work more. The UIs aren’t a 100% replica of the ones from the games, but they are enough for now. Also, ✨✨ working clock ✨✨
📻 Radio Fallout New Vegas Done! 📻 After finishing the Quest tab I decided to work on something easier, so I made the Fallout New Vegas UI for the Radio tab 📻, I also made some small modifications in the footer and in the radio logic🔧. I also implemented the radios from the game, with all the original voicelines that I could find (I couldn’t find Mr. New Vegas’s voicelines, sorry😣). Also because I don’t want no lawsuit from bethesda I ain’t putting the .mp3 files in the github repo , I replaced them with some songs older than my grandma (so they are in the Public Domain).
Fallout New Vegas UI Completed!!!🎉🎉 Today I worked on the Notes tab as it’s the last tab that is present in both UIs. Now everything from the Fallout: New Vegas UI is done (the Local and Global Map are the same but let’s not focus on that🫠🫠). Now I’ll work on adding the missing Fallout 4 tabs in the DATA Menu (Workshop, Stats and ,maybe, Settings)🔧.
GUESS WHAT, IRL MAP! 🗺️🗺️ Before adding the last DATA elements I forgot to check a piece of the base code: the Real Life Map. To make it work I had to create a Geoapify API Key. It wasn’t that hard and the code worked; however the map was visually a total eyesore so I made it only in black and white ,then inverted its colors and in the end colored it with the selected color scheme. Now the IRL Map matches the Map Style from the games! ☆ : .。. o(≧▽≦)o .。.: ☆
✨✨ Upgrade to Customization ✨✨ I know I should work on the remaining ‘visual’ tabs of Fallout 4’s UI, however I found in the original files a tab called Settings , it could let the user change some variables while the code is running. I got really excited that I immediately started to work on it. The original code was good, however I had to completley rework the logic. Now you can personalize the UI while the OS is running! Since some elements of the code are loaded before the main loop (like the UI style and Maps) I made the code reset itself (by closing and re-opening) when these specific elements are modified.🔧
🎉PIP-BOY OS IS COMPLETED!!!🎉 Ladies and Gentleman, after 70+ hours of coding, I have finally built the last 2 tabs and with that I completed the Version 1.0 of my project.🥳🥳 Now before I ship the software I want to make some changes to make the code more ‘fun’ and enjoyable. During the making of the last tabs I lost track of time and I let my creativity take over , so I already made the first add-on: a geiger counter emulation in the radiation tab☢️☢️ (however it still needs some polishing). I want to add more things, what should I add next? 🔧 Please let me know in the comments
Add-ons! Add-ons!!! Today is my birthday, yayy! 🥳🥳 I wanted to ship the project today, as a gift for myself, but I have to wait just to be sure that everything is ready. For now enjoy this devlog: As no one commented on my last devlog ( https://stardance.hackclub.com/projects/35444/devlogs/64652 ) I decided to take matters in my own hands and add some useful elements to the Project: Firstly I added Input Repetition , now if you hold a button the input gets repeated, this makes scrolling and variables customization so much easier; 🛠️🛠️ My second add-on was a Rad tab in the Fallout 4 UI , as the game never had a Rad-Bar in the Pip-boy I chose to freestyle it, taking some inspiration from the old analogical geiger counters (also I made the “critical” area of the Rad-Bar dynamic: It changes to the complementary RGB color of the main theme, except for white). ☢️ The final element that I added was a Screensaver , it’s similar to the one from Bethesda’s Pip-boy, however mine has some cool details and it shows the temperature and weather, which is pretty cool!!! 🥶...
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1792677190.2691307
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1793281990.2691307
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57893
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Poopsweeper🐶💩 by @matyi | Stardance
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matyi
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1
|
25.0
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180
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T20:30:22Z", "hours": 25.0, "multiplier": 7.3, "payout": 180, "blessing": "neutral", "text": "Hello guys! I am happy that I am finally able to ship Poopsweeper. I had worked a lot on this project and was heavily motivated at the start of it, but sadly I started slacking off in the last few days. However, I could push through it and finally finish the project. It was my most challenging idea so far, because of the logic of the whole game. Although most of the time I was really frustrated with it because I just couldn’t figure out how it had to work, I eventually got it to work. I had used AI for this project, but only for explaining stuff (more in the readme). When I showed my progress to my friends, they were all amazed by it and even started playing it in their free time. A funny memory I got from the project was when I was nearly finished with it, and I decided to show it to my I.T. teacher, Mr. John, who is a really interesting figure. He is funny-looking and acts funny, so most of the time we have a laugh about him. When he tried the game, he criticized the name of the project, saying that it’s inappropriate and that I should work on my naming. After he tried the game and failed, he just said “good”, which we then started laughing at because of the way he said it. I am really thankful to Stardance for getting me to do something and actually improve my skills and even rewarding me. Here is how the game works: the game is basically just a Minesweeper variant that has dog poop and bags instead of the traditional mines and flags. The idea came from my dog, Csoki. He is the reason why I was so motivated to finish this whole project. The whole game has about 1058 lines of code :) Website link: https://poop.matyi.top", "repo": "https://github.com/CSOKIIKA69/poopsweeper", "demo": "https://poop.matyi.top"}]...
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[{"post_id": 79145, "ts": "202 [{"post_id": 79145, "ts": "2026-10-12T20:09:35Z", "hours": 8.315, "text": "FINALLY FINISHED HTML: Added efficiency to the results CSS: Made the main menu look a little better on bigger screens JS: Made timeSec global Added results display Adjusted 3BV display Fixed if statement Added exploreZero function Added tBV function The link is poop.matyi.top!"}, {"post_id": 74251, "ts": "2026-09-27T02:03:44Z", "hours": 7.8533, "text": "Poopsweeper Devlog #2 What I’ve done CSS: Changed class ‘bomb’ to ‘bombflag’ Changed the board’s and the cells’ colors HTML: Replaced the function on the click of the menu buttons Added restartGame function to button in board-header JS: Added flag, gameOver variable Disabled ContextMenu Cleaned up setDiff function Finished handleFlagCounter, function Added endGame function Added revealColor function Finished revealEmptyCell function Finished and cleaned up revealCell function Added placeFlag function Added mobile check Added restartGame function Cleaned up and finished createBoard function What is yet to be done Adding a leaderboard Adding the timer Adding a proper winning and losing system Adding CSS for PC Fixing the look of the counters Adding back buttons When clicking a cell that has all of its flags placed, it reveals the neighbours AI Usage Used it to explain how the whole website should be built up Guiding me with the code, what needs to be added, how it needs to be, what I don’t need, what to improve on No Spoon-feeding (I don’t ask for code from the AI) Website preview - Please give me feedback If you are visiting on PC, press Ctrl + Shift + M to switch into responsive mode, allowing you to use the phone version of the website!"}, {"post_id": 63651, "ts": "2026-09-07T16:00:06Z", "hours": 8.5047, "text": "Poopsweeper Devlog #1 In the red squares are the screenshots of the mobile version, blue is of the PC What I’ve done so far Finished the look for mobile Finished with HTML Cleaned / cleaning up the .js file and the functions in it What is yet to be done Adding the logistics Adding a leaderboard Adding CSS for PC AI Usage Used it to explain how the whole website should be built up Guiding me with the code, what needs to be added, how it needs to be, what I don’t need, what to imporve on No Spoon-feeding (I don’t ask for code from the AI) Website preview"}]...
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Title: Poopsweeper🐶💩 by @matyi | Stardance
Devlog Title: Poopsweeper🐶💩 by @matyi | Stardance
Devlogs:
Poopsweeper Devlog #1 In the red squares are the screenshots of the mobile version, blue is of the PC What I’ve done so far Finished the look for mobile Finished with HTML Cleaned / cleaning up the .js file and the functions in it What is yet to be done Adding the logistics Adding a leaderboard Adding CSS for PC AI Usage Used it to explain how the whole website should be built up Guiding me with the code, what needs to be added, how it needs to be, what I don’t need, what to imporve on No Spoon-feeding (I don’t ask for code from the AI) Website preview
Poopsweeper Devlog #2 What I’ve done CSS: Changed class ‘bomb’ to ‘bombflag’ Changed the board’s and the cells’ colors HTML: Replaced the function on the click of the menu buttons Added restartGame function to button in board-header JS: Added flag, gameOver variable Disabled ContextMenu Cleaned up setDiff function Finished handleFlagCounter, function Added endGame function Added revealColor function Finished revealEmptyCell function Finished and cleaned up revealCell function Added placeFlag function Added mobile check Added restartGame function Cleaned up and finished createBoard function What is yet to be done Adding a leaderboard Adding the timer Adding a proper winning and losing system Adding CSS for PC Fixing the look of the counters Adding back buttons When clicking a cell that has all of its flags placed, it reveals the neighbours AI Usage Used it to explain how the whole website should be built up Guiding me with the code, what needs to be added, how it needs to be, what I don’t need, what to improve on No Spoon-feeding (I don’t ask for code from the AI) Website preview - Please give me feedback If you are visiting on PC, press Ctrl + Shift + M to switch into responsive mode, allowing you to use the phone version of the website!
FINALLY FINISHED HTML: Added efficiency to the results CSS: Made the main menu look a little better on bigger screens JS: Made timeSec global Added results display Adjusted 3BV display Fixed if statement Added exploreZero function Added tBV function The link is poop.matyi.top!
Ships:
Hello guys! I am happy that I am finally able to ship Poopsweeper. I had worked a lot on this project and was heavily motivated at the start of it, but sadly I started slacking off in the last few days. However, I could push through it and finally finish the project. It was my most challenging idea so far, because of the logic of the whole game. Although most of the time I was really frustrated with it because I just couldn’t figure out how it had to work, I eventually got it to work. I had used AI for this project, but only for explaining stuff (more in the readme). When I showed my progress to my friends, they were all amazed by it and even started playing it in their free time. A funny memory I got from the project was when I was nearly finished with it, and I decided to show it to my I.T. teacher, Mr. John, who is a really interesting figure. He is funny-looking and acts funny, so most of the time we have a laugh about him. When he tried the game, he criticized the name of the project, saying that it’s inappropriate and that I should work on my naming. After he tried the game and failed, he just said “good”, which we then started laughing at because of the way he said it. I am really thankful to Stardance for getting me to do something and actually improve my skills and even rewarding me. Here is how the game works: the game is basically just a Minesweeper variant that has dog poop and bags instead of the traditional mines and flags. The idea came from my dog, Csoki. He is the reason why I was so motivated to finish this whole project. The whole game has about 1058 lines of code :) Website link: https://poop.matyi.top...
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1793051292.5801096
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1793137692.5801096
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68883
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shadergame by @leila | Stardance
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leila
|
0
|
10.33
|
0
|
[]
|
[{"post_id": 79146, "ts": "202 [{"post_id": 79146, "ts": "2026-10-12T20:18:54Z", "hours": 10.3292, "text": "so i may have mega super locked in and done 8 hours in two days but its supah dupah cool now!! i did everything from getting the raylib framework up and running (with a bit of claude to do RL backend stuff), to writing and reading information from specific pixels to getting a consistent map position and view rotation, and of course doing all the rendering! (which i wrote by myself without desmos ) below is how the game looks so far, which is VERY dark and pretty reliant on visual continuity to make actual sense, as well as what it would look like without the LiDAR effect"}]...
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Title: shadergame by @leila | Stardance
Devlogs:
Title: shadergame by @leila | Stardance
Devlogs:
so i may have mega super locked in and done 8 hours in two days but its supah dupah cool now!! i did everything from getting the raylib framework up and running (with a bit of claude to do RL backend stuff), to writing and reading information from specific pixels to getting a consistent map position and view rotation, and of course doing all the rendering! (which i wrote by myself without desmos ) below is how the game looks so far, which is VERY dark and pretty reliant on visual continuity to make actual sense, as well as what it would look like without the LiDAR effect...
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1793127101.043002
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1793731901.043002
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47485
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clicker kingdom by @Sepkatt | Stardance
|
Sepkatt
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T20:41:59Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "1. What did I make? I made StarDance. I wanted to make something fun and I worked on getting everything to look and work the way I wanted. 2. What was hard? Some things didn’t work the first time, so I had to try again and fix them. It took some time to get everything right. 3. What am I proud of? I’m proud that I finished it and that I got it to work. I also learned some new things while making it. 4. What should people know about my project? I put time into making StarDance and tried to make it good. It wasn’t always easy, but I’m happy with how it turned out.", "repo": "https://github.com/katarinawattum-lgtm/New-folder", "demo": "https://katarinawattum-lgtm.github.io/New-folder/"}]...
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[{"post_id": 79150, "ts": "202 [{"post_id": 79150, "ts": "2026-10-12T20:28:07Z", "hours": 1.2403, "text": "Just finished a game made with HTML, CSS, and JS."}, {"post_id": 79088, "ts": "2026-10-12T16:58:35Z", "hours": 3.0461, "text": "Clicker Kingdom - Stardance Challenge Progress Update I started building my own browser game called Clicker Kingdom using HTML, CSS, and JavaScript in Visual Studio Code. So far, I have: Created the basic game structure using HTML. Designed the game with CSS, using a dark background, gold colours, and a kingdom theme. Added a gold counter and a button that lets players earn gold by clicking. -Created a shop where players can buy gold workers for 10 gold. Added an automatic gold system where each worker produces 1 gold per second.Implemented a save system using the browser’s local storage, so game progress can be saved and loaded again. My next step is to test that all the features work correctly and continue adding new features to make the game more fun and interactive."}]...
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Title: clicker kingdom by @Sepkatt | Stardance
De Title: clicker kingdom by @Sepkatt | Stardance
Devlogs:
Clicker Kingdom - Stardance Challenge Progress Update I started building my own browser game called Clicker Kingdom using HTML, CSS, and JavaScript in Visual Studio Code. So far, I have: Created the basic game structure using HTML. Designed the game with CSS, using a dark background, gold colours, and a kingdom theme. Added a gold counter and a button that lets players earn gold by clicking. -Created a shop where players can buy gold workers for 10 gold. Added an automatic gold system where each worker produces 1 gold per second.Implemented a save system using the browser’s local storage, so game progress can be saved and loaded again. My next step is to test that all the features work correctly and continue adding new features to make the game more fun and interactive.
Just finished a game made with HTML, CSS, and JS.
Ships:
1. What did I make? I made StarDance. I wanted to make something fun and I worked on getting everything to look and work the way I wanted. 2. What was hard? Some things didn’t work the first time, so I had to try again and fix them. It took some time to get everything right. 3. What am I proud of? I’m proud that I finished it and that I got it to work. I also learned some new things while making it. 4. What should people know about my project? I put time into making StarDance and tried to make it good. It wasn’t always easy, but I’m happy with how it turned out....
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1793155965.7279508
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1793242365.7279508
|
|
53836
|
FOU by @SHREX | Stardance
|
SHREX
|
3
|
71.0
|
1016
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T20:41:24Z", "hours": 50.0, "multiplier": 13.35, "payout": 664, "blessing": "neutral", "text": "FOU is my first serious programming project, and honestly, I never thought it would come this far. It started as a small Python CLI because I wanted an easy way to track crypto prices without opening an exchange every time. Slowly, I added live prices, coin validation, saving, and my own backend. And now, with v2.5, I’ve finally turned it into a proper desktop app! FOU now has three themes — FOU DEFAULT, THE FOOL, and VOID , each with its own companion and six different reactions. The hardest part was definitely building the GUI, especially getting the characters, decorative frames, and layouts to work properly when resizing the window. I spent way too much time fixing tiny details 😭 I also tried to work on almost every piece of feedback from my previous ships. A lot of people said my README and devlogs weren’t clear enough, so this time I’ve added better explanations, installation instructions, a full demo video, and more details about how I built everything. 💜 Please read this before testing! ⏳ First-time loading: Adding your first coin or loading saved prices might take around 60 seconds because my free hosted backend sometimes goes to sleep. Please give it a little time! 🛡️ Windows: I’ve tested the released app on two Windows laptops, and it worked fine. However, the executable is still unsigned, so Windows might show a security warning. I’ve already applied for code signing. Please don’t disable your security settings just to test it. 🐧 Linux and macOS: Both builds completed successfully, but I couldn’t test them on real Linux or Mac computers. So please treat them as experimental. If something doesn’t work, I’d really appreciate it if you could watch the demo video before rating, rather than judging FOU only by an untested build. 🐛 Bugs: Some recent tests found a few rare issues with saving and unexpected API responses. I’ve started fixing them, but those fixes aren’t in this release yet. If you find anything, please let me know! 🚀 How to try it Download the ZIP for your OS from the GitHub Release. On Windows, extract everything and open FOU.exe . Try adding BTC, ETH, or SOL, refreshing prices, saving your portfolio, and switching themes. FOU isn’t a wallet or trading app. It’s just a watchlist for coins you’re interested in. Release: https://github.com/FOU-SHREX/FOU/releases/tag/v2.5.0 README + Demo Video: https://github.com/FOU-SHREX/FOU I’m still learning Python, and this project taught me so much about coding, APIs, GUI development, and fixing things that randomly stop working. I also used ChatGPT, and AI image tools to help with coding, debugging, and artwork throughout development. I’m really happy with how far FOU has come, even though it’s still not perfect. Thanks to everyone who gave feedback on my earlier versions and helped me improve it. I hope you enjoy trying FOU! 💜 Please give feedback and good rating <(_ _)>", "repo": "https://github.com/FOU-SHREX/FOU", "demo": "https://github.com/FOU-SHREX/FOU/releases/tag/v2.5.0"}, {"ship_num": 2, "ts": "2026-09-22T14:25:57Z", "hours": 20.0, "multiplier": 17.33, "payout": 346, "blessing": "neutral", "text": "FOU is my first serious programming project and I made most of it while I was still learning Python. The idea actually came from a small problem I had myself. There were a lot of crypto coins I wanted to keep an eye on, but I didn’t want to open an exchange or search each coin again and again just to check the price. So I thought, why not make a small program where I can add the coins I care about once and then just open it whenever I want to check them. That’s how FOU started. V1.1 was very simple. It was just a CLI watchlist where you could add, remove, save and load coin symbols. While making V2 I learned a lot more and slowly upgraded it with live prices, valid coin checking, adding multiple coins, better save handling, error handling and builds for Windows, Linux and macOS. One of the hardest parts for me was learning how APIs and backend stuff work. I didn’t want to put the CoinGecko API key inside the app, so I built my own FastAPI backend and deployed it. I also learned caching, rate limiting, GitHub Actions, PyInstaller and a lot of testing while doing this. I also worked on the feedback from my V1.1 ship. A lot of people said the README and devlogs were not explaining the project enough, and some people didn’t even understand what a crypto watchlist was or thought it was related to wallets. So for V2 I added a beginner guide, clearer explanation of what FOU does, why I made it, better installation steps and I’m also adding better screenshots and more detailed devlogs. FOU does not connect to wallets, trade crypto or use real money. It is just a simple personal watchlist to track coins you are interested in. To test it, download the build for your OS from the V2 release, open FOU, add coins like BTC, ETH or SOL, type DONE, then open View Portfolio to see the live prices. Save it, close the app, reopen it and your watchlist should still be there. I’m still a beginner and this project is mainly how I’m learning by actually building something, so feedback really helps me improve it. If you try it and like what I made, I’d really appreciate a good rating and an honest review. And if something feels confusing or broken, please tell me that too so I can work on it in the next update.", "repo": "https://github.com/FOU-SHREX/FOU", "demo": "https://github.com/FOU-SHREX/FOU/releases/tag/v2.5.0"}, {"ship_num": 3, "ts": "2026-09-02T16:11:07Z", "hours": 1.0, "multiplier": 4.25, "payout": 6, "blessing": "neutral", "text": "I made FOU V1.1, a Python command-line cryptocurrency watchlist where users can add, view, remove, save, and reload coin symbols. The most challenging part was making the save system reliable both when running the Python file and when running the packaged Windows .exe . I also learned how to handle missing or corrupted save files and how to package the project with PyInstaller. I’m most proud that I took a simple Python project and turned it into a working standalone Windows release that other people can actually download and run. I also improved the code structure, added better error handling, and learned more about Git, GitHub releases, and project shipping. People should know that FOU V1.1 is still a watchlist-style project, not a full live crypto tracker yet. V2 is planned to add live prices and coin validation.", "repo": "https://github.com/FOU-SHREX/FOU", "demo": "https://github.com/FOU-SHREX/FOU/releases/tag/v2.5.0"}]...
