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58345
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a small video game by @DJriptide | Stardance
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DJriptide
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0
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12.26
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0
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[]
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[{"post_id": 81861, "ts": "202 [{"post_id": 81861, "ts": "2026-10-22T19:40:14Z", "hours": 3.405, "text": "Added a new animation and started world 2"}, {"post_id": 81516, "ts": "2026-10-21T15:38:01Z", "hours": 8.8583, "text": "Close to finished with my first world on my game"}]...
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Title: a small video game by @DJriptide | Stardanc Title: a small video game by @DJriptide | Stardance
Devlogs:
Close to finished with my first world on my game
Added a new animation and started world 2...
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1792745641.986388
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1793350441.986388
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54189
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Dragon Launcher by @elnix | Stardance
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elnix
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0
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463.3
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0
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[]
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[{"post_id": 81864, "ts": "202 [{"post_id": 81864, "ts": "2026-10-22T19:58:20Z", "hours": 5.58, "text": "Adaptative layout !! So, I’m building the adaptative layout my app needed, and some people wanted, before it was locked in a portrait orientation, but I remove that lock and build a different ui for several screens for them to adapt to the horizontal layouts. This is useful for the rotation, and the larger devices, such as the tablets"}, {"post_id": 80602, "ts": "2026-10-18T08:41:41Z", "hours": 8.3169, "text": "Various optimisations all around the app I’ve been closing issues and managed to reduce the number of them to less than 20!! And furthermore, alot o them are actually feature request that i may implement one day"}, {"post_id": 78692, "ts": "2026-10-11T09:52:15Z", "hours": 4.7783, "text": "Finally, Update 4.5.0!!!!Her’s the changelog!! 4.5.0 (Komodo) (2026-10-11) NEW Permissions tab in settings 2 modes for the dragging overlay, to choose whether to render the nests or not Add a new workspace: the apps not yet in the nests New settings to make the categories openable by clicking on them (and apps) IMPROVED Small UI improvements everywhere FIXED Big icons loading issue due to race-conditions in core points logic Small issues with reset behavior ⚠️ Play Protect Warning Due to Android restrictions, disable Play Protect during installation to avoid Dragon being blocked."}, {"post_id": 78145, "ts": "2026-10-09T19:31:33Z", "hours": 5.2208, "text": "I’ve been fixing and adding small features the recnet times, and Iwill soon release a next version! Here are the recent commits I made: feat(workspace): add not in nests workspace type, closes #450 fix(ui): improve Ui of the App detail info bottom sheet and long press popup fix(ui): change typography styles for TextWithDescription feat(ui): add switch icons un the thumb fix(i18n): Merge remote-tracking branch ‘weblate/main’ feat(top-preview): Add scale parameter for the new point preview mode fix: AppDisplayTab was resetting colors, it now resets the UISettingsStore feat(display): define 2 modes for the top display dragging overlay: new and legacy . fix(ui): move permissions tab into advanced sub-menu of main settings screen"}, {"post_id": 77557, "ts": "2026-10-07T13:37:44Z", "hours": 7.5189, "text": "4.4.2 (Smaug) 2026-10-07 [NEW] Recent apps display a recent badge (will be improved soon) [IMPROVED] Category feature dialogs rework Drawer-related bugs and rework Optimization of core functions for performance [FIXED] Bottom sheets UI fixes"}, {"post_id": 76706, "ts": "2026-10-04T11:48:27Z", "hours": 8.4739, "text": "Finished refactoring the gesture system!! So basically, after tons of ours coding this stuff, I finally launched the release, it should finish the build soon. Here’s the changelog for this version! 