|
[{"post_id": 79151, "ts": "202 [{"post_id": 79151, "ts": "2026-10-12T20:29:06Z", "hours": 4.8217, "text": "DEVLOG- 35: About to ship this here is important thing please read this if you encounter with and security issue please click run anyway as I applied for the authorized ownership but that will take weeks to fulfill so please co-operate and Linux and windows user if you want you can skip as i don’t have any system to test them, Thank you all for this journey will make more and be better if you rating me please rate me good. <(_ _)><(_ _)>"}, {"post_id": 78470, "ts": "2026-10-10T21:32:57Z", "hours": 2.5167, "text": "DEVLOG- 34: Here is the look of second theme the name is THE FOOL and the companion name is Mr. FOOL , the border around the portfolio takes so much time and effort of mine like in the end i need to use codex for calculation part as i learn MATH but the calculation is quiet complex so uses that, Appart from this I think i had done most of the work on feedback : 1st Feedback : Make a UI -> Now my project is shifted from cli to gui and have a proper UI 2nd Feedback : Timestap -> Added that in portfolio frame you can see the time its feacting the prices 3rd Feedback : Help -> Addded a help button at the bottom and that will open a youtube video that explain everything from how to use and what is for what! 4th Feedback : Nothing - > so everything is done so far ╰( °▽° )╯╰( °▽° )╯ BTW, working on the third theme too maybe ship tomorrow so don’t forget to try and Rate good my project ."}, {"post_id": 78181, "ts": "2026-10-09T21:53:47Z", "hours": 3.5731, "text": "DEVLOG- 33: Worked on so many things today, like adding the overall background in the second theme and living the frames that hiding that giving each frame its own border frame as per theme, created cards icon for change theme option using DRAW and also create local saving icon to use. i really think i cover most of the feedback as majorities of feedback were about UI which is done mostly and one feedback was about help option so I created a help button at the right bottom which will have a go through video of FOU explain everything if u needed help! will reveled the final look of second theme so stay tuned. - - () - -"}, {"post_id": 77929, "ts": "2026-10-08T20:20:52Z", "hours": 2.1711, "text": "DEVLOG- 32: After struggling and finding the result of the problem i learned math module and ceil and after learning this its so complicated for me that i need to take help from chat_gpt for the calculation part and then i got the desire result but still raise a another issue like the border of companion frame is not retracking its placement so I think i need to fix that next stay tuned ! ಥ_ಥ ┑( ̄Д  ̄)┍"}, {"post_id": 77643, "ts": "2026-10-07T18:38:28Z", "hours": 2.0833, "text": "DEVLOG - 31: Working on a same problem from yesterday but it didn’t fixed yet learned the new concepts and apply them but nothing happened will keep trying until crack that so stay tuned, if you can help please comment me the problem is i want a png border file to get perfectly fix around my portfolio and that file is not fitting perfectly so if anybody know i am using python only and making UI using coustomTkinter."}, {"post_id": 77375, "ts": "2026-10-06T18:17:46Z", "hours": 3.3803, "text": "DEVLOG - 30: Currently working on the second theme and just fixed done the companion frame and part like the emotion part and struggling in the frame of portfolio so i need to learn and understand some more concepts to fix that stay tuned! ( ̄┰ ̄*) ಥ_ಥ"}, {"post_id": 77134, "ts": "2026-10-05T19:03:05Z", "hours": 2.1525, "text": "DEVLOG- 29: Today I finally completed the FOU default theme UI and this is the locked result done some refinement today as remove button draw the prefect remove button icon and the companion sizing and placement the header of companion given a companion a 3D look ) and make companion fame fits to it as the upcoming theme will use that logic stay tuned may ship this this sunday or monday!)"}, {"post_id": 76822, "ts": "2026-10-04T18:27:03Z", "hours": 4.2847, "text": "DEVLOG- 28: So this is my default theme look today i fixed the style like the text fonts and placement and size worked on the activity section like the tick part take a lot just learned the image draw in python and use that to make the search icon clock and tick and loading so it take a while what do you think about this theme there will be more i give you a hint the second is from anime which is so mysterious! (⊙ (⊙ ⊙)_⊙) ( ̄┰ ̄ )( ̄┰ ̄ )"}, {"post_id": 76487, "ts": "2026-10-03T18:48:30Z", "hours": 4.4256, "text": "DEVLOG- 27: Today I fixed the major issue i am facing the image sizing part like when minimize and maximize done some calculation learn new concepts and do some compromise and apart from that added the logo section so the displayed coin will display there logo too and added the help button later when this finish will create a youtube video to guide it threw. The UI is taking the target set shape need some refinement and clarity the the default theme is done yes there will be more then one theme. ^0^ ^0^╰( °▽° )╯╰( °▽° )╯"}, {"post_id": 76239, "ts": "2026-10-02T20:22:19Z", "hours": 3.3644, "text": "DEVLOG- 26: Today I am working on the companion part of my GUI and from the morning working on the correct size fitting of the .png still didn’t get that like when minimize and maximize the size is getting larger and cropped or smaller then the frame and never fits if anybody know how to fix that issue do comment i am using CustomTkinter for this GUI. <(_ _)><(_ _)>o(TヘTo)o(TヘTo)"}, {"post_id": 75986, "ts": "2026-10-01T20:57:10Z", "hours": 2.2486, "text": "DEVLOG- 25: Today I worked on the enhancing the UI and making the default theme till now done the background part and color and border part screen size issue clear and ore UI fixed now working on the complete look and will update when the FOU Theme done."}, {"post_id": 75670, "ts": "2026-09-30T18:12:55Z", "hours": 3.1133, "text": "DEVLOG- 24: Today worked on the left side panels and activity tracer part and done both the part currently generating images as introducing the companion in the GUI with is image based for now but For V3 will change that too motion one. (❁´◡ ❁)(❁´◡ ❁)"}, {"post_id": 75298, "ts": "2026-09-29T17:46:30Z", "hours": 1.5606, "text": "DEVLOG- 23: ADDED some color and themes too, this V2.1 will have 6 theme to choose and currently working on the 2 of them then others right now leaning color change and multiple theme changer in CustomTkinter and apply them here. So far Done the border and background and button stuff will work on coin selection now see you soon."}, {"post_id": 74949, "ts": "2026-09-28T17:31:46Z", "hours": 1.7661, "text": "DEVLOG-22: Today i worked on adding functions to the buttons and handling the possible errors that could happened till now done the view_portfolio , remove_coin, add_coin part with there respective button now work on selection of coin and coin preview as a 3D image if possible. (〃 ̄︶ ̄)人( ̄︶ ̄〃)"}, {"post_id": 74476, "ts": "2026-09-27T13:48:46Z", "hours": 3.055, "text": "DEVLOG- 21: Currently working on the GUI structure and just done timeout error handling with this as a base structure the whole UI will be amazing and will take a while I am new to coustomTkinter so I need to learn first."}, {"post_id": 74143, "ts": "2026-09-26T19:20:12Z", "hours": 1.9086, "text": "DEVLOG-20: Done the refactor with the main.py and build some core functions so the same function will be used buy both CLI and GUI and now working on GUI skeleton stucture will update when finish do comment and like please."}, {"post_id": 73939, "ts": "2026-09-26T11:28:10Z", "hours": 1.1467, "text": "DEVLOG-19: Done with the test_GUI learned the major concepts and basics too no moving forward to work on actual FOU. (~ ̄▽ ̄)~(~ ̄▽ ̄)~"}, {"post_id": 73475, "ts": "2026-09-25T06:14:15Z", "hours": 1.5586, "text": "DEVLOG-18: Guys currently working on GUI and testing it while learning so this will take time i think. Do share some UI layouts ideas to put that."}, {"post_id": 73218, "ts": "2026-09-24T16:50:55Z", "hours": 0.5897, "text": "DEVLOG-17: Thanks everyone for reviews working on the reviews and fixed some issue too, currenty working on GUI as many suggest a good UI ,testing the GUI and learning it too will ship the V2.1 with GUI and fixed things as per feedback. THANKS EVERYONE! DO SUGGEST ME SOME GUI THEMES FOR UI."}, {"post_id": 71370, "ts": "2026-09-20T18:26:30Z", "hours": 1.005, "text": "DEVLOG-16: Guys, Finally the V2 is done and live check my github and try & test and do give the feedback and reviews its been a great journey I learned a lot while making this do like and follow. I can’t ship it right now my previous ship is still pending its been more then 2 week about 3 week still pending if anyone could help do reply please that’s it thanks for connecting. V3 will be delayed bcz of college stuff but will work on the feedback for sure. ☆ : .。. o(≧▽≦)o .。.: ☆☆ : .。. o(≧▽≦)o .。.: ☆ here is the whole story: FOU started as my first serious Python project and was originally just a simple CLI watchlist where you could add, remove, save and reload coin symbols. V1.1 made that version more stable and usable with better structure, save handling and a standalone Windows build. V2 is the biggest jump so far. I added live prices, coin validation, multiple-coin adding, better formatting, safer save-file handling, and a hosted FastAPI backend so the CoinGecko API key stays off the client. I also added caching, rate limiting, network error handling, and cross-platform builds for Windows, Linux and macOS using GitHub Actions. The V1.1 reviews also showed me that the project explanation was still too technical for beginners. Some people didn’t understand what a crypto watchlist was or thought it involved wallets. So I’m improving that too: clearer README beginner guide screenshots better devlogs simpler explanation of what FOU does and why I built it FOU is still a learning project and my first serious one, so a big part of this has been learning by building. Next I’m focusing on V2 feedback and polish before moving toward V3."}, {"post_id": 70741, "ts": "2026-09-19T17:59:07Z", "hours": 0.7525, "text": "DEVLOG-15: Don’t know why still pending if anyone seeing from the team please check my project the V2 is done and i want to ship that if the V1.1 will stay pending i will not able to ship it please team stardance help. BTW done the package part and multiple OS support too and testing there is still work needed but will finish tomorrow."}, {"post_id": 69844, "ts": "2026-09-17T21:52:56Z", "hours": 0.5375, "text": "DEVLOG-14: Done making the backend now some refactors and packages left to build and then V2 is done. if any shipwrights watching this please review my project so i can ship V2. BTW anyone wants to team up on the new programm by hack club “Third space” please comment on this devlog."}, {"post_id": 68760, "ts": "2026-09-15T18:12:26Z", "hours": 2.0439, "text": "DEVLOG-13: Currently working on Backend Error handling like time limit and request limits and after that will do the final cleanup and touch ups and then work on the package part will release the V2 for all os its currenty limited to window’s but V2 will be for linux and mac too. ^0^"}, {"post_id": 68214, "ts": "2026-09-14T18:21:46Z", "hours": 1.1408, "text": "DEVLOG- 12: Today Done some what robusting and will final this didn’t work much today cause of college but will wrap this V2 in 2 days hopely its going to be best thanks. For me learning backend then Appling it was a headache task but done it and learn about it more. try project and give ideas like what i can add in this next and reviews."}, {"post_id": 67588, "ts": "2026-09-13T18:52:15Z", "hours": 1.9956, "text": "DEVLOG-11: Guy Today worked on the Backend created the backend and test it its working and now the sunday feels worth drop the API robustness before but now work on that hope is that it will finished in 3-4 days. will update when API & Network Robustness done. ☆ : .。. o(≧▽≦)o .。.: ☆"}, {"post_id": 66486, "ts": "2026-09-12T10:16:00Z", "hours": 1.9486, "text": "DEVLOG- 10: Today I Done the view_portfolio part and now it shows the current_price of the coin and also a better UI is there to as I ass separator and anchor too add short part too where the coins with high market rank will appear at the top. Now work on the API handling will update soon. ( /ω\ )"}, {"post_id": 65507, "ts": "2026-09-10T18:18:00Z", "hours": 2.4475, "text": "DEVLOG-9: Today worked on the view_portfolio and add the almost every features, testing it now for a while and fixing the bugs and errors here GLM is useful as it test the code and returning the exact error that I am fixing hopply finish the view part tomorrow and move to something next. btw I take off from college for this still learning and then implementing it make it long (~ ̄▽ ̄)~ . will go college tomorrow hopply this will end. Please do follow me and like my log as i am working hard and who gonna like my log i will like there all log. (〃 ̄︶ ̄)人( ̄︶ ̄〃)"}, {"post_id": 64954, "ts": "2026-09-09T18:07:02Z", "hours": 1.3367, "text": "DEVLOG-8: Finally Fixed the add function part and API errors it take a lot of time and learnings to do so now starts working on view_portfolio function hopefully it get done quickly ( /ω\ )."}, {"post_id": 64386, "ts": "2026-09-08T18:26:31Z", "hours": 1.1236, "text": "DEVLOG-7: Work on the add function still handling API and debugging the problems as per my first project this is going to be crazy and lately getting busy as I had join a college for my BBA degree and classes are long ಥ_ಥಥ_ಥ"}, {"post_id": 63720, "ts": "2026-09-07T17:33:31Z", "hours": 1.8575, "text": "DEVLOG-6: Guys working the the API debugging part and it’s frustrating ಥ_ಥ since its keep failing and i had tried all the things asking AI for diagnosis, btw this hard work will be paid of once it’s made cause its gonna add the exciting components.(❁´◡`❁)"}, {"post_id": 62830, "ts": "2026-09-06T11:12:36Z", "hours": 1.7642, "text": "DEVLOG-5: Guys just completed the API function and working on the sorting , price reflecting , listing , and ranking so the V2 will be a considerable hit ╰( °▽° )╯"}, {"post_id": 62153, "ts": "2026-09-05T12:27:18Z", "hours": 0.9586, "text": "DEVLOG-4: Testing API and learning concepts its really time consuming guys please follow and share your reviews"}, {"post_id": 61750, "ts": "2026-09-04T20:10:07Z", "hours": 0.2939, "text": "DEVLOG-3: The Work on the V2 is going on write now the things are complicated for me cause as a learner and a beginner I have to learn before implementation so this will take the time I don’t know why my ship1 is not rated yet if anybody knows please comment. Do try my project and give feedbacks"}, {"post_id": 61487, "ts": "2026-09-04T13:03:38Z", "hours": 0.4081, "text": "DEVLOG-2: Complete the refactor part and now working on the V2 main comp. the API part will update soon"}, {"post_id": 61327, "ts": "2026-09-04T05:44:52Z", "hours": 0.3233, "text": "DEVLOG-1: Started Working on V2 before major updates just refactoring the code as per feedback adding loops in ADD and REMOVE feature and also making package for macos and linux"}, {"post_id": 60297, "ts": "2026-09-02T15:56:41Z", "hours": 0.6444, "text": "Just completed the packaging part now my project is in .exe and going to ship it now"}, {"post_id": 60097, "ts": "2026-09-02T07:41:35Z", "hours": 0.3394, "text": "Devlog 2 -_- Working on the packaging part making it a .exe for you guys so u could try and share reviews and soon shipping it too"}, {"post_id": 57119, "ts": "2026-08-29T06:50:58Z", "hours": 0.4653, "text": "Devlog:1 -_- Today I refactor my FOU-V1 add the separate function for all the functions and ready to move on the V2 of it.Please try and give reviews"}]...
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Title: FOU by @SHREX | Stardance
Devlogs:
Devlog: Title: FOU by @SHREX | Stardance
Devlogs:
Devlog:1 -_- Today I refactor my FOU-V1 add the separate function for all the functions and ready to move on the V2 of it.Please try and give reviews
Devlog 2 -_- Working on the packaging part making it a .exe for you guys so u could try and share reviews and soon shipping it too
Just completed the packaging part now my project is in .exe and going to ship it now
DEVLOG-1: Started Working on V2 before major updates just refactoring the code as per feedback adding loops in ADD and REMOVE feature and also making package for macos and linux
DEVLOG-2: Complete the refactor part and now working on the V2 main comp. the API part will update soon
DEVLOG-3: The Work on the V2 is going on write now the things are complicated for me cause as a learner and a beginner I have to learn before implementation so this will take the time I don’t know why my ship1 is not rated yet if anybody knows please comment. Do try my project and give feedbacks
DEVLOG-4: Testing API and learning concepts its really time consuming guys please follow and share your reviews
DEVLOG-5: Guys just completed the API function and working on the sorting , price reflecting , listing , and ranking so the V2 will be a considerable hit ╰( °▽° )╯
DEVLOG-6: Guys working the the API debugging part and it’s frustrating ಥ_ಥ since its keep failing and i had tried all the things asking AI for diagnosis, btw this hard work will be paid of once it’s made cause its gonna add the exciting components.(❁´◡`❁)
DEVLOG-7: Work on the add function still handling API and debugging the problems as per my first project this is going to be crazy and lately getting busy as I had join a college for my BBA degree and classes are long ಥ_ಥಥ_ಥ
DEVLOG-8: Finally Fixed the add function part and API errors it take a lot of time and learnings to do so now starts working on view_portfolio function hopefully it get done quickly ( /ω\ ).
DEVLOG-9: Today worked on the view_portfolio and add the almost every features, testing it now for a while and fixing the bugs and errors here GLM is useful as it test the code and returning the exact error that I am fixing hopply finish the view part tomorrow and move to something next. btw I take off from college for this still learning and then implementing it make it long (~ ̄▽ ̄)~ . will go college tomorrow hopply this will end. Please do follow me and like my log as i am working hard and who gonna like my log i will like there all log. (〃 ̄︶ ̄)人( ̄︶ ̄〃)
DEVLOG- 10: Today I Done the view_portfolio part and now it shows the current_price of the coin and also a better UI is there to as I ass separator and anchor too add short part too where the coins with high market rank will appear at the top. Now work on the API handling will update soon. ( /ω\ )
DEVLOG-11: Guy Today worked on the Backend created the backend and test it its working and now the sunday feels worth drop the API robustness before but now work on that hope is that it will finished in 3-4 days. will update when API & Network Robustness done. ☆ : .。. o(≧▽≦)o .。.: ☆
DEVLOG- 12: Today Done some what robusting and will final this didn’t work much today cause of college but will wrap this V2 in 2 days hopely its going to be best thanks. For me learning backend then Appling it was a headache task but done it and learn about it more. try project and give ideas like what i can add in this next and reviews.