4.4.0 (Smaug) 2026-10-04 [NEW] Complete refactor of all gesture system (real big ngl) New locked nest system [IMPROVED] Widgets tab UI Global UI refinements [FIXED] Icon rendering logic [NOTE] Removed migration system from 4.0.0"}, {"post_id": 76370, "ts": "2026-10-03T10:24:13Z", "hours": 6.8339, "text": "Complete refactor of the whole launching process So basically, in my previous devlog, I was talking about the new feature I made, to drop the nests in a position and keep it there. but when coding it, I noticed alot of off things in my old code, that was holding there for a while now. What I did recently, is that I moved all the gesture logic to the SwipeService class (an internal injected dependency) to centralize all the gesture logic, instead of keeping spread around in Compose. I’m really proud of myself, ngl!!"}, {"post_id": 75601, "ts": "2026-09-30T15:11:22Z", "hours": 8.0675, "text": "Implementing fixed nest feature So this is an issue one of my user asked long ago, the ability to have a nest fixed in place. So I’ve been implementing this for the past couple hours, but the only issue is that I’m now againsts a wall, and I have to refactor a very bit part of the gesture system to make everything work cleanly. Basically, I am moving all the heavy gesture logic that was in Compose to a single shared viewmodel to avoid the repetitions."}, {"post_id": 74641, "ts": "2026-09-27T20:41:59Z", "hours": 3.7736, "text": "Implementing completely new initialization screen. So I’ve been workijg on this new screen after that alot of ppl asked me to make more easy their integration to the launcher. Basically this will use hte usage stats permissions to get the recent apps (and most used) on your phone, and place them one by one on the circles. By default I keep them as circles to avoid users to be lost."}, {"post_id": 73718, "ts": "2026-09-25T19:33:20Z", "hours": 8.7417, "text": "Completely reworking the points setttings gesture system. So I’m refactorging this entire screen too allowsuper fine gesture control. before there used to be abutton to toggle botween 2 modes, but now only the gestures are responsible for that!! Also, I’m created a ALL NEW initialization system to allow you to easily import your apps to the nests the first time you launch dragon"}, {"post_id": 71087, "ts": "2026-09-20T08:55:55Z", "hours": 6.4903, "text": "Refactoring the app to improve performance. So recently I’ve been refactoring the app by moving some logic inside the viewmodels, reducing the amount of RAM the app uses and this, along with some minor optimizations and small features will be the next version. (soon!) Also, i added a new button in the Preset rows to import your themes aditionaly to exporting them. All of this into a clean json you can share Lots of people have been joinning the discord since last version and that’s super cool!!!"}, {"post_id": 67407, "ts": "2026-09-13T14:37:35Z", "hours": 6.14, "text": "Complete refactor of the welcome screen: I wanted to change it since a while now, so I did it! Here’s rhe new version, its a vertical scrollable pager that fully integrates the power of gestures!! I also added an easter egg in that version, when you select the “flashbang theme” from the color theme selector, it’ll play a flashbang grenade sound🤣"}, {"post_id": 66704, "ts": "2026-09-12T16:17:03Z", "hours": 7.2258, "text": "Various optimizations and ui fix Thanks to the new stargazers on github, I’m almost at 300⭐!!! I accepted a pull request from a friend that corrects some early performance issues I fixed multiple issues that related a crash I optimized several part of the launcher that were laggy and / or did not feel smooth I refactored the color picker to have something wayyy cleaner!!"}, {"post_id": 64840, "ts": "2026-09-09T15:12:34Z", "hours": 4.3044, "text": "I released a small changes update: Updated nest managment sheet (rework) Hold menu entries setting behavior fix F-Droid reproductible builds failing Correct race crash condition in charging animation. With all these fixes, the 4.1.1 was released!!!!"}, {"post_id": 61777, "ts": "2026-09-04T21:03:22Z", "hours": 4.4594, "text": "Implemented a complete category system I worked on the PR a friend of mine has submitted. It was originally ultra buggy and it crashed. I improved the Ui and the dialogs as well as corrected the crashes."}, {"post_id": 58953, "ts": "2026-08-31T14:52:16Z", "hours": 2.5906, "text": "Implemented ktlint and formatted whole codebase I spend a lot of time actually getting ktlint to work and once it was working, I had to format alot of things myself because it was not auto-fixable by ktlint."}, {"post_id": 58232, "ts": "2026-08-30T16:18:42Z", "hours": 3.9097, "text": "New minor release: 4.1.2 So I just published some little work I did, and the reason why is that I successfully find, after many failed attemps over the months) to hide the status bar , when the app is in fullscreen and that you open a modal bottom sheet. This was android’s default behavior to alway show them and that was ugly. Also, I did some pretty heavy work implementing ktlint into the app and running the checks and formatting. I had lots of non auto-resolvable issues that I had to solve by hand, like renaming files etc… Finally, I added a CI pipeline that runs a a lint check build and unit test for each commits in order to check the app’s sanity."}, {"post_id": 57938, "ts": "2026-08-30T08:42:03Z", "hours": 2.9967, "text": "Fixing the animation with the current offset in the main screen It’s been a while now that there was a subtle bizzare bug with this animated offset, and all of this was caused by a states mishandling and disalignment. I fixed that after stuggling for 2 hours debugging Here’s the final code result: And sadly I can’t manage to share videos , so here’s a picture of what happens under the hoods"}, {"post_id": 57585, "ts": "2026-08-29T19:36:39Z", "hours": 7.3111, "text": "Working on new update: 4.1.1 I was finishing and polishing everything for the nest minor version, noethign really huge in this one, but a clear improvement of all the UI, dialogs, and performance. Here’s the new changelog for the 4.1.1: 4.1.1 (Labyrinth) 2026-08-29 [NEW] Dragon Launcher WIKI! Check on GitHub Can customize angle a which points are snapped (defaults to 15°) Complete UI refactor and old dialogs refresh [IMPROVED] Revrote global navigation system to a viewmodel for performance and stability improvements Transformed several dialogs and pickers to modal sheets [FIXED] Global UI tweaks New navigation animations Correctly clears search query Corrected floating apps not openning"}, {"post_id": 56664, "ts": "2026-08-28T14:52:08Z", "hours": 7.9608, "text": "#Started working on global app optimizations. Lots of ppl told me some part of the app lags, so I started yb duty to optimize it as much as possible. Right now, I was putting each state items to viewmodels, in order to avoid reading disk the most, and also survive configuration changes. Also I did a pretty cool update on the color picker tab"}, {"post_id": 55220, "ts": "2026-08-26T20:04:08Z", "hours": 5.0217, "text": "Continued to work on ths compose lock library I’m using an external lib to provide the lock screens to Dragon launcher, and I improved it a lot!!! Basically, I rewrote the whole pin code thing, and then also the patter lock, because the used code was a bit old."}, {"post_id": 55008, "ts": "2026-08-26T13:11:50Z", "hours": 8.0697, "text": "Working on the Lock Screen UI since Yesterday!! I was trying to improve the pin lockscreen of my app, but I ended up trying to reproduce as closely as possible the Google Pixel lock screen, as I really like it alot! In the end, I’m pretty proud of the result, even though it ain’t finished yet, but I’m quite close!!!"}, {"post_id": 54411, "ts": "2026-08-25T12:43:23Z", "hours": 329.5175, "text": "Backup of previous hours from macondo. This devlog is not meant to log hours, I’m just migrating the project from macondo (even finished) to this one. since I link the same hackatimep project, there are a coupla more hours than allowed lol"}]...
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Title: Dragon Launcher by @elnix | Stardance
Devl Title: Dragon Launcher by @elnix | Stardance
Devlogs:
Backup of previous hours from macondo. This devlog is not meant to log hours, I’m just migrating the project from macondo (even finished) to this one. since I link the same hackatimep project, there are a coupla more hours than allowed lol
Working on the Lock Screen UI since Yesterday!! I was trying to improve the pin lockscreen of my app, but I ended up trying to reproduce as closely as possible the Google Pixel lock screen, as I really like it alot! In the end, I’m pretty proud of the result, even though it ain’t finished yet, but I’m quite close!!!
Continued to work on ths compose lock library I’m using an external lib to provide the lock screens to Dragon launcher, and I improved it a lot!!! Basically, I rewrote the whole pin code thing, and then also the patter lock, because the used code was a bit old.