DEVLOG-13: Currently working on Backend Error handling like time limit and request limits and after that will do the final cleanup and touch ups and then work on the package part will release the V2 for all os its currenty limited to window’s but V2 will be for linux and mac too. ^0^
DEVLOG-14: Done making the backend now some refactors and packages left to build and then V2 is done. if any shipwrights watching this please review my project so i can ship V2. BTW anyone wants to team up on the new programm by hack club “Third space” please comment on this devlog.
DEVLOG-15: Don’t know why still pending if anyone seeing from the team please check my project the V2 is done and i want to ship that if the V1.1 will stay pending i will not able to ship it please team stardance help. BTW done the package part and multiple OS support too and testing there is still work needed but will finish tomorrow.
DEVLOG-16: Guys, Finally the V2 is done and live check my github and try & test and do give the feedback and reviews its been a great journey I learned a lot while making this do like and follow. I can’t ship it right now my previous ship is still pending its been more then 2 week about 3 week still pending if anyone could help do reply please that’s it thanks for connecting. V3 will be delayed bcz of college stuff but will work on the feedback for sure. ☆ : .。. o(≧▽≦)o .。.: ☆☆ : .。. o(≧▽≦)o .。.: ☆ here is the whole story: FOU started as my first serious Python project and was originally just a simple CLI watchlist where you could add, remove, save and reload coin symbols. V1.1 made that version more stable and usable with better structure, save handling and a standalone Windows build. V2 is the biggest jump so far. I added live prices, coin validation, multiple-coin adding, better formatting, safer save-file handling, and a hosted FastAPI backend so the CoinGecko API key stays off the client. I also added caching, rate limiting, network error handling, and cross-platform builds for Windows, Linux and macOS using GitHub Actions. The V1.1 reviews also showed me that the project explanation was still too technical for beginners. Some people didn’t understand what a crypto watchlist was or thought it involved wallets. So I’m improving that too: clearer README beginner guide screenshots better devlogs simpler explanation of what FOU does and why I built it FOU is still a learning project and my first serious one, so a big part of this has been learning by building. Next I’m focusing on V2 feedback and polish before moving toward V3.
DEVLOG-17: Thanks everyone for reviews working on the reviews and fixed some issue too, currenty working on GUI as many suggest a good UI ,testing the GUI and learning it too will ship the V2.1 with GUI and fixed things as per feedback. THANKS EVERYONE! DO SUGGEST ME SOME GUI THEMES FOR UI.
DEVLOG-18: Guys currently working on GUI and testing it while learning so this will take time i think. Do share some UI layouts ideas to put that.
DEVLOG-19: Done with the test_GUI learned the major concepts and basics too no moving forward to work on actual FOU. (~ ̄▽ ̄)~(~ ̄▽ ̄)~
DEVLOG-20: Done the refactor with the main.py and build some core functions so the same function will be used buy both CLI and GUI and now working on GUI skeleton stucture will update when finish do comment and like please.
DEVLOG- 21: Currently working on the GUI structure and just done timeout error handling with this as a base structure the whole UI will be amazing and will take a while I am new to coustomTkinter so I need to learn first.
DEVLOG-22: Today i worked on adding functions to the buttons and handling the possible errors that could happened till now done the view_portfolio , remove_coin, add_coin part with there respective button now work on selection of coin and coin preview as a 3D image if possible. (〃 ̄︶ ̄)人( ̄︶ ̄〃)
DEVLOG- 23: ADDED some color and themes too, this V2.1 will have 6 theme to choose and currently working on the 2 of them then others right now leaning color change and multiple theme changer in CustomTkinter and apply them here. So far Done the border and background and button stuff will work on coin selection now see you soon.
DEVLOG- 24: Today worked on the left side panels and activity tracer part and done both the part currently generating images as introducing the companion in the GUI with is image based for now but For V3 will change that too motion one. (❁´◡ ❁)(❁´◡ ❁)
DEVLOG- 25: Today I worked on the enhancing the UI and making the default theme till now done the background part and color and border part screen size issue clear and ore UI fixed now working on the complete look and will update when the FOU Theme done.
DEVLOG- 26: Today I am working on the companion part of my GUI and from the morning working on the correct size fitting of the .png still didn’t get that like when minimize and maximize the size is getting larger and cropped or smaller then the frame and never fits if anybody know how to fix that issue do comment i am using CustomTkinter for this GUI. <(_ _)><(_ _)>o(TヘTo)o(TヘTo)
DEVLOG- 27: Today I fixed the major issue i am facing the image sizing part like when minimize and maximize done some calculation learn new concepts and do some compromise and apart from that added the logo section so the displayed coin will display there logo too and added the help button later when this finish will create a youtube video to guide it threw. The UI is taking the target set shape need some refinement and clarity the the default theme is done yes there will be more then one theme. ^0^ ^0^╰( °▽° )╯╰( °▽° )╯
DEVLOG- 28: So this is my default theme look today i fixed the style like the text fonts and placement and size worked on the activity section like the tick part take a lot just learned the image draw in python and use that to make the search icon clock and tick and loading so it take a while what do you think about this theme there will be more i give you a hint the second is from anime which is so mysterious! (⊙ (⊙ ⊙)_⊙) ( ̄┰ ̄ )( ̄┰ ̄ )
DEVLOG- 29: Today I finally completed the FOU default theme UI and this is the locked result done some refinement today as remove button draw the prefect remove button icon and the companion sizing and placement the header of companion given a companion a 3D look ) and make companion fame fits to it as the upcoming theme will use that logic stay tuned may ship this this sunday or monday!)
DEVLOG - 30: Currently working on the second theme and just fixed done the companion frame and part like the emotion part and struggling in the frame of portfolio so i need to learn and understand some more concepts to fix that stay tuned! ( ̄┰ ̄*) ಥ_ಥ
DEVLOG - 31: Working on a same problem from yesterday but it didn’t fixed yet learned the new concepts and apply them but nothing happened will keep trying until crack that so stay tuned, if you can help please comment me the problem is i want a png border file to get perfectly fix around my portfolio and that file is not fitting perfectly so if anybody know i am using python only and making UI using coustomTkinter.
DEVLOG- 32: After struggling and finding the result of the problem i learned math module and ceil and after learning this its so complicated for me that i need to take help from chat_gpt for the calculation part and then i got the desire result but still raise a another issue like the border of companion frame is not retracking its placement so I think i need to fix that next stay tuned ! ಥ_ಥ ┑( ̄Д  ̄)┍
DEVLOG- 33: Worked on so many things today, like adding the overall background in the second theme and living the frames that hiding that giving each frame its own border frame as per theme, created cards icon for change theme option using DRAW and also create local saving icon to use. i really think i cover most of the feedback as majorities of feedback were about UI which is done mostly and one feedback was about help option so I created a help button at the right bottom which will have a go through video of FOU explain everything if u needed help! will reveled the final look of second theme so stay tuned. - - () - -
DEVLOG- 34: Here is the look of second theme the name is THE FOOL and the companion name is Mr. FOOL , the border around the portfolio takes so much time and effort of mine like in the end i need to use codex for calculation part as i learn MATH but the calculation is quiet complex so uses that, Appart from this I think i had done most of the work on feedback : 1st Feedback : Make a UI -> Now my project is shifted from cli to gui and have a proper UI 2nd Feedback : Timestap -> Added that in portfolio frame you can see the time its feacting the prices 3rd Feedback : Help -> Addded a help button at the bottom and that will open a youtube video that explain everything from how to use and what is for what! 4th Feedback : Nothing - > so everything is done so far ╰( °▽° )╯╰( °▽° )╯ BTW, working on the third theme too maybe ship tomorrow so don’t forget to try and Rate good my project .
DEVLOG- 35: About to ship this here is important thing please read this if you encounter with and security issue please click run anyway as I applied for the authorized ownership but that will take weeks to fulfill so please co-operate and Linux and windows user if you want you can skip as i don’t have any system to test them, Thank you all for this journey will make more and be better if you rating me please rate me good. <(_ _)><(_ _)>
Ships:
I made FOU V1.1, a Python command-line cryptocurrency watchlist where users can add, view, remove, save, and reload coin symbols. The most challenging part was making the save system reliable both when running the Python file and when running the packaged Windows .exe . I also learned how to handle missing or corrupted save files and how to package the project with PyInstaller. I’m most proud that I took a simple Python project and turned it into a working standalone Windows release that other people can actually download and run. I also improved the code structure, added better error handling, and learned more about Git, GitHub releases, and project shipping. People should know that FOU V1.1 is still a watchlist-style project, not a full live crypto tracker yet. V2 is planned to add live prices and coin validation.
FOU is my first serious programming project and I made most of it while I was still learning Python. The idea actually came from a small problem I had myself. There were a lot of crypto coins I wanted to keep an eye on, but I didn’t want to open an exchange or search each coin again and again just to check the price. So I thought, why not make a small program where I can add the coins I care about once and then just open it whenever I want to check them. That’s how FOU started. V1.1 was very simple. It was just a CLI watchlist where you could add, remove, save and load coin symbols. While making V2 I learned a lot more and slowly upgraded it with live prices, valid coin checking, adding multiple coins, better save handling, error handling and builds for Windows, Linux and macOS. One of the hardest parts for me was learning how APIs and backend stuff work. I didn’t want to put the CoinGecko API key inside the app, so I built my own FastAPI backend and deployed it. I also learned caching, rate limiting, GitHub Actions, PyInstaller and a lot of testing while doing this. I also worked on the feedback from my V1.1 ship. A lot of people said the README and devlogs were not explaining the project enough, and some people didn’t even understand what a crypto watchlist was or thought it was related to wallets. So for V2 I added a beginner guide, clearer explanation of what FOU does, why I made it, better installation steps and I’m also adding better screenshots and more detailed devlogs. FOU does not connect to wallets, trade crypto or use real money. It is just a simple personal watchlist to track coins you are interested in. To test it, download the build for your OS from the V2 release, open FOU, add coins like BTC, ETH or SOL, type DONE, then open View Portfolio to see the live prices. Save it, close the app, reopen it and your watchlist should still be there. I’m still a beginner and this project is mainly how I’m learning by actually building something, so feedback really helps me improve it. If you try it and like what I made, I’d really appreciate a good rating and an honest review. And if something feels confusing or broken, please tell me that too so I can work on it in the next update.
FOU is my first serious programming project, and honestly, I never thought it would come this far. It started as a small Python CLI because I wanted an easy way to track crypto prices without opening an exchange every time. Slowly, I added live prices, coin validation, saving, and my own backend. And now, with v2.5, I’ve finally turned it into a proper desktop app! FOU now has three themes — FOU DEFAULT, THE FOOL, and VOID , each with its own companion and six different reactions. The hardest part was definitely building the GUI, especially getting the characters, decorative frames, and layouts to work properly when resizing the window. I spent way too much time fixing tiny details 😭 I also tried to work on almost every piece of feedback from my previous ships. A lot of people said my README and devlogs weren’t clear enough, so this time I’ve added better explanations, installation instructions, a full demo video, and more details about how I built everything. 💜 Please read this before testing! ⏳ First-time loading: Adding your first coin or loading saved prices might take around 60 seconds because my free hosted backend sometimes goes to sleep. Please give it a little time! 🛡️ Windows: I’ve tested the released app on two Windows laptops, and it worked fine. However, the executable is still unsigned, so Windows might show a security warning. I’ve already applied for code signing. Please don’t disable your security settings just to test it. 🐧 Linux and macOS: Both builds completed successfully, but I couldn’t test them on real Linux or Mac computers. So please treat them as experimental. If something doesn’t work, I’d really appreciate it if you could watch the demo video before rating, rather than judging FOU only by an untested build. 🐛 Bugs: Some recent tests found a few rare issues with saving and unexpected API responses. I’ve started fixing them, but those fixes aren’t in this release yet. If you find anything, please let me know! 🚀 How to try it Download the ZIP for your OS from the GitHub Release. On Windows, extract everything and open FOU.exe . Try adding BTC, ETH, or SOL, refreshing prices, saving your portfolio, and switching themes. FOU isn’t a wallet or trading app. It’s just a watchlist for coins you’re interested in. Release: https://github.com/FOU-SHREX/FOU/releases/tag/v2.5.0 README + Demo Video: https://github.com/FOU-SHREX/FOU I’m still learning Python, and this project taught me so much about coding, APIs, GUI development, and fixing things that randomly stop working. I also used ChatGPT, and AI image tools to help with coding, debugging, and artwork throughout development. I’m really happy with how far FOU has come, even though it’s still not perfect. Thanks to everyone who gave feedback on my earlier versions and helped me improve it. I hope you enjoy trying FOU! 💜 Please give feedback and good rating <(_ _)>...
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Stardancer (formerly Unnamed Platformer) by @zahra Stardancer (formerly Unnamed Platformer) by @zahran | Stardance...
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zahran
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1
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220.0
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3505
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T20:37:52Z", "hours": 220.0, "multiplier": 13.35, "payout": 3505, "blessing": "neutral", "text": "For HackClub Stardance, I created Stardancer , a 30-level platformer featuring a unique mechanic: mid-level shapeshifting to unlock new abilities and powers! I used C++ and SFML (the Simple and Fast Multimedia Library) to code this game. During the development of this game, I ran into a couple of technical challenges. Collision was among the biggest; I had initially decided on AABB (Axis-Aligned Bounding Box) collision, but after implementing that I realized that it led to erroneous collision interactions, misalignments, and more issues. So, I switched to SAT (Separating Axis Theorem) collision instead. This, combined with general collision response logic, made coding collision one of the hardest endeavours of this project. There were many other challenges throughout development, however none are too disruptive to the experience of the final game. I’m still extremely proud of myself and this project for many reasons: This is the largest project I’ve ever made; Despite many challenges, bugs, and pieces of complex logic to work through, I made a fully functional and complete game; I managed to make this with no external engines; I was able to use my C++ and new SFML skills to create something I can proudly say I made! IMPORTANT NOTE FOR REVIEWERS!! PLEASE READ!!! A complete playthrough of the game takes a large amount of time due to how levels are structured: to play a level, you must beat the level before it, which poses an issue for one of the shapes which is only unlocked in the last set. I realize most reviewers do not have the time required to play through the full game and gain a complete understanding of its features. For this reason, I strongly urge reviewers to skim through/watch my full walkthrough video linked in my README, as well as check out the “Credits Easter Egg” section in that video. Playing through all 30 levels sequentially takes time, but you can unlock every level directly from the Credits screen so you can test all shape powers hands-on right away! This way, a reviewer will be able to understand the scope and gameplay of the game in a short amount of time. With that being said, I truly hope you enjoy my game.", "repo": "https://github.com/HughMann635/Stardancer", "demo": "https://zahran-635.itch.io/stardancer"}]...
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[{"post_id": 79153, "ts": "202 [{"post_id": 79153, "ts": "2026-10-12T20:35:30Z", "hours": 8.0819, "text": "Unnamed Platformer - Devlog 27 WE’RE FINALLY HERE! What I did: I did a lot of final polish and testing before getting the game ready for release. Initially I was going to use Emscripten to port my game over to web assembly (inspired by this video: https://www.youtube.com/watch?v=1kiwpAIU454 ) but I soon realized that it was much more complex than it looked, and kind of took away from the spirit of being entirely made out of C++ and SFML. So, I decided to simply publish an executable rather than port the game over to web. I set up the release build and whatnot (which took a while because of cmake config issues and whatnot) but I finally got a release build working n it feels great! I ported to itch.io, now I just gotta finish up the itch page and readme, as well as record a walkthrough video for macOS and Linux users as I couldn’t figure out how to configure the game for either. Challenges: The whole odyssey of deciding how to port my game over was a slight hassle, but nothing too bad. Also, while recording my walkthrough vid, I ended up discovering A LOT of hidden bugs, so I managed to pick all those off and there shouldn’t be any left…hopefully. Plans for next time: Ship! This devlog will be my last for this project, and for this challenge. Aside from being done with everything, I accidentally created a completely new project according to Hackatime when I was renaming the file folder, executable, etc. from “WorldofBlockman” (my placeholder name) to Stardancer so everything would be more consistent with my final title. so any work I do on my project won’t count towards heartbeats and thus I can’t post another devlog (15 minutes minimum/devlog). Still, it’s been such an amazing journey, I learned so much and I made this game that I’m super proud of 🥹 even though this game gave me hell sometimes, I have virtually no regrets about any of it. This has been my biggest project ever, and many more to come in the future hopefully. K…bye guys."}, {"post_id": 74692, "ts": "2026-09-28T00:34:26Z", "hours": 9.5458, "text": "Unnamed Platformer - Devlog 26 Stardance extension + fatigue = holy procrastination 😂✌️ What I did: More random stuff: Level timer that stores each level’s personal best, displays a live timer in the level, and lets you access your PR for each level from level select menu Fixed issue where you couldn’t close game while in settings menu Death count (it just tracks deaths over every single level, accessed from level select menu, manual restarts count as death too) and coin count as well Adjusted some levels a bit Added a feature to handbook where items you haven’t come across yet are blacked out and have hidden descs, and add notification to handbook when you unlock these items Update README a little bit cause I was feeling lazy and didn’t want to do anything else Fix some bugs concerning rotation and tipping, as well as making it so you do not rotate when passing thru a 1 tile high gap (this is specially an issue with the square where it can feel a bit janky otherwise) I will note that some of these were multifaceted changes that took quite a bit of effort and iterations, but I couldn’t be bothered explaining everything I did here. And more playtesting too. Challenges: Probably the handbook feature…it was the longest one out of all of them. Plans for next time: I want to be done with pretty much everything related to the actual game by next devlog, so I can focus on the README and finally shipping! K bye guys"}, {"post_id": 70860, "ts": "2026-09-19T21:41:39Z", "hours": 9.0317, "text": "Unnamed Platformer - Devlog 25 I’m so tired omg What I did: Bunch of miscellaneous stuff: Added basic vfx: so far we only have a click sound, I’ll add more later but it took me a while to figure out how to get SFML’s audio system working since I also had to find out why my audio files weren’t loading in either. Added coins to every level: added new tile type for coin, added a coin into each level, added effects, etc. Fix bugs/gameplay issues such as the triangle being unable to teleport after a restart/new level, rearrange some levels to fit coin placements, find out some new bugs and try (and fail) to fix them, so decide to deal with them another day. Add simple death animation to the player. Make it so levels must be completed in progressive order (e.g. you start at level 1, cannot progress till you have completed), also add different colors to boxes on level select menu (check vid) Probably a few more things related to general playtesting but i can’t remember Challenges: Making level buttons in the levelmenu was kind of frustrating not only because of the selection aspect but also getting them to visually render in the proper colors. Honestly though, now the main challenge is dealing with my own fatigue, especially since I’ve been joining more clubs and getting more homework, so hopefully I can clutch up over the final few days cuz I highkey need that framework 13 🥺✌️ Plans for next time: I added a list of bugs I want to tackle/stuff I want to add: //BUGS!!!!! //cant close window while in settings menu //rotation bugs //levels 13, 17, 26, 4, 8, look into //as well as other levels but these ones I can remember //TO ADD!!!!! //speedrun timer //death count //updating handbook (notif icon, hidden objects) //more sfx (death especially) K bye guys"}, {"post_id": 68850, "ts": "2026-09-15T21:16:00Z", "hours": 7.4011, "text": "Unnamed Platformer - Devlog 24 The game is finally coming together… 🥹🔥 What I did: All the menus in the game are completed! Ngl, credits was really easy ofc, but I was deciding how I should go about doing it, still didnt take too long tho. Then settings was a lot harder 😭 volume adjustment was quite easy, but the real problem came with creating the keybind section, since I had already coded hard inputs all throughout my code. So I pretty much had to add a new system + helper func in vars.h, then replace every instance of isKeyPressed with that system+helper, then code the menu in the ui file (Which took forever cuz of bugs with msg updating + event handling + key updates + etc.). Well, it’s (mostly) done now, which is good. And ofc I was also testing the game for general bugs too. Challenges: The keybind menu took me a hella long time to get done…thats about it, aside from some other tiny bugs. Plans for next time: add vfx, polish up every single one of the menus…and then I’ll see where to go from there. Hopefully I can finish most of my stuff by the start of next week. K bye guys"}, {"post_id": 66830, "ts": "2026-09-12T19:00:20Z", "hours": 9.0458, "text": "Unnamed Platformer - Devlog 23 Hey guys. What I did: I did a lot of playtesting/bug hunting as usual, but I was mainly creating the entire handbook menu. Which took surprisingly long, cuz of designing the menu + figuring out how to include all the different tile icons + creating descriptions + making stuff functional + formatting + colors + bugs + you get the idea. Anyway I’m pretty happy with how it looks so far, I doubt I’ll make any major changes in the future. Also I did find a couple of bugs while testing, but i didn’t really do anything about them, I want to completely create all the core functions before tackling any small bugs/issues. Challenges: There were a few bugs and I went through a few designs for the menu, but overall everything was hella light so I wouldn’t say there were any real challenges. Plans for next time: Create credits menu, then work on adding vfx, add settings menu (thinking of adding volume + keybind toggles), polish up all the menus…and then I’ll see where to go from there. I’m pretty worried cuz now that school’s started (im in gr11 now) I’m probably gonna have a good amount of schoolwork, clubs, etc. that I’ll also have to make time for…so wish me luck ig. K bye guys"}, {"post_id": 63924, "ts": "2026-09-07T23:45:05Z", "hours": 6.8869, "text": "Unnamed Platformer - Devlog 22 School starts tomorrow ✌️so i decided to make a shorter devlog…also I’m so tired What I did: Honestly you can’t really tell that I did much at first glance. I was mainly playtesting a lot and polishing stuff up, and making sure all the background stuff was fine. For now I dont think I’ll return to background stuff for a while. Although I did manage to add a particle effect for the black holes (both the ones in the background as well as the actual obstacles). I was also experimenting with a horizon for a bit, but then I decided I don’t want it and scrapped a good chunk of time worth of changes. Challenges: Deciding how to add in particles was a bit challenging, specially the math part. But other than that it was a pretty chill 7 hours. Plans for next time: Hopefully finish menus, then: work on vfx, polish up all the menus, tackle any big issues with levels or physics, and finally work on bringing my game onto itch.io! not all in one go, though. K bye guys"}, {"post_id": 61060, "ts": "2026-09-03T19:34:17Z", "hours": 9.8472, "text": "Unnamed Platformer - Devlog 21 Background design is a bit easier now that I have a plan…also I did not lose track of time 👍 What I did: I added in every single sky element I want to have: comets, planets, black holes, stars, floating rocks, and a moon. I think I might tweak some elements later down the line (specifically the moon(adding craters) and black holes(I’ll think of some extra effects) ), but for now I’m fairly satisfied with how far I’ve come. Looking at the game now gives me a sense of pride at seeing everything finally come together after so long 🥹✌️ Challenges: Making comets was a bit of a hassle, because I had to decide how to do it (which took me some time for brainstorming + more time cuz of discarded changes + even more minutes of brainstorming), and implement it. It’s pretty complex cuz there’s a cooldown on each comet, then you have to set the spawn point and angle/speed, calculate the trail’s points, draw them, draw the head too etc etc…so it was pretty tedious, but comets are the most rewarding visually imo out of all the features. Other than that, I spent a bit of time per other feature figuring out how to implement each of them, but none of them were as complex as the comet. Plans for next time: Finish up any bugs or other issues in sky-related stuff, then I’ll try to make a visible horizon again and see if I’ve changed my mind since last time. Either that or I’ll start working more on smaller vfx, specially trying to find out how to make a particle effect. K bye guys"}, {"post_id": 59814, "ts": "2026-09-01T19:29:23Z", "hours": 11.1828, "text": "Unnamed Platformer - Devlog 20 Background design is a hell of a lot harder than I thought it would be…also I lost track of time 😭😭 What I did: I got started on background design, and partially implemented a background. I actually had a pretty different idea in mind compared to what I have now: the rest of the planet visible, stretching into the horizon, with mountains and volcanoes etc etc. scattered along its surface. After spending a while implementing that, I realized it a) didn’t look right, since everything was just following the player around at normal cam speed, and b) I didn’t like the idea anymore to begin with. So after scrapping all those changes, I started researching how to add a scrolling effect so it would look more natural. I found out how to implement a parallax scroll effect, which basicallymeans that objects in the background move along slower than objects closer to the front of the screen. I also restructured my scenes.h file which contains all background-related stuff, and made a couple of other small changes and fixes with certain levels. I know I don’t have much to show for it, but that’s mainly because I spent a lot of time tweaking certain elements and just undoing backgrounds I ended up not liking 😭🥀 Challenges: Deciding what to do visuals-wise cost me some time bcuz I kept going back on my old ideas, but restructuring scenes.h was the hardest part since after deciding what to do for visuals, I had to base the logic in scenes.h off that. Also it took me a while to decide how to add in a parallax scroll system. Plans for next time: Work on more background stuff. right now I’ve set up a lot of background elements’ structs and whatnot, but I’ve only redrawn the stars and added a rough brightening/dimming effect. Also Im gonna have to start thinking about what I’m going to add on each of the sub-menus accessible from the main menu (credits, handbook, and settings). K bye guys"}, {"post_id": 56961, "ts": "2026-08-29T00:22:59Z", "hours": 9.99, "text": "Unnamed Platformer - Devlog 19 The UI is coming along pretty nicely! Pt. 2 What I did: I believe I’ve fully created everything UI- and menu-wise, aside from 3 additional menus (credits, a ‘handbook’ that contains info about stuff, and a settings page) that are currently blank. I created a hovering effect for buttons that makes it so when you hover over a button, the button goes downward slightly and the shadow moves to match. Aside from that, I polished up/tweaked some minor details, and the only things I’ll add menu wise are probably those 3 sub-menus on the main menu and a universal backwards-nav button. The biggest thing (time-wise) was figuring out how to make the code more readable and actually making it more readable. I created two new functions for making text and button objects which made my life a lot easier, also the button-hover code took quite a few lines so I put that into a function too. Aside from that, I made a couple fixes here and there to make it more efficient memory wise. And even then, I ended up breaking stuff which took me a while to fix, such as the issue with unpausing ur game in the vid. Challenges: Probably efficiency stuff, since deciding how to do it + implementation took a while and had a couple of bugs due to me not accounting for stuff. For example: my hover function would change states on its own, but since sometimes you don’t need to directly change state or you need to do other things too, I made it into a boolean that each individual case takes and does its own thing with. Plans for next time: Start on background stuff probably, I don’t want to do anymore UI stuff for now. I have a fewideas in mind for my background visuals, but I hope they won’t be too hard/impossible to implement. K bye guys"}, {"post_id": 55174, "ts": "2026-08-26T17:32:12Z", "hours": 9.9275, "text": "Unnamed Platformer - Devlog 18 The UI is coming along pretty nicely! What I did: Designed a full level select menu (there are a couple more things left to add), add a heads up display for the current level, and add proper mouse input and extra details to buttons such as shadows (havent implemented shadows for everything, I’ll explain why) and changing color when hovering. Even though it doesn’t sound like much, it took me a surprisingly long time because my text wasn’t centering…What I didn’t realize is that sf::Text creates invisible offsets for some reason, so when I used getGlobalBounds() it would return that offset too and mess up the centering. I ended up doing some research and realized I had to use the local bounds (i.e. untransformed) when centering. Challenges: Ig the biggest ‘challenge’ was centering buttons with text, because at first I actually tried to manually fine tune coordinates and whatnot. But then I found out I had to use localbounds and blah blah. Another thing is, I spent a lot of time fine tuning sizes, colors, shadow darknesses and depths, etc. which took a lot of my time. Also no ai used this time either, although I did spend a lot of time researching why my text wouldn’t center itself. Plans for next time: I’ll just polish up existing menus, and work on background elements. Also I want to add a kind of handbook accessible from the main menu that tells you what stuff does, different powerups, etc. But most importantly, I’m gonna try to find out how to make shadow creation more efficient. For every text/button, I need a shadow. That means I have to add it as a member in the class, copy the actual object, change the color and offset it, then draw it too. Since I have so many objects that make shadows (all of them in the end, ideally), I’m probably going to make a shadow-making function for readability. Other than that I’ll just play the game and test levels a bunch, which I’ve already been doing a lot to make sure everything is as it should be. K bye guys P.S. there’s also still a couple bugs ( UI-related or otherwise) that I have to fix as well"}, {"post_id": 53440, "ts": "2026-08-24T00:04:55Z", "hours": 9.9042, "text": "Unnamed Platformer - Devlog 17 It’s actually no longer “Unnamed Platformer”, it’s “Worlds of Blockman”, I might change that later idk What I did: I designed level 30, playtested every level extensively and tweaked some levels, and made a basic main menu, level hud and pause menu. And it took me ~10 hours. Well, that’s not all I did. I also changed up the colors of the square to differentiate it from spikes and buttons, and I added a visual indicator for the triangle’s teleport. When you tp the triangle fades to a darker shade of green, and when it gets off cooldown (3 secs) it fades back to its normal color and then you can tp again. Also, level design took quite a long time since I was kind of making it up as I went along, and the whole game states implementation wasn’t too hard in itself, but I ran into errors with loading my font. I added the .ttf file to my assets folder and wrote the correct file name in font.loadFromFile() and whatnot, but turns out I didn’t have the actual font downloaded in the build folder or my project. So after a bit less than an hour I added it in and it fixed the issue. also I spent a bit of time deciding how the different menus would actually look which ate up some time. Challenges: ngl the font-loading thing was kind of the only hard part 😭most other stuff was solved relatively quickly and easily AI used, if any: None, also most likely no AI will be used in the future since the future just holds visual stuff which should not be hard enough to merit the help of AI. Plans for next time: Level select menu, add more stuff to main menu, also make it so the current level shows in the background when you go to the pause menu. also add mouse inputs so you can use those instead of kb inputs in the menu, and start on some more vfx and sfx. I’m also really tired"}, {"post_id": 51378, "ts": "2026-08-21T01:20:51Z", "hours": 9.9719, "text": "Unnamed Platformer - Devlog 16 Actually didn’t get a lot done over the last few days, let me explain. What I did: The biggest and only new feature I added was a major adjustment to black holes. Earlier they were just 2 tile x 2 tile circles that killed you upon touching. I’ve reworked them to how they’re supposed to be: 6 px x 6 px black circles, with a surrounding 6 tile x 6 tile ring. now if you enter the ring, you lose the ability to move normally (you can still jump tho) get pulled toward the black center, which kills you if you touch it Which is how it’s supposed to be (nevermind the astrophysical inaccuracy lmao). This took me 2 hours 😭 and then I designed levels 26 and 27. I also re-added the old texture system I implemented and then took down earlier cuz it was making things look hella grainy, but only for environment tiles cuz there’s no big changes visually compared to redrawing them every frame. Unfortunately it doesn’t seem to be doing much in terms of efficiency. I also designed levels 28 and 29 (ss of level 29 attached), and playtested every level from 1 to 28 and adjusted each one to remove any unwanted ways you can cheese a level, as well as to just make some of them less punishing for small mistakes. I also (FINALLY) designed level 6. I added extra sections and polished up some elements that were making the level impossible if you didn’t play it perfectly. I did 2 other things as well: I made it so blocks can’t be pushed by any character other than the square (before you could just push blocks w/ anything) and I reduced horizontal movespeed in zero-g. There’s still a lot more I have to do, mainly ui/menu stuff and visual polish. Challenges: Black hole physics took me a while since my first few implementations were completely wrong, and then I locked in nd figured out how to make it pull correctly. Also, level design is proving to be surprisingly challenging, I rly didn’t think it would take this long, but what with conceptualizing + creating + playtesting each level, especially the later ones where I want to make them more complex and difficult, it eats up a lot of time per level. Even going back through older levels and tweaking them can take a while, cuz you gotta track down all the problematic sections and figure out how to fix them. I also have a humble 18 more days till school starts so I gotta lock in🙏 AI used, if any: None, level design is hard but its not THAT hard Plans for next time: Finish level 30, playtest levels 29 and 30, and hopefully get started on + finish a main menu and level select menu. Im so behind on my schedule it aint even funny so wish me luck"}, {"post_id": 49286, "ts": "2026-08-18T00:22:13Z", "hours": 10.0053, "text": "Unnamed Platformer - Devlog 15 Actually got a lot done over the last few days ig What I did: first off, I reset my old changes and made it so env tiles layer over obstacles. At first I tried to assign an individual character to each combination (spike in water, block in zero-gravity, etc etc) but that didn’t work since I couldn’t get them to lay over each other. So what I did is I split my statictilelist into two: statictilelist now held all non-moving entities like spikes, ground, etc. while envtilelist held all my environment tiles. Then I changed my map loading function to take two map strings: one assigned tiles based on entities and the other pass assigned them based on environment. And now I can lay environments over things without breaking my game! Yippee! I also fixed an issue where blocks could clip through obstacles in zero-g when you moved them upward. The issue was blocks unconditionally being mtv-moved when the player was below them, so the player forced them through anything. I added an extra check before mtv-moving and made obstacle detection variables global to fix it. I also ran into an issue where spikes would incorrectly kill you even if you were not touching them, just near: the issue was that I wasn’t running SAT collision, just going straight to death logic if the initial AABB check turned out true (I run an AABB check first because running SAT for everything makes the game super laggy). both of these lowkey took me a while 😭 As for level design I reworked level 6 (still can’t play it) and level 17 (finished), and I designed levels 18-25 (I attached a video of level 24). Also in the vid I switched shapes randomly, that’s just because I had different keybinds earlier and it was js muscle memory kicking in. Challenges: Aside from a bunch of small bugs, the biggest challenges were the issue where spikes would kill you even if you weren’t touching them and the issue with blocks being pushed up forever in zerog. Even then, for both issues it was still easy to fix since it was easy to diagnose and a few lines per fix, even if it took me a while to find those few lines 🥀🥀 However, there’s still an issue where blocks sink slightly upon spawning in zero-g. This makes it impossible to play level 6, so I’ll have to look into/rework/do something to zero-g logic because I really want to keep its existing level mechanic. AI used, if any: None 🔥 Plans for next time: Finish levels 26-30, finish level 6, and test all the levels to make sure they’re not too hard/impossible/possible to cheese. Aside from that, I’ll most likely bring back the texture thing I implemented last time cuz it did actually make the game run a bit smoother, but I’ll only do it for environment tiles. K bye guys"}, {"post_id": 46621, "ts": "2026-08-14T00:27:19Z", "hours": 10.0767, "text": "Unnamed Platformer - Devlog 14 I’m genuinely so done What I did: I designed levels 5 and 7-16 (ss of a few levels should be attached idk which they are). I have a cool idea in mind for level 6 but my current code makes it hard to implement, and I also have a cool idea in mind for level 17 but my code made it hard to implement. So I changed everything up like an idiot. My 17th level features a massive pool, but that requires me to draw 1000+ water tiles. Since I redraw tiles every frame, it causes a big load on the computer. So I had the brilliant idea of creating an sf::RenderTexture . spoiler it’s not so brilliant. That led to a massive chain reaction where there were a bunch of nullptr issues at first, which I spent about 40 minutes on before actually getting the game to run. Then everything was super grainy due to aliasing issues caused by drawing everything to a RenderTexture, PLUS since I was drawing everything at the start of the frame and not updating it, stuff like buttons and doors would never update. SO, my dumb ahh moved half my static/environment tiles to dynamictilelist , reserved for strictly blocks which are the only tiles that can change position, and I did this cuz these would draw every frame and they didn’t have the same grainy look as the ones drawn to a texture. the result is probably self explanatory. That caused SO MANY ISSUES that I can’t even begin to describe them all, so after 50 minutes I undid 50 minutes worth of changes, added some spaghetti code to make it a bit more presentable, and call it a day. Challenges: Level design was fun, and easy. I did that for all of yesterday and the first half-ish of today. The vain attempt at making my code more efficient by changing how static tiles were drawn and then going on to deeply regret it and consider undoing it all the next day, was not. Also I probably shouldn’t have bothered trying seeing as I was pretty tired anyway, but ig my stupidity/ambition/idek led me to try. I’m genuinely too tired to bother elaborating, but it goes somewhat like this: I started on the texture-caching thing -> I ran into nullptr errors -> I got those out of the way -> I ran into issues with rendering and updating -> out of frustration I undid all my progress and started anew -> I decided to implement anti-aliasing -> I will probably(definitely) reset my code to where I had been right before I decided to do this stupid implementation AI used, if any: none. If I had I would’ve probably been done with this bs by now. Plans for next time: Realistically I’ll likely just undo all the changes I made to drawing processes, find out how to draw environment tiles underneath other entities/obstacles (which will be useful for many of my levels with spikes or the like in environments), and…thats it. Also, for level design, I want to have all preliminary designs down by the end of this Sunday (3 more days), and then I can playtest and refine later. I wanna cry P.S. the level with the white room is level 6 and it’s currently unfinished lmao"}, {"post_id": 44761, "ts": "2026-08-10T19:13:08Z", "hours": 9.9139, "text": "Unnamed Platformer - Devlog 13 No motivation… What I did: I solved the issue of vertically stacked blocks clipping through each other and through the player, which was a pretty big chunk of my time since I went through like 10 different approaches and changed up a bunch of stuff along the way. I ended up taking out the SAT collision function I had built and just plugging mtvCheck() (which checks the mtv( )) and the movement logic straight into the collision loops instead. I had to reorder a good chunk of logic too since a lot of the clipping was coming from stuff resolving in the wrong order relative to other stuff. Also did some cleanup: deleted the grounded member off the block class since entity already has one and I was just using two variables for the same thing like an idiot. I added an R keybind so I can restart instantly instead of walking into a spike every time I want to reset (useful for testing + as an actual game feature). I also made the player’s rotation reset on spawn so you don’t respawn tilted at some weird angle from your last death and shrunk the spike hitbox down a bit from 20x20 to 18x18 because I was dying to one-pixel overlaps that looked like it shouldn’t have counted and that are pretty frustrating to deal with. Also did a bunch of level design. I’ve only done levels 1 through 4 so I lowkey gotta lock in. Challenges: The stacked block thing took forever because the symptoms kept changing depending on how many blocks were stacked, which direction they were pushed from, whether the player was involved, etc etc, so it never felt like I was chasing ONE bug, more like four bugs wearing a trenchcoat. Eventually I just started brute-force testing every combo I could think of (2 stacked, 3 stacked, stacked + pushed, stacked + player jumping into it) until I ran out of ways to break it. Also I ran into some issues when designing levels: blockonhead , which makes it so you cannot jump if a block is on your head, was triggering if any block was lined up above your head, even if it was like on a platform way above you. I managed to fix that, and other than that + the block issue there wasn’t too many big obstacles this time. AI used, if any: none, since I’m not using it at all for game design and didn’t need to use it to solve block clipping issues since I just brute forced a bunch of possible solutions. Plans for next time: More level design…I’ll try to get most of the levels done by next devlog. K bye guys"}, {"post_id": 37384, "ts": "2026-07-30T02:06:51Z", "hours": 9.8561, "text": "Unnamed Platformer - Devlog 12 Man* Realizes True Meaning of ‘If it ain’t broke, don’t fix it’ What I did: First I ported pushable blocks to SAT collision so they use the same system as the player and it’s not split between two systems. Well. That broke blocks. so I spent 2 hours or so cross referencing my old versions and adding and deleting changes till it started working again. After that, I made sure blocks moved properly in zero-g. (they didn’t so I had to fix that too) Aside from that, I made a bunch of miscellaneous changes, such as fixing level progression bugs and altering player constants, but most importantly making sure blocks worked properly. Somewhere along the line I was investigating how stacked blocks interacted. I noticed they were clipping through the ground because of collision checks happening after the position of blocks was updated, and after some thought I tried adding another collision check pass to my main game loop. It worked like a charm! I added two extra checks for safety and it stopped working like a charm. The issue is my checkCollisions function is hella inefficient. 