#Started working on global app optimizations. Lots of ppl told me some part of the app lags, so I started yb duty to optimize it as much as possible. Right now, I was putting each state items to viewmodels, in order to avoid reading disk the most, and also survive configuration changes. Also I did a pretty cool update on the color picker tab
Working on new update: 4.1.1 I was finishing and polishing everything for the nest minor version, noethign really huge in this one, but a clear improvement of all the UI, dialogs, and performance. Here’s the new changelog for the 4.1.1: 4.1.1 (Labyrinth) 2026-08-29 [NEW] Dragon Launcher WIKI! Check on GitHub Can customize angle a which points are snapped (defaults to 15°) Complete UI refactor and old dialogs refresh [IMPROVED] Revrote global navigation system to a viewmodel for performance and stability improvements Transformed several dialogs and pickers to modal sheets [FIXED] Global UI tweaks New navigation animations Correctly clears search query Corrected floating apps not openning
Fixing the animation with the current offset in the main screen It’s been a while now that there was a subtle bizzare bug with this animated offset, and all of this was caused by a states mishandling and disalignment. I fixed that after stuggling for 2 hours debugging Here’s the final code result: And sadly I can’t manage to share videos , so here’s a picture of what happens under the hoods
New minor release: 4.1.2 So I just published some little work I did, and the reason why is that I successfully find, after many failed attemps over the months) to hide the status bar , when the app is in fullscreen and that you open a modal bottom sheet. This was android’s default behavior to alway show them and that was ugly. Also, I did some pretty heavy work implementing ktlint into the app and running the checks and formatting. I had lots of non auto-resolvable issues that I had to solve by hand, like renaming files etc… Finally, I added a CI pipeline that runs a a lint check build and unit test for each commits in order to check the app’s sanity.
Implemented ktlint and formatted whole codebase I spend a lot of time actually getting ktlint to work and once it was working, I had to format alot of things myself because it was not auto-fixable by ktlint.
Implemented a complete category system I worked on the PR a friend of mine has submitted. It was originally ultra buggy and it crashed. I improved the Ui and the dialogs as well as corrected the crashes.
I released a small changes update: Updated nest managment sheet (rework) Hold menu entries setting behavior fix F-Droid reproductible builds failing Correct race crash condition in charging animation. With all these fixes, the 4.1.1 was released!!!!
Various optimizations and ui fix Thanks to the new stargazers on github, I’m almost at 300⭐!!! I accepted a pull request from a friend that corrects some early performance issues I fixed multiple issues that related a crash I optimized several part of the launcher that were laggy and / or did not feel smooth I refactored the color picker to have something wayyy cleaner!!
Complete refactor of the welcome screen: I wanted to change it since a while now, so I did it! Here’s rhe new version, its a vertical scrollable pager that fully integrates the power of gestures!! I also added an easter egg in that version, when you select the “flashbang theme” from the color theme selector, it’ll play a flashbang grenade sound🤣
Refactoring the app to improve performance. So recently I’ve been refactoring the app by moving some logic inside the viewmodels, reducing the amount of RAM the app uses and this, along with some minor optimizations and small features will be the next version. (soon!) Also, i added a new button in the Preset rows to import your themes aditionaly to exporting them. All of this into a clean json you can share Lots of people have been joinning the discord since last version and that’s super cool!!!
Completely reworking the points setttings gesture system. So I’m refactorging this entire screen too allowsuper fine gesture control. before there used to be abutton to toggle botween 2 modes, but now only the gestures are responsible for that!! Also, I’m created a ALL NEW initialization system to allow you to easily import your apps to the nests the first time you launch dragon
Implementing completely new initialization screen. So I’ve been workijg on this new screen after that alot of ppl asked me to make more easy their integration to the launcher. Basically this will use hte usage stats permissions to get the recent apps (and most used) on your phone, and place them one by one on the circles. By default I keep them as circles to avoid users to be lost.
Implementing fixed nest feature So this is an issue one of my user asked long ago, the ability to have a nest fixed in place. So I’ve been implementing this for the past couple hours, but the only issue is that I’m now againsts a wall, and I have to refactor a very bit part of the gesture system to make everything work cleanly. Basically, I am moving all the heavy gesture logic that was in Compose to a single shared viewmodel to avoid the repetitions.