500+ lines of searching through every character in the tilemap (36x64, plus an extra column for new lines making it 36x65=2340) 6 times (!!!) Not only that, in some cases (block/player collision detection) I was nesting full passes within full passes, which caused insane lag, especially with my SAT collision which does a lot of math each frame. So I decided I wanted it to be more efficient (spoiler: it’s not efficient yet). I split my old tilelist into static tiles and dynamic tiles…and instantly regretted it. Challenges: Basically when I split tilelist into two separate vectors ( statictilelist which is everything except for blocks + dynamictilelist which is just blocks since nothing else moves lmao), I think I accidentally deleted a lot of existing logic that was the duct tape to my spaghetti code**. Aside from that, when I passed through tilelist it always passed through every tile, but with my new logic I had to decide which one to use. my stupid ahh didnt realize that there might be a chance I have to pass through both of them though 😭 well guess what there were a lot more gaps in my logic. All of these combined into the logic I had spent the last few hours working so hard to perfect, falling apart in 5 seconds. Similar to the whole block to SAT thing I worked out most of the issues just by adding, tweaking, and removing a bunch of checks as well as looking back at my old logic to figure out what I forgot. Among these general changes I also added a new grounded member to the block class, and tried to get it to register if it’s on top of a player. Unfortunately it didn’t work. It’s ok I’ll brute force my way to the root of the problem tomorrow. (Btw this doesn’t even cover the issues I faced prior to this😭 ✌️ ) AI used, if any: Now that the core elements of the game (physics) are out of the way, I’ve pretty much been grinding through bugs myself since it’s just existing logic and I’m not really adding much that’s new or unfamiliar. Honestly, I think it’s gonna stay this way because I don’t intend to use AI to design the game, I was using it more to help solve physics issues and the like. Plans for next time: I’ll try to hopefully fix the new block clipping issues. then idek anymore. Maybe i shouldn’t have tried to build the engine from scratch. K bye guys *I’m not actually over 18 **Tuff line?"}, {"post_id": 35959, "ts": "2026-07-27T19:01:15Z", "hours": 9.8747, "text": "Unnamed Platformer - Devlog 11 Rotation is finally working! Mostly. Anyway I have to post now cuz of the 10 hour limit per devlog. What I did: I fully implemented rolling and rotation physics across all player shapes! Shapes now physically rotate based on movement speed, tip over cliff edges, and smoothly snap back to a flat face when you stop moving. I also added a feature where shapes automatically realign when entering water or zero-G. To make everything smooth and frame-rate independent, I overhauled the settling and snapping math using fmod for shortest-path rotation and wrap-around handling. Challenges: Getting the angle snapping and tipping logic to work was the biggest hurdle. Non-square shapes were getting locked out of tipping due to floating-point issues, which I fixed with an epsilon tolerance check. There are still a couple of bugs that I’ll tackle later, notably the fact that shapes sometimes spin an extra time upon settling. but the core system is more or less functional now. AI used, if any: I managed to work out the math myself but I needed to ask AI with help debugging. Plans for next time: I’ll probably work on some visual effects for the next couple days + fine-tune and debug my physics a bit more. K bye guys"}, {"post_id": 33845, "ts": "2026-07-24T02:43:36Z", "hours": 7.1331, "text": "Unnamed Platformer - Devlog 10 I’m tired 😭 What I did: I ported the rest of my entities over to SAT collision. Every tile that can be collided with now uses SAT. I refactored some of my functions to handle the new logic properly across the board, and got rid of the old standalone AABB collision code for ground tiles. I also decided to make pushable blocks hybrid for simplicity: aside from general environment collisions which use SAT, I didn’t change much of the old AABB code. I also added an O(1) center/radius projection for circles to fix random micro-stutters, and updated drawdebug() so it stops drawing every vertex and instead renders one dynamic vector targeting the nearest tile vertex. (Circles in SFML are actually 30-sided polygons, so earlier the collision checks were looking at 15 different axes + all those axes were being drawn in the debug overlay.) Challenges: Thankfully most of the porting to SAT stuff was easy, I only had a couple of minor setbacks here and there. However, the harder part was getting the circle center-to-vertex collision logic down. I had to find out how to do it + add completely new logic to my function + add checks in my collision code to determine if the shape was a circle + rewrite my drawdebug() code. It took a while and a lot of my sanity but I got it done in the end AI used, if any: Used AI to help debug the updated circle collision detection system + its separate debug overlay code. Plans for next time: I’m going to work on rolling physics for real. I hope it goes well 👍 K bye guys"}, {"post_id": 32739, "ts": "2026-07-22T02:37:49Z", "hours": 9.0553, "text": "Unnamed Platformer - Devlog 9 I was “busy” watching the World Cup bronze/final matches over the weekend. No way we got a 10 goal third place game while everyone started throwing hands at the end of the final😭 What I did: I finally got started on SAT collision like I said I would, and it’s actually working! Mostly. I built all the fundamentals so far: vertex extraction, edge normal calculation, projection ranges, minimum translation vector (MTV) calculation, etc etc. I hooked it into checkCollisions for ground tiles, and the MTV push resolution actually stops shapes from clipping through geometry now, and it’s also sign-corrected and whatnot so it always pushes the right direction. I also made a debug overlay that draws vertices and axis normals directly in the game window, which saved my sanity countless times and looks pretty cool too. On top of collision math I had to go back and fix 3 out of my 5 characters’ movement code because switching to SAT caused bugs in features that worked just fine under the old AABB system, aside from all the general bugs I had to deal with. The hexagon’s double jump stopped working entirely, circle’s acceleration started randomly resetting mid-sprint, and octagon’s wall jump turned into an absolute mess (more on that below). The main thing was that my old flags for checking wall collisions were set with assumptions that crumble once you switch from checking 4 fixed direction to a bunch of axes. Challenges: Oh boy… The wall jump bug was hella frustrating: after switching to SAT, the octagon would do exactly one wall jump and then just slide down the second, no matter how many times I hit jump. It took me forever to figure out it was a chain of three separate bugs stacked on top of each other: wall contact flags getting cleared before the function ever read them, my walljumped flag never resetting between wall touches so it permanently locked my horizontal movement, and then once THAT was fixed, SAT was re-zeroing my wall-jump velocity on the same frame it fired because the player was technically still overlapping the wall geometry. So I fixed those and immediately got a NEW bug where wall jumping turned into a pogo stick that spam-bounced me up the wall, because a vertical MTV was getting misread as “landed on the ground,” which reset the wall jump lock and let it refire every single frame. Also spent quite a bit of time before realizing this one line I had, if (grounded) velocity.y = 0 , worked fine with AABB but not so much with SAT’s own grounding logic, since my SAT function sets grounded = true when it sees downward velocity, and that line was zeroing velocity before SAT checked it. Removed it and a lot of my bugs disappeared. AI used, if any: SAT math I mostly figured out myself, after reading through a ton of Stack Overflow threads, articles, watching a lot of YT videos, etc. on my own time. I did use AI to clarify/debug a couple of parts though. However, I ended up needing it a lot more for debugging the problems that stemmed from it, i.e. the octagon, hexagon and circle issues. Plans for next time: SAT works for ground tiles but I’ve still got all my other entities on the old AABB system so I gotta port those over. Although, probably the biggest thing is trying to make my code more efficient because sometimes the game randomly slows down/freezes and makes random clips occur. If this isn’t lag (which it might not be, I could just be stupid) I’ll still have to look into whats happening. Then, once ground collision is 100% finished: rolling physics, aka the reason I made this change in the first place. Gonna have to look into the math/physics behind that, but it should be pretty easy since I already got this down. Once this is done, the shapes should be tipping and rolling around instead of just sliding around like ice cubes. We’ll see how that goes. K bye guys"}, {"post_id": 30455, "ts": "2026-07-18T00:46:19Z", "hours": 6.8525, "text": "Unnamed Platformer - Devlog 8 Bro idk What I did: I finally wrapped up the character roster by implementing and debugging the last two shapes: the hexagon and the octagon. The biggest milestone was completely overhauling and fixing the wall jump implementation for the octagon (which took me like 1.5 hrs out of which 50 minutes worth of changes were discarded). I ended up shifting all the wall-jump physics directly into the jump event handler, rather than splitting the logic between two different functions (my jump and updatepos functions). This allowed me to make it so I can properly maintain and destroy momentum for wall bounces On top of physics stuff, I built the level progression system. When you touch the exit tile, the game increases your level index and loads the next stage. It’s finally starting to feel like a real game! Although, not really, since every level after the second is the exact same weird ahh testing level cuz I needed to make sure my system worked. Challenges: The real nightmare was the octagon’s wall jump. I spent about 50 minutes writing changes because the physics wouldn’t cooperate, only to discard them because I got too confused 🥀I had half of the wall jump math in jump() and the other half in updatepos() and it was making the normal movement code immediately overwrite/neutralize the walljump code the very next frame. Another thing was making it so you couldnt just hold down the w or up key and automatically bounce up forever. I had to add an input debounce check so you have to release+re-tap the key to jump again. Everything else was honestly smooth sailing and any other bugs took maybe <15 mins to solve. AI used, if any: I didn’t use much AI, since the two big features I added were pretty easy to implement/debug, but I did ask it to help me a bit with wall jump logic since I was pretty fried. Plans for next time: Now that the physics is working, I’ve decided I want to get rid of it all. Sliding shapes feel hella unnatural (also the hitboxes are pretty weird), so I’ve decided on making the shapes roll around/have accurate hitboxes using SAT (Separating Axis Theorem) vector math. I asked Gemini how long it would take and it literally told me to avoid it if I can 😭 so we’ll see how many hairs I lose over the course of trying to implement SAT. It’ll probably be all I do from now until around the start of August when I’ll be going on vacation K bye guys"}, {"post_id": 29243, "ts": "2026-07-16T00:59:37Z", "hours": 6.4681, "text": "Unnamed Platformer - Devlog 7 I typed words into a code editor and made shapes move around What I did: I finally took on the shape-switching system and got it working! I had to completely change how the player class worked, so I made it into a pure virtual class to handle polymorphism (which lets me switch between different shapes) and replaced the old static player setup with a dynamic shape-switching state w/ unique pointers. For shapes so far I implemented the circle with rolling physics and friction, and the triangle which can teleport forward a short distance. Also, keeping source code in header files was causing circular include errors, so I reorganized all the player class code into a brand new players.cpp file. And finally I made it so falling below the screen kills the player, which is a pretty small feature but still. Pretty much what was happening was that I needed to access my tilesettings.h file in my players.h class for movement-related checks, but tilesettings.h also needed players.h for hitbox/collision stuff. So I had to take out my code from my player header file and move it to player.cpp , which was lowkey a nightmare since I ran into a bunch of compiler and linker errors that took me an hour to fix😭 Anyway, Gemini helped rescue me (since my Claude 5-hour limit somehow ended after the first question I asked it today), so thanks Gemini. Challenges: Pretty chill today, since today was more designing and testing new features that were easy to implement; however the real nightmare was splitting my files. Moving code to players.cpp broke everything with a bunch of “multiple definition” linker errors. I didn’t define my global variables as inline at first, but since they were getting defined across many files I had mark them as inline. Also, the triangle’s teleport mechanic let you phase into solid tiles at first, so I made a position prediction system using swept AABB bounds. In fact, creating this swept check was the feature that needed me to call tilesettings.h in players.h in the first place, which led to my cortisol spiking when the compiler stopped working for an hour AI used, if any: Used Gemini to help me figure out why the compiler+linker were throwing errors, and some basic debugging in my other features. Plans for next time: I’m gonna design my other two shapes now (octagon and hexagon), then start making this into an actual game with multiple levels, progressing to the next level when you reach the finish, etc etc. Also, I feel like the sliding movement is kinda unnatural, but idk if I’m going to change it because I already have a whole system down and starting from scratch would be a chore. Anyway, I’ll think about it. K bye guys"}, {"post_id": 28035, "ts": "2026-07-14T01:42:05Z", "hours": 4.6406, "text": "Unnamed Platformer - Devlog 6 Guess what? More block physics issues! I’m gonna lose my mind! What I did: Implemented logic with the buttons and doors; now, being on a button opens a corresponding door. Also fixed EVEN MORE BUGS with block pushing logic. I also resolved block-block vertical clipping and horizontal stacking bugs. I replaced the ground collision function I had made with a manual check for blocks landing on other blocks; groundCollide (that function) was not accounting for if a block landed on top of the player. This fixes vertical clipping through players and blocks and unintentional behavior with horizontally stacked blocks. Additionally, I added a system to make sure you can’t get crushed by a door too. When I first discovered that could happen, I implemented a half baked system, but it didn’t work since it pretty much made the block/player fall through the door even if the button hadn’t been pressed prior. I replaced the old block-crush prevention logic with a new system. Now the button class has another variable, presscheck , which acts like sticky keys (idk how else to put it) even after you’re not on the button. It checks for if a player or block is within the closed door’s hitbox and if so props the door open until they leave, but it can only register that after you push the button. Challenges: Buttons not changing color; color change logic was in my constructor and not the draw function so it never updated. Other than that, general implementation was also tricky to plan out because I had to decide how they were gonna work (how buttons would be linked to doors; decided on an ID system) and then how to implement that (using dynamic casts just as my button class uses). And then the block clipping glitch was another nightmare, though it did take me less than an hour which is nice. Also, it took me a while to think of how I would figure out how to make doors not close on players/blocks, but I thought up a solution pretty quickly which is nice 👍 AI used, if any: Used Claude to help me figure out the part that stops the block from falling through the player (I was genuinely™ too exhausted with dealing with bugs to try to solve it myself 😭😭) + used Gemini and a bit of Claude for general debugging. Plans for next time: I’ll polish up some visual stuff, but I think I’ll leave block-related bugs alone for now. As you can see there are some clipping issues still with the door, but idk if I want to tackle those right now. Either way my main focus for next time (and like all of the next week or two) will be getting the shape-switching system down. I’ll also try to create some map layouts that force the player to utilize block placement on buttons to navigate doors, because it would be a shame for me to have spent all my sanity on a feature only like 5 levels use. K bye guys P.S. Last time, when I said I spent all weekend working on button-related stuff, I meant the pushable blocks too (since those can activate the buttons)"}, {"post_id": 27428, "ts": "2026-07-12T23:59:57Z", "hours": 5.0344, "text": "Unnamed Platformer - Devlog 5 I pretty much spent the last weekend working entirely on button-related stuff. Turns out there were a lot of bugs and other physics-related issues I had to address. Anyway I think they’re all good now. What I did: Day 1: I fixed a bug where nested loops using the same name (pos) caused only the first pushable block to register collisions. I also implemented a side-detection fix so the player doesn’t accidentally push blocks when standing on top of them + added a border/outline to pushable blocks for visual clarity. I also started work on button and door tile classes. Day 2: I made it so you can push blocks vertically in zero-gravity. A really big fix was a global physics bug. I had been using a gravity called blockgravity for block physics, but since it was a global variable, one block’s position dictated all the other’s physics. E.g. one block in a zero-g tile meant everything else was now unable to fall. I moved blockgravity into the block class and now a block entering a zero-g zone floats without shutting off gravity for every other block on the map. I also decided on two new features: a button that can be stood upon/have a block placed on it, and a door that opens when its button is pushed. I added each one’s sprite and loaded them into my map. Also, I made another big change to my plans: having spend so much time on block physics, I’ve decided they’ll become a core feature of the game and not just a small gimmick of the triangle shape. Challenges: The hardest problem (by miles) was the block push collision. the issue turned out to be one loop variable shadowing another, which meant only the first block in the list was ever processed. Another tricky bug was zerogactive being reset before the block push loop ran, meaning zero-g vertical pushing never triggered. Ironically I ended up removing the zero-g check because if you’re going to push a block vertically, you’re not going to be on solid ground anyway. Also I accidentally mismatched curly brackets so that made life a lot harder. Also, I faced a bunch of other bugs while trying to polish up collision. Imma be honest, about an hour or so from this devlog was useless cuz it was me trying to implement a solution, confusing myself, and just discarding all my changes😭💔 Also, I spent like 20 minutes trying to get the button looking good (it’s supposed to be an octagon, but the sides are uneven). AI used, if any: I used Claude for debugging my physics code, as well as helping me figure out why the upwards/downwards block push wasn’t working. Plans for next time: I’m going to try and begin implementing the 5 player shapes and their power-ups. I’ll start with the circle probably, since it seems the simplest (just get faster over time). Also, I’m going to make it so that each button actually is linked to a door, since right now they’re just visuals. K bye guys"}, {"post_id": 26274, "ts": "2026-07-10T23:35:39Z", "hours": 8.5728, "text": "Unnamed Platformer - Devlog 4 I hate AABB with a passion. I spent 8.5 hours over 2 days (hardest lock in yet 🔥) on 2 features and Im pretty sure there are still bugs in each. What I did: On day 1 I added collision detection for pretty much all my objects, added some custom physics (e.g. water and zero g now have custom physics), and implemented AABB collision. Since I got it working yesterday(mostly), I deleted the initial ground class I had for testing SFML and most features, as well as any related functions like the check ground function in the player class. On day 2 I spent 4 hours trying to get the block to push. It took me a while cuz I initially tried to just copy the groundcollide() function and tweak whatever I needed to. However that didn’t work, so after hitting up Stack Overflow + Claude I realized I had to change up a LOT of my pre existing code. I added a master entity class for anything that is affected by physics (all players + the block + more features in the future probably) then added more functions and commands in my checkCollisions function in order to get my block mechanic mostly working. I also ended up adding many more features to my block class(velocity, gravity, and a grounded check) since it has to react to physics and the environment. Overall the introduction of an entity class that everything else inherits from was a big help in getting the game to work properly. Challenges: my game crashed when I attempted to put the check collision function in main.cpp; then, implementing water and zero-g was a lot of trial and error not only to find physics that felt fluid but also because there were a lot of bugs in the logic as well as bugs that stopped the game from running at all. Also, it took me a while to wrap my head around AABB collision; I literally had to draw it out on a piece of paper and ask Claude to grasp the concept 😭 During bug fixes, I ended up breaking a bunch of stuff/realizing a bunch of stuff was still broken and spending a bunch of time fixing it. For example, while trying to fix collision, I ended up discovering a bug in my water/zero-g physics, and then while trying to fix that I broke my spring logic too. And creating the logic for pushing the block is a whole other can of worms. It took me 4 hours of implementing different strategies and adding different functions only to have a half baked block-pushing function. 😭 It does kind of work, but you can only push one block: any other blocks act like normal ground tiles. AI used, if any: I asked Claude for help on how to tackle block pushing logic, as well as helping me understand AABB collision. Plans for next time: I’m going to try and hopefully get all the block-pushing logic done without any issues, then fix up any collision-based bugs and work on implementing the rest of my player shapes. K bye guys"}, {"post_id": 25091, "ts": "2026-07-09T02:23:55Z", "hours": 4.3644, "text": "Unnamed Platformer - Devlog 3 My game is kind of coming together! It’ll still be many weeks, but I did something! What I did: finished my tile map parser (I decided to use a unique pointer to parse through each tile type and draw the according one, after a bit of thought). I also started working on collision detection. I created a basic checkCollisions function and added getGlobalBounds to every tile class. Before I did that though I had to do some research on Axis-Aligned Bounding Box collision, and how to implement it in SFML. I’m still far from done, but that’s tomorrow’s problem. Challenges: implementing the map drawing functions (couldn’t figure out how to get the draw functions in the classes to match up with the main class), and after that I was having a lot of trouble with the pointer logic I had implemented (had to use std::move, also there were errors in my file importing structure); then after I got that to work, and implemented the parser into main.cpp, it ended up causing my entire program to crash when I ran build 😭Ended up asking Claude for help for how to fix it; it turned out to be how I had formatted my levels and my level-parsing loop for assigning tile types to tilemap characters. Then lava, water, and zero-g block weren’t drawing properly either. After spending like an hour trying to decode why, I realized sf::Color’s transparency had to be an 8-bit integer rather than a decimal between 0 and 1. Also my doublespike was not drawing properly, so I made it 2 separate convexShape’s rather than 1. Apparently you can’t have mere points holding a single convexShape together, which kind of sucks. AI used, if any: Like I mentioned, I asked Claude for help on how to fix my level loading feature (it ended up being like 3 minute details) and also used it when debugging my initial collision functions (I ended up replacing <10 lines total by its suggestion). Plans for next time: I’m going to try to finish collision. That’s my entire goal, since I still don’t know entirely how I’m gonna deal with every collision possible and it might end up taking me a long time depending on the number of mistakes I make/bugs that pop up. K bye guys (btw the music in the background is because I was listening to music while I was working on this)"}, {"post_id": 23883, "ts": "2026-07-07T02:36:17Z", "hours": 3.9897, "text": "Unnamed Platformer - Devlog 2 I was a little busy yesterday but we’re back on track now. What I did: I think I got a solid amount done today and for a bit of time yesterday: I added a camera feature that scrolls with the player, created the tile map and tile types, and designed the first part of the tile map parser; also changed the background slightly and researched more on building tilemap loaders in SFML (YouTube videos + looking at Github repos and articles). Challenges: For a zero-gravity section I’m thinking of adding, I wanted to put thin gray stripes in those sections. I couldn’t figure out how to do that, so I just decided to depict it as a translucent white block. Also determining the coordinates of the spring pad in the game took a while too. Overall, my other challenges were mostly small bugs and didnt stand out too much. AI used, if any: Used Claude for debugging the switch case for my tile map parser. Also, not AI, but my camera system was more or less entirely designed using a YouTube video that I’ll credit in my readme later. Plans for next time: I want to finish my tile map parser and get an actual level loaded. I’m also going to start deciding what the UI will look like for the main menu, level selects, and pause menu. K bye guys"}, {"post_id": 22443, "ts": "2026-07-04T22:13:21Z", "hours": 3.4311, "text": "Unnamed Platformer - Devlog 1 It’s finally time for me to lock in. This is gonna be a big project to which I hope to add a lot of content, and I’m hoping I can accumulate a lot of good hours from this project. What I did: I set up SFML (the library I’m using to code this game), set up the required files, watched a lot of YouTube videos to get more familiar with SFML, and coded a basic thing where you control a square and jump around. Challenges: This is like my second time using SFML (I used it once for a small project a while ago), so I’m not that familiar with it. No worries though, as it’s nothing a bunch of YouTube videos can’t fix. Also, today was kind of a refresher for my barely existent SFML skills. AI used, if any: I used Claude for learning how to set up SFML and asking it for help on how to fix my jump button not working. (I was missing two characters. : \\ ) Plans for next time: I’ll try to add actual platforms, maybe working obstacles as well. I’ll focus on adding a menu some other time, and actual styling will come much later so the game is gonna look ahh for now. All my devlogs will pretty much follow the format of this one(accomplishments, challenges, plans, additional notes) so that I can lazily copy-paste the same template when I don’t feel like writing a whole new devlog each devlog will feel connected/cohesive and make it easier for readers to follow along on my journey."}]...
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Title: Stardancer (formerly Unnamed Platformer) by Title: Stardancer (formerly Unnamed Platformer) by @zahran | Stardance
Devlogs:
Unnamed Platformer - Devlog 1 It’s finally time for me to lock in. This is gonna be a big project to which I hope to add a lot of content, and I’m hoping I can accumulate a lot of good hours from this project. What I did: I set up SFML (the library I’m using to code this game), set up the required files, watched a lot of YouTube videos to get more familiar with SFML, and coded a basic thing where you control a square and jump around. Challenges: This is like my second time using SFML (I used it once for a small project a while ago), so I’m not that familiar with it. No worries though, as it’s nothing a bunch of YouTube videos can’t fix. Also, today was kind of a refresher for my barely existent SFML skills. AI used, if any: I used Claude for learning how to set up SFML and asking it for help on how to fix my jump button not working. (I was missing two characters. : \ ) Plans for next time: I’ll try to add actual platforms, maybe working obstacles as well. I’ll focus on adding a menu some other time, and actual styling will come much later so the game is gonna look ahh for now. All my devlogs will pretty much follow the format of this one(accomplishments, challenges, plans, additional notes) so that I can lazily copy-paste the same template when I don’t feel like writing a whole new devlog each devlog will feel connected/cohesive and make it easier for readers to follow along on my journey.
Unnamed Platformer - Devlog 2 I was a little busy yesterday but we’re back on track now. What I did: I think I got a solid amount done today and for a bit of time yesterday: I added a camera feature that scrolls with the player, created the tile map and tile types, and designed the first part of the tile map parser; also changed the background slightly and researched more on building tilemap loaders in SFML (YouTube videos + looking at Github repos and articles). Challenges: For a zero-gravity section I’m thinking of adding, I wanted to put thin gray stripes in those sections. I couldn’t figure out how to do that, so I just decided to depict it as a translucent white block. Also determining the coordinates of the spring pad in the game took a while too. Overall, my other challenges were mostly small bugs and didnt stand out too much. AI used, if any: Used Claude for debugging the switch case for my tile map parser. Also, not AI, but my camera system was more or less entirely designed using a YouTube video that I’ll credit in my readme later. Plans for next time: I want to finish my tile map parser and get an actual level loaded. I’m also going to start deciding what the UI will look like for the main menu, level selects, and pause menu. K bye guys
Unnamed Platformer - Devlog 3 My game is kind of coming together! It’ll still be many weeks, but I did something! What I did: finished my tile map parser (I decided to use a unique pointer to parse through each tile type and draw the according one, after a bit of thought). I also started working on collision detection. I created a basic checkCollisions function and added getGlobalBounds to every tile class. Before I did that though I had to do some research on Axis-Aligned Bounding Box collision, and how to implement it in SFML. I’m still far from done, but that’s tomorrow’s problem. Challenges: implementing the map drawing functions (couldn’t figure out how to get the draw functions in the classes to match up with the main class), and after that I was having a lot of trouble with the pointer logic I had implemented (had to use std::move, also there were errors in my file importing structure); then after I got that to work, and implemented the parser into main.cpp, it ended up causing my entire program to crash when I ran build 😭Ended up asking Claude for help for how to fix it; it turned out to be how I had formatted my levels and my level-parsing loop for assigning tile types to tilemap characters. Then lava, water, and zero-g block weren’t drawing properly either. After spending like an hour trying to decode why, I realized sf::Color’s transparency had to be an 8-bit integer rather than a decimal between 0 and 1. Also my doublespike was not drawing properly, so I made it 2 separate convexShape’s rather than 1. Apparently you can’t have mere points holding a single convexShape together, which kind of sucks. AI used, if any: Like I mentioned, I asked Claude for help on how to fix my level loading feature (it ended up being like 3 minute details) and also used it when debugging my initial collision functions (I ended up replacing <10 lines total by its suggestion). Plans for next time: I’m going to try to finish collision. That’s my entire goal, since I still don’t know entirely how I’m gonna deal with every collision possible and it might end up taking me a long time depending on the number of mistakes I make/bugs that pop up. K bye guys (btw the music in the background is because I was listening to music while I was working on this)
Unnamed Platformer - Devlog 4 I hate AABB with a passion. I spent 8.5 hours over 2 days (hardest lock in yet 🔥) on 2 features and Im pretty sure there are still bugs in each. What I did: On day 1 I added collision detection for pretty much all my objects, added some custom physics (e.g. water and zero g now have custom physics), and implemented AABB collision. Since I got it working yesterday(mostly), I deleted the initial ground class I had for testing SFML and most features, as well as any related functions like the check ground function in the player class. On day 2 I spent 4 hours trying to get the block to push. It took me a while cuz I initially tried to just copy the groundcollide() function and tweak whatever I needed to. However that didn’t work, so after hitting up Stack Overflow + Claude I realized I had to change up a LOT of my pre existing code. I added a master entity class for anything that is affected by physics (all players + the block + more features in the future probably) then added more functions and commands in my checkCollisions function in order to get my block mechanic mostly working. I also ended up adding many more features to my block class(velocity, gravity, and a grounded check) since it has to react to physics and the environment. Overall the introduction of an entity class that everything else inherits from was a big help in getting the game to work properly. Challenges: my game crashed when I attempted to put the check collision function in main.cpp; then, implementing water and zero-g was a lot of trial and error not only to find physics that felt fluid but also because there were a lot of bugs in the logic as well as bugs that stopped the game from running at all. Also, it took me a while to wrap my head around AABB collision; I literally had to draw it out on a piece of paper and ask Claude to grasp the concept 😭 During bug fixes, I ended up breaking a bunch of stuff/realizing a bunch of stuff was still broken and spending a bunch of time fixing it. For example, while trying to fix collision, I ended up discovering a bug in my water/zero-g physics, and then while trying to fix that I broke my spring logic too. And creating the logic for pushing the block is a whole other can of worms. It took me 4 hours of implementing different strategies and adding different functions only to have a half baked block-pushing function. 😭 It does kind of work, but you can only push one block: any other blocks act like normal ground tiles. AI used, if any: I asked Claude for help on how to tackle block pushing logic, as well as helping me understand AABB collision. Plans for next time: I’m going to try and hopefully get all the block-pushing logic done without any issues, then fix up any collision-based bugs and work on implementing the rest of my player shapes. K bye guys
Unnamed Platformer - Devlog 5 I pretty much spent the last weekend working entirely on button-related stuff. Turns out there were a lot of bugs and other physics-related issues I had to address. Anyway I think they’re all good now. What I did: Day 1: I fixed a bug where nested loops using the same name (pos) caused only the first pushable block to register collisions. I also implemented a side-detection fix so the player doesn’t accidentally push blocks when standing on top of them + added a border/outline to pushable blocks for visual clarity. I also started work on button and door tile classes. Day 2: I made it so you can push blocks vertically in zero-gravity. A really big fix was a global physics bug. I had been using a gravity called blockgravity for block physics, but since it was a global variable, one block’s position dictated all the other’s physics. E.g. one block in a zero-g tile meant everything else was now unable to fall. I moved blockgravity into the block class and now a block entering a zero-g zone floats without shutting off gravity for every other block on the map. I also decided on two new features: a button that can be stood upon/have a block placed on it, and a door that opens when its button is pushed. I added each one’s sprite and loaded them into my map. Also, I made another big change to my plans: having spend so much time on block physics, I’ve decided they’ll become a core feature of the game and not just a small gimmick of the triangle shape. Challenges: The hardest problem (by miles) was the block push collision. the issue turned out to be one loop variable shadowing another, which meant only the first block in the list was ever processed. Another tricky bug was zerogactive being reset before the block push loop ran, meaning zero-g vertical pushing never triggered. Ironically I ended up removing the zero-g check because if you’re going to push a block vertically, you’re not going to be on solid ground anyway. Also I accidentally mismatched curly brackets so that made life a lot harder. Also, I faced a bunch of other bugs while trying to polish up collision. Imma be honest, about an hour or so from this devlog was useless cuz it was me trying to implement a solution, confusing myself, and just discarding all my changes😭💔 Also, I spent like 20 minutes trying to get the button looking good (it’s supposed to be an octagon, but the sides are uneven). AI used, if any: I used Claude for debugging my physics code, as well as helping me figure out why the upwards/downwards block push wasn’t working. Plans for next time: I’m going to try and begin implementing the 5 player shapes and their power-ups. I’ll start with the circle probably, since it seems the simplest (just get faster over time). Also, I’m going to make it so that each button actually is linked to a door, since right now they’re just visuals. K bye guys
Unnamed Platformer - Devlog 6 Guess what? More block physics issues! I’m gonna lose my mind! What I did: Implemented logic with the buttons and doors; now, being on a button opens a corresponding door. Also fixed EVEN MORE BUGS with block pushing logic. I also resolved block-block vertical clipping and horizontal stacking bugs. I replaced the ground collision function I had made with a manual check for blocks landing on other blocks; groundCollide (that function) was not accounting for if a block landed on top of the player. This fixes vertical clipping through players and blocks and unintentional behavior with horizontally stacked blocks. Additionally, I added a system to make sure you can’t get crushed by a door too. When I first discovered that could happen, I implemented a half baked system, but it didn’t work since it pretty much made the block/player fall through the door even if the button hadn’t been pressed prior. I replaced the old block-crush prevention logic with a new system. Now the button class has another variable, presscheck , which acts like sticky keys (idk how else to put it) even after you’re not on the button. It checks for if a player or block is within the closed door’s hitbox and if so props the door open until they leave, but it can only register that after you push the button. Challenges: Buttons not changing color; color change logic was in my constructor and not the draw function so it never updated. Other than that, general implementation was also tricky to plan out because I had to decide how they were gonna work (how buttons would be linked to doors; decided on an ID system) and then how to implement that (using dynamic casts just as my button class uses). And then the block clipping glitch was another nightmare, though it did take me less than an hour which is nice. Also, it took me a while to think of how I would figure out how to make doors not close on players/blocks, but I thought up a solution pretty quickly which is nice 👍 AI used, if any: Used Claude to help me figure out the part that stops the block from falling through the player (I was genuinely™ too exhausted with dealing with bugs to try to solve it myself 😭😭) + used Gemini and a bit of Claude for general debugging. Plans for next time: I’ll polish up some visual stuff, but I think I’ll leave block-related bugs alone for now. As you can see there are some clipping issues still with the door, but idk if I want to tackle those right now. Either way my main focus for next time (and like all of the next week or two) will be getting the shape-switching system down. I’ll also try to create some map layouts that force the player to utilize block placement on buttons to navigate doors, because it would be a shame for me to have spent all my sanity on a feature only like 5 levels use. K bye guys P.S. Last time, when I said I spent all weekend working on button-related stuff, I meant the pushable blocks too (since those can activate the buttons)
Unnamed Platformer - Devlog 7 I typed words into a code editor and made shapes move around What I did: I finally took on the shape-switching system and got it working! I had to completely change how the player class worked, so I made it into a pure virtual class to handle polymorphism (which lets me switch between different shapes) and replaced the old static player setup with a dynamic shape-switching state w/ unique pointers. For shapes so far I implemented the circle with rolling physics and friction, and the triangle which can teleport forward a short distance. Also, keeping source code in header files was causing circular include errors, so I reorganized all the player class code into a brand new players.cpp file. And finally I made it so falling below the screen kills the player, which is a pretty small feature but still. Pretty much what was happening was that I needed to access my tilesettings.h file in my players.h class for movement-related checks, but tilesettings.h also needed players.h for hitbox/collision stuff. So I had to take out my code from my player header file and move it to player.cpp , which was lowkey a nightmare since I ran into a bunch of compiler and linker errors that took me an hour to fix😭 Anyway, Gemini helped rescue me (since my Claude 5-hour limit somehow ended after the first question I asked it today), so thanks Gemini. Challenges: Pretty chill today, since today was more designing and testing new features that were easy to implement; however the real nightmare was splitting my files. Moving code to players.cpp broke everything with a bunch of “multiple definition” linker errors. I didn’t define my global variables as inline at first, but since they were getting defined across many files I had mark them as inline. Also, the triangle’s teleport mechanic let you phase into solid tiles at first, so I made a position prediction system using swept AABB bounds. In fact, creating this swept check was the feature that needed me to call tilesettings.h in players.h in the first place, which led to my cortisol spiking when the compiler stopped working for an hour AI used, if any: Used Gemini to help me figure out why the compiler+linker were throwing errors, and some basic debugging in my other features. Plans for next time: I’m gonna design my other two shapes now (octagon and hexagon), then start making this into an actual game with multiple levels, progressing to the next level when you reach the finish, etc etc. Also, I feel like the sliding movement is kinda unnatural, but idk if I’m going to change it because I already have a whole system down and starting from scratch would be a chore. Anyway, I’ll think about it. K bye guys
Unnamed Platformer - Devlog 8 Bro idk What I did: I finally wrapped up the character roster by implementing and debugging the last two shapes: the hexagon and the octagon. The biggest milestone was completely overhauling and fixing the wall jump implementation for the octagon (which took me like 1.5 hrs out of which 50 minutes worth of changes were discarded). I ended up shifting all the wall-jump physics directly into the jump event handler, rather than splitting the logic between two different functions (my jump and updatepos functions). This allowed me to make it so I can properly maintain and destroy momentum for wall bounces On top of physics stuff, I built the level progression system. When you touch the exit tile, the game increases your level index and loads the next stage. It’s finally starting to feel like a real game! Although, not really, since every level after the second is the exact same weird ahh testing level cuz I needed to make sure my system worked. Challenges: The real nightmare was the octagon’s wall jump. I spent about 50 minutes writing changes because the physics wouldn’t cooperate, only to discard them because I got too confused 🥀I had half of the wall jump math in jump() and the other half in updatepos() and it was making the normal movement code immediately overwrite/neutralize the walljump code the very next frame. Another thing was making it so you couldnt just hold down the w or up key and automatically bounce up forever. I had to add an input debounce check so you have to release+re-tap the key to jump again. Everything else was honestly smooth sailing and any other bugs took maybe <15 mins to solve. AI used, if any: I didn’t use much AI, since the two big features I added were pretty easy to implement/debug, but I did ask it to help me a bit with wall jump logic since I was pretty fried. Plans for next time: Now that the physics is working, I’ve decided I want to get rid of it all. Sliding shapes feel hella unnatural (also the hitboxes are pretty weird), so I’ve decided on making the shapes roll around/have accurate hitboxes using SAT (Separating Axis Theorem) vector math. I asked Gemini how long it would take and it literally told me to avoid it if I can 😭 so we’ll see how many hairs I lose over the course of trying to implement SAT. It’ll probably be all I do from now until around the start of August when I’ll be going on vacation K bye guys
Unnamed Platformer - Devlog 9 I was “busy” watching the World Cup bronze/final matches over the weekend. No way we got a 10 goal third place game while everyone started throwing hands at the end of the final😭 What I did: I finally got started on SAT collision like I said I would, and it’s actually working! Mostly. I built all the fundamentals so far: vertex extraction, edge normal calculation, projection ranges, minimum translation vector (MTV) calculation, etc etc. I hooked it into checkCollisions for ground tiles, and the MTV push resolution actually stops shapes from clipping through geometry now, and it’s also sign-corrected and whatnot so it always pushes the right direction. I also made a debug overlay that draws vertices and axis normals directly in the game window, which saved my sanity countless times and looks pretty cool too. On top of collision math I had to go back and fix 3 out of my 5 characters’ movement code because switching to SAT caused bugs in features that worked just fine under the old AABB system, aside from all the general bugs I had to deal with. The hexagon’s double jump stopped working entirely, circle’s acceleration started randomly resetting mid-sprint, and octagon’s wall jump turned into an absolute mess (more on that below). The main thing was that my old flags for checking wall collisions were set with assumptions that crumble once you switch from checking 4 fixed direction to a bunch of axes. Challenges: Oh boy… The wall jump bug was hella frustrating: after switching to SAT, the octagon would do exactly one wall jump and then just slide down the second, no matter how many times I hit jump. It took me forever to figure out it was a chain of three separate bugs stacked on top of each other: wall contact flags getting cleared before the function ever read them, my walljumped flag never resetting between wall touches so it permanently locked my horizontal movement, and then once THAT was fixed, SAT was re-zeroing my wall-jump velocity on the same frame it fired because the player was technically still overlapping the wall geometry. So I fixed those and immediately got a NEW bug where wall jumping turned into a pogo stick that spam-bounced me up the wall, because a vertical MTV was getting misread as “landed on the ground,” which reset the wall jump lock and let it refire every single frame. Also spent quite a bit of time before realizing this one line I had, if (grounded) velocity.y = 0 , worked fine with AABB but not so much with SAT’s own grounding logic, since my SAT function sets grounded = true when it sees downward velocity, and that line was zeroing velocity before SAT checked it. Removed it and a lot of my bugs disappeared. AI used, if any: SAT math I mostly figured out myself, after reading through a ton of Stack Overflow threads, articles, watching a lot of YT videos, etc. on my own time. I did use AI to clarify/debug a couple of parts though. However, I ended up needing it a lot more for debugging the problems that stemmed from it, i.e. the octagon, hexagon and circle issues. Plans for next time: SAT works for ground tiles but I’ve still got all my other entities on the old AABB system so I gotta port those over. Although, probably the biggest thing is trying to make my code more efficient because sometimes the game randomly slows down/freezes and makes random clips occur. If this isn’t lag (which it might not be, I could just be stupid) I’ll still have to look into whats happening. Then, once ground collision is 100% finished: rolling physics, aka the reason I made this change in the first place. Gonna have to look into the math/physics behind that, but it should be pretty easy since I already got this down. Once this is done, the shapes should be tipping and rolling around instead of just sliding around like ice cubes. We’ll see how that goes. K bye guys
Unnamed Platformer - Devlog 10 I’m tired 😭 What I did: I ported the rest of my entities over to SAT collision. Every tile that can be collided with now uses SAT. I refactored some of my functions to handle the new logic properly across the board, and got rid of the old standalone AABB collision code for ground tiles. I also decided to make pushable blocks hybrid for simplicity: aside from general environment collisions which use SAT, I didn’t change much of the old AABB code. I also added an O(1) center/radius projection for circles to fix random micro-stutters, and updated drawdebug() so it stops drawing every vertex and instead renders one dynamic vector targeting the nearest tile vertex. (Circles in SFML are actually 30-sided polygons, so earlier the collision checks were looking at 15 different axes + all those axes were being drawn in the debug overlay.) Challenges: Thankfully most of the porting to SAT stuff was easy, I only had a couple of minor setbacks here and there. However, the harder part was getting the circle center-to-vertex collision logic down. I had to find out how to do it + add completely new logic to my function + add checks in my collision code to determine if the shape was a circle + rewrite my drawdebug() code. It took a while and a lot of my sanity but I got it done in the end AI used, if any: Used AI to help debug the updated circle collision detection system + its separate debug overlay code. Plans for next time: I’m going to work on rolling physics for real. I hope it goes well 👍 K bye guys
Unnamed Platformer - Devlog 11 Rotation is finally working! Mostly. Anyway I have to post now cuz of the 10 hour limit per devlog. What I did: I fully implemented rolling and rotation physics across all player shapes! Shapes now physically rotate based on movement speed, tip over cliff edges, and smoothly snap back to a flat face when you stop moving. I also added a feature where shapes automatically realign when entering water or zero-G. To make everything smooth and frame-rate independent, I overhauled the settling and snapping math using fmod for shortest-path rotation and wrap-around handling. Challenges: Getting the angle snapping and tipping logic to work was the biggest hurdle. Non-square shapes were getting locked out of tipping due to floating-point issues, which I fixed with an epsilon tolerance check. There are still a couple of bugs that I’ll tackle later, notably the fact that shapes sometimes spin an extra time upon settling. but the core system is more or less functional now. AI used, if any: I managed to work out the math myself but I needed to ask AI with help debugging. Plans for next time: I’ll probably work on some visual effects for the next couple days + fine-tune and debug my physics a bit more. K bye guys
Unnamed Platformer - Devlog 12 Man* Realizes True Meaning of ‘If it ain’t broke, don’t fix it’ What I did: First I ported pushable blocks to SAT collision so they use the same system as the player and it’s not split between two systems. Well. That broke blocks. so I spent 2 hours or so cross referencing my old versions and adding and deleting changes till it started working again. After that, I made sure blocks moved properly in zero-g. (they didn’t so I had to fix that too) Aside from that, I made a bunch of miscellaneous changes, such as fixing level progression bugs and altering player constants, but most importantly making sure blocks worked properly. Somewhere along the line I was investigating how stacked blocks interacted. I noticed they were clipping through the ground because of collision checks happening after the position of blocks was updated, and after some thought I tried adding another collision check pass to my main game loop. It worked like a charm! I added two extra checks for safety and it stopped working like a charm. The issue is my checkCollisions function is hella inefficient. 500+ lines of searching through every character in the tilemap (36x64, plus an extra column for new lines making it 36x65=2340) 6 times (!!!) Not only that, in some cases (block/player collision detection) I was nesting full passes within full passes, which caused insane lag, especially with my SAT collision which does a lot of math each frame. So I decided I wanted it to be more efficient (spoiler: it’s not efficient yet). I split my old tilelist into static tiles and dynamic tiles…and instantly regretted it. Challenges: Basically when I split tilelist into two separate vectors ( statictilelist which is everything except for blocks + dynamictilelist which is just blocks since nothing else moves lmao), I think I accidentally deleted a lot of existing logic that was the duct tape to my spaghetti code**. Aside from that, when I passed through tilelist it always passed through every tile, but with my new logic I had to decide which one to use. my stupid ahh didnt realize that there might be a chance I have to pass through both of them though 😭 well guess what there were a lot more gaps in my logic. All of these combined into the logic I had spent the last few hours working so hard to perfect, falling apart in 5 seconds. Similar to the whole block to SAT thing I worked out most of the issues just by adding, tweaking, and removing a bunch of checks as well as looking back at my old logic to figure out what I forgot. Among these general changes I also added a new grounded member to the block class, and tried to get it to register if it’s on top of a player. Unfortunately it didn’t work. It’s ok I’ll brute force my way to the root of the problem tomorrow. (Btw this doesn’t even cover the issues I faced prior to this😭 ✌️ ) AI used, if any: Now that the core elements of the game (physics) are out of the way, I’ve pretty much been grinding through bugs myself since it’s just existing logic and I’m not really adding much that’s new or unfamiliar. Honestly, I think it’s gonna stay this way because I don’t intend to use AI to design the game, I was using it more to help solve physics issues and the like. Plans for next time: I’ll try to hopefully fix the new block clipping issues. then idek anymore. Maybe i shouldn’t have tried to build the engine from scratch. K bye guys *I’m not actually over 18 **Tuff line?
Unnamed Platformer - Devlog 13 No motivation… What I did: I solved the issue of vertically stacked blocks clipping through each other and through the player, which was a pretty big chunk of my time since I went through like 10 different approaches and changed up a bunch of stuff along the way. I ended up taking out the SAT collision function I had built and just plugging mtvCheck() (which checks the mtv( )) and the movement logic straight into the collision loops instead. I had to reorder a good chunk of logic too since a lot of the clipping was coming from stuff resolving in the wrong order relative to other stuff. Also did some cleanup: deleted the grounded member off the block class since entity already has one and I was just using two variables for the same thing like an idiot. I added an R keybind so I can restart instantly instead of walking into a spike every time I want to reset (useful for testing + as an actual game feature). I also made the player’s rotation reset on spawn so you don’t respawn tilted at some weird angle from your last death and shrunk the spike hitbox down a bit from 20x20 to 18x18 because I was dying to one-pixel overlaps that looked like it shouldn’t have counted and that are pretty frustrating to deal with. Also did a bunch of level design. I’ve only done levels 1 through 4 so I lowkey gotta lock in. Challenges: The stacked block thing took forever because the symptoms kept changing depending on how many blocks were stacked, which direction they were pushed from, whether the player was involved, etc etc, so it never felt like I was chasing ONE bug, more like four bugs wearing a trenchcoat. Eventually I just started brute-force testing every combo I could think of (2 stacked, 3 stacked, stacked + pushed, stacked + player jumping into it) until I ran out of ways to break it. Also I ran into some issues when designing levels: blockonhead , which makes it so you cannot jump if a block is on your head, was triggering if any block was lined up above your head, even if it was like on a platform way above you. I managed to fix that, and other than that + the block issue there wasn’t too many big obstacles this time. AI used, if any: none, since I’m not using it at all for game design and didn’t need to use it to solve block clipping issues since I just brute forced a bunch of possible solutions. Plans for next time: More level design…I’ll try to get most of the levels done by next devlog. K bye guys
Unnamed Platformer - Devlog 14 I’m genuinely so done What I did: I designed levels 5 and 7-16 (ss of a few levels should be attached idk which they are). I have a cool idea in mind for level 6 but my current code makes it hard to implement, and I also have a cool idea in mind for level 17 but my code made it hard to implement. So I changed everything up like an idiot. My 17th level features a massive pool, but that requires me to draw 1000+ water tiles. Since I redraw tiles every frame, it causes a big load on the computer. So I had the brilliant idea of creating an sf::RenderTexture . spoiler it’s not so brilliant. That led to a massive chain reaction where there were a bunch of nullptr issues at first, which I spent about 40 minutes on before actually getting the game to run. Then everything was super grainy due to aliasing issues caused by drawing everything to a RenderTexture, PLUS since I was drawing everything at the start of the frame and not updating it, stuff like buttons and doors would never update. SO, my dumb ahh moved half my static/environment tiles to dynamictilelist , reserved for strictly blocks which are the only tiles that can change position, and I did this cuz these would draw every frame and they didn’t have the same grainy look as the ones drawn to a texture. the result is probably self explanatory. That caused SO MANY ISSUES that I can’t even begin to describe them all, so after 50 minutes I undid 50 minutes worth of changes, added some spaghetti code to make it a bit more presentable, and call it a day. Challenges: Level design was fun, and easy. I did that for all of yesterday and the first half-ish of today. The vain attempt at making my code more efficient by changing how static tiles were drawn and then going on to deeply regret it and consider undoing it all the next day, was not. Also I probably shouldn’t have bothered trying seeing as I was pretty tired anyway, but ig my stupidity/ambition/idek led me to try. I’m genuinely too tired to bother elaborating, but it goes somewhat like this: I started on the texture-caching thing -> I ran into nullptr errors -> I got those out of the way -> I ran into issues with rendering and updating -> out of frustration I undid all my progress and started anew -> I decided to implement anti-aliasing -> I will probably(definitely) reset my code to where I had been right before I decided to do this stupid implementation AI used, if any: none. If I had I would’ve probably been done with this bs by now. Plans for next time: Realistically I’ll likely just undo all the changes I made to drawing processes, find out how to draw environment tiles underneath other entities/obstacles (which will be useful for many of my levels with spikes or the like in environments), and…thats it. Also, for level design, I want to have all preliminary designs down by the end of this Sunday (3 more days), and then I can playtest and refine later. I wanna cry P.S. the level with the white room is level 6 and it’s currently unfinished lmao
Unnamed Platformer - Devlog 15 Actually got a lot done over the last few days ig What I did: first off, I reset my old changes and made it so env tiles layer over obstacles. At first I tried to assign an individual character to each combination (spike in water, block in zero-gravity, etc etc) but that didn’t work since I couldn’t get them to lay over each other. So what I did is I split my statictilelist into two: statictilelist now held all non-moving entities like spikes, ground, etc. while envtilelist held all my environment tiles. Then I changed my map loading function to take two map strings: one assigned tiles based on entities and the other pass assigned them based on environment. And now I can lay environments over things without breaking my game! Yippee! I also fixed an issue where blocks could clip through obstacles in zero-g when you moved them upward. The issue was blocks unconditionally being mtv-moved when the player was below them, so the player forced them through anything. I added an extra check before mtv-moving and made obstacle detection variables global to fix it. I also ran into an issue where spikes would incorrectly kill you even if you were not touching them, just near: the issue was that I wasn’t running SAT collision, just going straight to death logic if the initial AABB check turned out true (I run an AABB check first because running SAT for everything makes the game super laggy). both of these lowkey took me a while 😭 As for level design I reworked level 6 (still can’t play it) and level 17 (finished), and I designed levels 18-25 (I attached a video of level 24). Also in the vid I switched shapes randomly, that’s just because I had different keybinds earlier and it was js muscle memory kicking in. Challenges: Aside from a bunch of small bugs, the biggest challenges were the issue where spikes would kill you even if you weren’t touching them and the issue with blocks being pushed up forever in zerog. Even then, for both issues it was still easy to fix since it was easy to diagnose and a few lines per fix, even if it took me a while to find those few lines 🥀🥀 However, there’s still an issue where blocks sink slightly upon spawning in zero-g. This makes it impossible to play level 6, so I’ll have to look into/rework/do something to zero-g logic because I really want to keep its existing level mechanic. AI used, if any: None 🔥 Plans for next time: Finish levels 26-30, finish level 6, and test all the levels to make sure they’re not too hard/impossible/possible to cheese. Aside from that, I’ll most likely bring back the texture thing I implemented last time cuz it did actually make the game run a bit smoother, but I’ll only do it for environment tiles. K bye guys
Unnamed Platformer - Devlog 16 Actually didn’t get a lot done over the last few days, let me explain. What I did: The biggest and only new feature I added was a major adjustment to black holes. Earlier they were just 2 tile x 2 tile circles that killed you upon touching. I’ve reworked them to how they’re supposed to be: 6 px x 6 px black circles, with a surrounding 6 tile x 6 tile ring. now if you enter the ring, you lose the ability to move normally (you can still jump tho) get pulled toward the black center, which kills you if you touch it Which is how it’s supposed to be (nevermind the astrophysical inaccuracy lmao). This took me 2 hours 😭 and then I designed levels 26 and 27. I also re-added the old texture system I implemented and then took down earlier cuz it was making things look hella grainy, but only for environment tiles cuz there’s no big changes visually compared to redrawing them every frame. Unfortunately it doesn’t seem to be doing much in terms of efficiency. I also designed levels 28 and 29 (ss of level 29 attached), and playtested every level from 1 to 28 and adjusted each one to remove any unwanted ways you can cheese a level, as well as to just make some of them less punishing for small mistakes. I also (FINALLY) designed level 6. I added extra sections and polished up some elements that were making the level impossible if you didn’t play it perfectly. I did 2 other things as well: I made it so blocks can’t be pushed by any character other than the square (before you could just push blocks w/ anything) and I reduced horizontal movespeed in zero-g. There’s still a lot more I have to do, mainly ui/menu stuff and visual polish. Challenges: Black hole physics took me a while since my first few implementations were completely wrong, and then I locked in nd figured out how to make it pull correctly. Also, level design is proving to be surprisingly challenging, I rly didn’t think it would take this long, but what with conceptualizing + creating + playtesting each level, especially the later ones where I want to make them more complex and difficult, it eats up a lot of time per level. Even going back through older levels and tweaking them can take a while, cuz you gotta track down all the problematic sections and figure out how to fix them. I also have a humble 18 more days till school starts so I gotta lock in🙏 AI used, if any: None, level design is hard but its not THAT hard Plans for next time: Finish level 30, playtest levels 29 and 30, and hopefully get started on + finish a main menu and level select menu. Im so behind on my schedule it aint even funny so wish me luck
Unnamed Platformer - Devlog 17 It’s actually no longer “Unnamed Platformer”, it’s “Worlds of Blockman”, I might change that later idk What I did: I designed level 30, playtested every level extensively and tweaked some levels, and made a basic main menu, level hud and pause menu. And it took me ~10 hours. Well, that’s not all I did. I also changed up the colors of the square to differentiate it from spikes and buttons, and I added a visual indicator for the triangle’s teleport. When you tp the triangle fades to a darker shade of green, and when it gets off cooldown (3 secs) it fades back to its normal color and then you can tp again. Also, level design took quite a long time since I was kind of making it up as I went along, and the whole game states implementation wasn’t too hard in itself, but I ran into errors with loading my font. I added the .ttf file to my assets folder and wrote the correct file name in font.loadFromFile() and whatnot, but turns out I didn’t have the actual font downloaded in the build folder or my project. So after a bit less than an hour I added it in and it fixed the issue. also I spent a bit of time deciding how the different menus would actually look which ate up some time. Challenges: ngl the font-loading thing was kind of the only hard part 😭most other stuff was solved relatively quickly and easily AI used, if any: None, also most likely no AI will be used in the future since the future just holds visual stuff which should not be hard enough to merit the help of AI. Plans for next time: Level select menu, add more stuff to main menu, also make it so the current level shows in the background when you go to the pause menu. also add mouse inputs so you can use those instead of kb inputs in the menu, and start on some more vfx and sfx. I’m also really tired
Unnamed Platformer - Devlog 18 The UI is coming along pretty nicely! What I did: Designed a full level select menu (there are a couple more things left to add), add a heads up display for the current level, and add proper mouse input and extra details to buttons such as shadows (havent implemented shadows for everything, I’ll explain why) and changing color when hovering. Even though it doesn’t sound like much, it took me a surprisingly long time because my text wasn’t centering…What I didn’t realize is that sf::Text creates invisible offsets for some reason, so when I used getGlobalBounds() it would return that offset too and mess up the centering. I ended up doing some research and realized I had to use the local bounds (i.e. untransformed) when centering. Challenges: Ig the biggest ‘challenge’ was centering buttons with text, because at first I actually tried to manually fine tune coordinates and whatnot. But then I found out I had to use localbounds and blah blah. Another thing is, I spent a lot of time fine tuning sizes, colors, shadow darknesses and depths, etc. which took a lot of my time. Also no ai used this time either, although I did spend a lot of time researching why my text wouldn’t center itself. Plans for next time: I’ll just polish up existing menus, and work on background elements. Also I want to add a kind of handbook accessible from the main menu that tells you what stuff does, different powerups, etc. But most importantly, I’m gonna try to find out how to make shadow creation more efficient. For every text/button, I need a shadow. That means I have to add it as a member in the class, copy the actual object, change the color and offset it, then draw it too. Since I have so many objects that make shadows (all of them in the end, ideally), I’m probably going to make a shadow-making function for readability. Other than that I’ll just play the game and test levels a bunch, which I’ve already been doing a lot to make sure everything is as it should be. K bye guys P.S. there’s also still a couple bugs ( UI-related or otherwise) that I have to fix as well
Unnamed Platformer - Devlog 19 The UI is coming along pretty nicely! Pt. 2 What I did: I believe I’ve fully created everything UI- and menu-wise, aside from 3 additional menus (credits, a ‘handbook’ that contains info about stuff, and a settings page) that are currently blank. I created a hovering effect for buttons that makes it so when you hover over a button, the button goes downward slightly and the shadow moves to match. Aside from that, I polished up/tweaked some minor details, and the only things I’ll add menu wise are probably those 3 sub-menus on the main menu and a universal backwards-nav button. The biggest thing (time-wise) was figuring out how to make the code more readable and actually making it more readable. I created two new functions for making text and button objects which made my life a lot easier, also the button-hover code took quite a few lines so I put that into a function too. Aside from that, I made a couple fixes here and there to make it more efficient memory wise. And even then, I ended up breaking stuff which took me a while to fix, such as the issue with unpausing ur game in the vid. Challenges: Probably efficiency stuff, since deciding how to do it + implementation took a while and had a couple of bugs due to me not accounting for stuff. For example: my hover function would change states on its own, but since sometimes you don’t need to directly change state or you need to do other things too, I made it into a boolean that each individual case takes and does its own thing with. Plans for next time: Start on background stuff probably, I don’t want to do anymore UI stuff for now. I have a fewideas in mind for my background visuals, but I hope they won’t be too hard/impossible to implement. K bye guys
Unnamed Platformer - Devlog 20 Background design is a hell of a lot harder than I thought it would be…also I lost track of time 😭😭 What I did: I got started on background design, and partially implemented a background. I actually had a pretty different idea in mind compared to what I have now: the rest of the planet visible, stretching into the horizon, with mountains and volcanoes etc etc. scattered along its surface. After spending a while implementing that, I realized it a) didn’t look right, since everything was just following the player around at normal cam speed, and b) I didn’t like the idea anymore to begin with. So after scrapping all those changes, I started researching how to add a scrolling effect so it would look more natural. I found out how to implement a parallax scroll effect, which basicallymeans that objects in the background move along slower than objects closer to the front of the screen. I also restructured my scenes.h file which contains all background-related stuff, and made a couple of other small changes and fixes with certain levels. I know I don’t have much to show for it, but that’s mainly because I spent a lot of time tweaking certain elements and just undoing backgrounds I ended up not liking 😭🥀 Challenges: Deciding what to do visuals-wise cost me some time bcuz I kept going back on my old ideas, but restructuring scenes.h was the hardest part since after deciding what to do for visuals, I had to base the logic in scenes.h off that. Also it took me a while to decide how to add in a parallax scroll system. Plans for next time: Work on more background stuff. right now I’ve set up a lot of background elements’ structs and whatnot, but I’ve only redrawn the stars and added a rough brightening/dimming effect. Also Im gonna have to start thinking about what I’m going to add on each of the sub-menus accessible from the main menu (credits, handbook, and settings). K bye guys
Unnamed Platformer - Devlog 21 Background design is a bit easier now that I have a plan…also I did not lose track of time 👍 What I did: I added in every single sky element I want to have: comets, planets, black holes, stars, floating rocks, and a moon. I think I might tweak some elements later down the line (specifically the moon(adding craters) and black holes(I’ll think of some extra effects) ), but for now I’m fairly satisfied with how far I’ve come. Looking at the game now gives me a sense of pride at seeing everything finally come together after so long 🥹✌️ Challenges: Making comets was a bit of a hassle, because I had to decide how to do it (which took me some time for brainstorming + more time cuz of discarded changes + even more minutes of brainstorming), and implement it. It’s pretty complex cuz there’s a cooldown on each comet, then you have to set the spawn point and angle/speed, calculate the trail’s points, draw them, draw the head too etc etc…so it was pretty tedious, but comets are the most rewarding visually imo out of all the features. Other than that, I spent a bit of time per other feature figuring out how to implement each of them, but none of them were as complex as the comet. Plans for next time: Finish up any bugs or other issues in sky-related stuff, then I’ll try to make a visible horizon again and see if I’ve changed my mind since last time. Either that or I’ll start working more on smaller vfx, specially trying to find out how to make a particle effect. K bye guys
Unnamed Platformer - Devlog 22 School starts tomorrow ✌️so i decided to make a shorter devlog…also I’m so tired What I did: Honestly you can’t really tell that I did much at first glance. I was mainly playtesting a lot and polishing stuff up, and making sure all the background stuff was fine. For now I dont think I’ll return to background stuff for a while. Although I did manage to add a particle effect for the black holes (both the ones in the background as well as the actual obstacles). I was also experimenting with a horizon for a bit, but then I decided I don’t want it and scrapped a good chunk of time worth of changes. Challenges: Deciding how to add in particles was a bit challenging, specially the math part. But other than that it was a pretty chill 7 hours. Plans for next time: Hopefully finish menus, then: work on vfx, polish up all the menus, tackle any big issues with levels or physics, and finally work on bringing my game onto itch.io! not all in one go, though. K bye guys
Unnamed Platformer - Devlog 23 Hey guys. What I did: I did a lot of playtesting/bug hunting as usual, but I was mainly creating the entire handbook menu. Which took surprisingly long, cuz of designing the menu + figuring out how to include all the different tile icons + creating descriptions + making stuff functional + formatting + colors + bugs + you get the idea. Anyway I’m pretty happy with how it looks so far, I doubt I’ll make any major changes in the future. Also I did find a couple of bugs while testing, but i didn’t really do anything about them, I want to completely create all the core functions before tackling any small bugs/issues. Challenges: There were a few bugs and I went through a few designs for the menu, but overall everything was hella light so I wouldn’t say there were any real challenges. Plans for next time: Create credits menu, then work on adding vfx, add settings menu (thinking of adding volume + keybind toggles), polish up all the menus…and then I’ll see where to go from there. I’m pretty worried cuz now that school’s started (im in gr11 now) I’m probably gonna have a good amount of schoolwork, clubs, etc. that I’ll also have to make time for…so wish me luck ig. K bye guys
Unnamed Platformer - Devlog 24 The game is finally coming together… 🥹🔥 What I did: All the menus in the game are completed! Ngl, credits was really easy ofc, but I was deciding how I should go about doing it, still didnt take too long tho. Then settings was a lot harder 😭 volume adjustment was quite easy, but the real problem came with creating the keybind section, since I had already coded hard inputs all throughout my code. So I pretty much had to add a new system + helper func in vars.h, then replace every instance of isKeyPressed with that system+helper, then code the menu in the ui file (Which took forever cuz of bugs with msg updating + event handling + key updates + etc.). Well, it’s (mostly) done now, which is good. And ofc I was also testing the game for general bugs too. Challenges: The keybind menu took me a hella long time to get done…thats about it, aside from some other tiny bugs. Plans for next time: add vfx, polish up every single one of the menus…and then I’ll see where to go from there. Hopefully I can finish most of my stuff by the start of next week. K bye guys
Unnamed Platformer - Devlog 25 I’m so tired omg What I did: Bunch of miscellaneous stuff: Added basic vfx: so far we only have a click sound, I’ll add more later but it took me a while to figure out how to get SFML’s audio system working since I also had to find out why my audio files weren’t loading in either. Added coins to every level: added new tile type for coin, added a coin into each level, added effects, etc. Fix bugs/gameplay issues such as the triangle being unable to teleport after a restart/new level, rearrange some levels to fit coin placements, find out some new bugs and try (and fail) to fix them, so decide to deal with them another day. Add simple death animation to the player. Make it so levels must be completed in progressive order (e.g. you start at level 1, cannot progress till you have completed), also add different colors to boxes on level select menu (check vid) Probably a few more things related to general playtesting but i can’t remember Challenges: Making level buttons in the levelmenu was kind of frustrating not only because of the selection aspect but also getting them to visually render in the proper colors. Honestly though, now the main challenge is dealing with my own fatigue, especially since I’ve been joining more clubs and getting more homework, so hopefully I can clutch up over the final few days cuz I highkey need that framework 13 🥺✌️ Plans for next time: I added a list of bugs I want to tackle/stuff I want to add: //BUGS!!!!! //cant close window while in settings menu //rotation bugs //levels 13, 17, 26, 4, 8, look into //as well as other levels but these ones I can remember //TO ADD!!!!! //speedrun timer //death count //updating handbook (notif icon, hidden objects) //more sfx (death especially) K bye guys
Unnamed Platformer - Devlog 26 Stardance extension + fatigue = holy procrastination 😂✌️ What I did: More random stuff: Level timer that stores each level’s personal best, displays a live timer in the level, and lets you access your PR for each level from level select menu Fixed issue where you couldn’t close game while in settings menu Death count (it just tracks deaths over every single level, accessed from level select menu, manual restarts count as death too) and coin count as well Adjusted some levels a bit Added a feature to handbook where items you haven’t come across yet are blacked out and have hidden descs, and add notification to handbook when you unlock these items Update README a little bit cause I was feeling lazy and didn’t want to do anything else Fix some bugs concerning rotation and tipping, as well as making it so you do not rotate when passing thru a 1 tile high gap (this is specially an issue with the square where it can feel a bit janky otherwise) I will note that some of these were multifaceted changes that took quite a bit of effort and iterations, but I couldn’t be bothered explaining everything I did here. And more playtesting too. Challenges: Probably the handbook feature…it was the longest one out of all of them. Plans for next time: I want to be done with pretty much everything related to the actual game by next devlog, so I can focus on the README and finally shipping! K bye guys
Unnamed Platformer - Devlog 27 WE’RE FINALLY HERE! What I did: I did a lot of final polish and testing before getting the game ready for release. Initially I was going to use Emscripten to port my game over to web assembly (inspired by this video: https://www.youtube.com/watch?v=1kiwpAIU454 ) but I soon realized that it was much more complex than it looked, and kind of took away from the spirit of being entirely made out of C++ and SFML. So, I decided to simply publish an executable rather than port the game over to web. I set up the release build and whatnot (which took a while because of cmake config issues and whatnot) but I finally got a release build working n it feels great! I ported to itch.io, now I just gotta finish up the itch page and readme, as well as record a walkthrough video for macOS and Linux users as I couldn’t figure out how to configure the game for either. Challenges: The whole odyssey of deciding how to port my game over was a slight hassle, but nothing too bad. Also, while recording my walkthrough vid, I ended up discovering A LOT of hidden bugs, so I managed to pick all those off and there shouldn’t be any left…hopefully. Plans for next time: Ship! This devlog will be my last for this project, and for this challenge. Aside from being done with everything, I accidentally created a completely new project according to Hackatime when I was renaming the file folder, executable, etc. from “WorldofBlockman” (my placeholder name) to Stardancer so everything would be more consistent with my final title. so any work I do on my project won’t count towards heartbeats and thus I can’t post another devlog (15 minutes minimum/devlog). Still, it’s been such an amazing journey, I learned so much and I made this game that I’m super proud of 🥹 even though this game gave me hell sometimes, I have virtually no regrets about any of it. This has been my biggest project ever, and many more to come in the future hopefully. K…bye guys.
Ships:
For HackClub Stardance, I created Stardancer , a 30-level platformer featuring a unique mechanic: mid-level shapeshifting to unlock new abilities and powers! I used C++ and SFML (the Simple and Fast Multimedia Library) to code this game. During the development of this game, I ran into a couple of technical challenges. Collision was among the biggest; I had initially decided on AABB (Axis-Aligned Bounding Box) collision, but after implementing that I realized that it led to erroneous collision interactions, misalignments, and more issues. So, I switched to SAT (Separating Axis Theorem) collision instead. This, combined with general collision response logic, made coding collision one of the hardest endeavours of this project. There were many other challenges throughout development, however none are too disruptive to the experience of the final game. I’m still extremely proud of myself and this project for many reasons: This is the largest project I’ve ever made; Despite many challenges, bugs, and pieces of complex logic to work through, I made a fully functional and complete game; I managed to make this with no external engines; I was able to use my C++ and new SFML skills to create something I can proudly say I made! IMPORTANT NOTE FOR REVIEWERS!! PLEASE READ!!! A complete playthrough of the game takes a large amount of time due to how levels are structured: to play a level, you must beat the level before it, which poses an issue for one of the shapes which is only unlocked in the last set. I realize most reviewers do not have the time required to play through the full game and gain a complete understanding of its features. For this reason, I strongly urge reviewers to skim through/watch my full walkthrough video linked in my README, as well as check out the “Credits Easter Egg” section in that video. Playing through all 30 levels sequentially takes time, but you can unlock every level directly from the Credits screen so you can test all shape powers hands-on right away! This way, a reviewer will be able to understand the scope and gameplay of the game in a short amount of time. With that being said, I truly hope you enjoy my game....
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Notification Hub by @Steve | Stardance
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Steve
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[{"post_id": 79156, "ts": "202 [{"post_id": 79156, "ts": "2026-10-12T20:41:11Z", "hours": 7.6194, "text": "I’ve been struggling with the plugin setting pages. The main point of hardship is the object-list setting, which is a list of entries, each containing several different instances of the pluginSetting class. I’ve rewritten it way too many times. Fortunately I’m making progress, unfortunately very slowly."}, {"post_id": 69755, "ts": "2026-09-17T18:46:09Z", "hours": 6.9061, "text": "I’ve been again, working on learning oop better. This time I’ve been having trouble with dependencies. I decided to have a global context that gets passed into each page, problem is it get circular. I also heavily refactored/abstracted filtering and sorting a page, now it’s much better. All of the changes I’ve made since the last devlog have been mainly architectural, not much of the ui changed."}, {"post_id": 65710, "ts": "2026-09-11T01:23:07Z", "hours": 7.585, "text": "I’m continuing to learn OOP principles and design patterns, this is super fun. I’ve been struggling with dependency injection, but I think I’ve got it set up well for the most part The problem is that each page has different actions that the sidebar needs to call, but I want to abstract it with page manager so that the sidebar doesn’t know too much about each individual page, and instead communicates through the page manager. This is annoying to set up in the page manager unfortunately. I also added the plugins page and I’m working on the individual plugins page which will be it’s own headache. With that you’ll be able to control each plugin with the plugin’s defined settings."}, {"post_id": 60794, "ts": "2026-09-03T11:59:15Z", "hours": 5.5931, "text": "Conventional commits are sooo nice. I’ve started using them after just dumping everything I was working on into one big commit and it’s so worth it. I’ve also been working on shoring up my current structure, dependencies, and all that good stuff to make it more maintainable. That’s what this project is supposed to teach me after all and I think I’m getting the hang of it. Also tidied up the ui a bit and am working on making the plugins page with settings. That will be interesting compnent-wise because each setting for a plugin has several different types and has to update based on that. We’ll see how that goes."}, {"post_id": 57393, "ts": "2026-08-29T15:09:24Z", "hours": 8.3222, "text": "I’ve been working on the ui, made with typescript and scss. This is what I have so far. I’m making it super nice and maintainable with typescript features. I also made a whole component system that automatically handles get/set functionality for the properties. I used that for each sidebar item and each notification. I also made a sorting system that has yet to be functional at all."}, {"post_id": 55324, "ts": "2026-08-27T02:11:57Z", "hours": 10.9486, "text": "I’ve been having a lot of fun with abstraction/object oriented stuff. With it I set up a whole system that loads plugins and gives them methods to call like a logger, setNotification() , etc. Also the system calls it’s getNotifications() function every 5 minutes (will be configurable). I’ve also moved the implementations of my school’s grade/homework system and email imap to the new schema, along with implementing slack. The big thing right now is to design/create the web ui. It will be able to handle everything eventually."}, {"post_id": 51090, "ts": "2026-08-20T16:15:18Z", "hours": 1.3194, "text": "I designed the UI for the app, and am currently working on setting up the main structure for the backend. I’m setting up the plugin system and in the process learning object oriented concepts in ts. Instead of having all the db calls inline where I serve the routes like I did before now I have an interface for my database! It’s a lot of fun"}]...
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Title: Notification Hub by @Steve | Stardance
Dev Title: Notification Hub by @Steve | Stardance
Devlogs:
I designed the UI for the app, and am currently working on setting up the main structure for the backend. I’m setting up the plugin system and in the process learning object oriented concepts in ts. Instead of having all the db calls inline where I serve the routes like I did before now I have an interface for my database! It’s a lot of fun
I’ve been having a lot of fun with abstraction/object oriented stuff. With it I set up a whole system that loads plugins and gives them methods to call like a logger, setNotification() , etc. Also the system calls it’s getNotifications() function every 5 minutes (will be configurable). I’ve also moved the implementations of my school’s grade/homework system and email imap to the new schema, along with implementing slack. The big thing right now is to design/create the web ui. It will be able to handle everything eventually.
I’ve been working on the ui, made with typescript and scss. This is what I have so far. I’m making it super nice and maintainable with typescript features. I also made a whole component system that automatically handles get/set functionality for the properties. I used that for each sidebar item and each notification. I also made a sorting system that has yet to be functional at all.
Conventional commits are sooo nice. I’ve started using them after just dumping everything I was working on into one big commit and it’s so worth it. I’ve also been working on shoring up my current structure, dependencies, and all that good stuff to make it more maintainable. That’s what this project is supposed to teach me after all and I think I’m getting the hang of it. Also tidied up the ui a bit and am working on making the plugins page with settings. That will be interesting compnent-wise because each setting for a plugin has several different types and has to update based on that. We’ll see how that goes.
I’m continuing to learn OOP principles and design patterns, this is super fun. I’ve been struggling with dependency injection, but I think I’ve got it set up well for the most part The problem is that each page has different actions that the sidebar needs to call, but I want to abstract it with page manager so that the sidebar doesn’t know too much about each individual page, and instead communicates through the page manager. This is annoying to set up in the page manager unfortunately. I also added the plugins page and I’m working on the individual plugins page which will be it’s own headache. With that you’ll be able to control each plugin with the plugin’s defined settings.
I’ve been again, working on learning oop better. This time I’ve been having trouble with dependencies. I decided to have a global context that gets passed into each page, problem is it get circular. I also heavily refactored/abstracted filtering and sorting a page, now it’s much better. All of the changes I’ve made since the last devlog have been mainly architectural, not much of the ui changed.
I’ve been struggling with the plugin setting pages. The main point of hardship is the object-list setting, which is a list of entries, each containing several different instances of the pluginSetting class. I’ve rewritten it way too many times. Fortunately I’m making progress, unfortunately very slowly....
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