Complete refactor of the whole launching process So basically, in my previous devlog, I was talking about the new feature I made, to drop the nests in a position and keep it there. but when coding it, I noticed alot of off things in my old code, that was holding there for a while now. What I did recently, is that I moved all the gesture logic to the SwipeService class (an internal injected dependency) to centralize all the gesture logic, instead of keeping spread around in Compose. I’m really proud of myself, ngl!!
Finished refactoring the gesture system!! So basically, after tons of ours coding this stuff, I finally launched the release, it should finish the build soon. Here’s the changelog for this version! 4.4.0 (Smaug) 2026-10-04 [NEW] Complete refactor of all gesture system (real big ngl) New locked nest system [IMPROVED] Widgets tab UI Global UI refinements [FIXED] Icon rendering logic [NOTE] Removed migration system from 4.0.0
4.4.2 (Smaug) 2026-10-07 [NEW] Recent apps display a recent badge (will be improved soon) [IMPROVED] Category feature dialogs rework Drawer-related bugs and rework Optimization of core functions for performance [FIXED] Bottom sheets UI fixes
I’ve been fixing and adding small features the recnet times, and Iwill soon release a next version! Here are the recent commits I made: feat(workspace): add not in nests workspace type, closes #450 fix(ui): improve Ui of the App detail info bottom sheet and long press popup fix(ui): change typography styles for TextWithDescription feat(ui): add switch icons un the thumb fix(i18n): Merge remote-tracking branch ‘weblate/main’ feat(top-preview): Add scale parameter for the new point preview mode fix: AppDisplayTab was resetting colors, it now resets the UISettingsStore feat(display): define 2 modes for the top display dragging overlay: new and legacy . fix(ui): move permissions tab into advanced sub-menu of main settings screen
Finally, Update 4.5.0!!!!Her’s the changelog!! 4.5.0 (Komodo) (2026-10-11) NEW Permissions tab in settings 2 modes for the dragging overlay, to choose whether to render the nests or not Add a new workspace: the apps not yet in the nests New settings to make the categories openable by clicking on them (and apps) IMPROVED Small UI improvements everywhere FIXED Big icons loading issue due to race-conditions in core points logic Small issues with reset behavior ⚠️ Play Protect Warning Due to Android restrictions, disable Play Protect during installation to avoid Dragon being blocked.
Various optimisations all around the app I’ve been closing issues and managed to reduce the number of them to less than 20!! And furthermore, alot o them are actually feature request that i may implement one day
Adaptative layout !! So, I’m building the adaptative layout my app needed, and some people wanted, before it was locked in a portrait orientation, but I remove that lock and build a different ui for several screens for them to adapt to the horizontal layouts. This is useful for the rotation, and the larger devices, such as the tablets...
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1792777991.8261201
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1793382791.8261201
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58887
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Curiosity's Card by @Mateus | Stardance
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Mateus
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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": "2026-10-22T20:16:07Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a business card with some features! This is a custom business card with a nfc chip”NT3H2111W0FHKH”, antenna “NXP’s official Class 4 antenna” and a low-current 0603 package red LED, Vishay’s “TLMS1000-GS15” , which at 2mA (it’s tested current for usage) only needs 1.75V (according to the Vf vs. If graphic in the datasheet). This is because the LED will work with the chip’s energy harvesting feature, which will “harvest” energy from the nfc device (like a phone). The total voltage the chip can usually output with this technique is 2V, so the LED is inside the budget. I used the Ohm’s Law to find the resistor value for the LED. My biggest challenge was understanding the math and physics for the LED, it seemed super confusing at first but now I get it, and it makes a lot of sense. I also found it hard to understand the nfc chip and tag, but I ended up figuring it out. I made this project because I absolutely love hardware, I wanted to bring it to haven in november as a form of dedication and identification of who i am and i also wanted to show my teachers :smileyface: Apart from that, I hadn’t done a project in a while and i didn’t have much time so i decided to make this one!", "repo": "https://github.com/mat808ofc/Curiosity-s-Card", "demo": ""}]...
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[{"post_id": 81867, "ts": "202 [{"post_id": 81867, "ts": "2026-10-22T20:09:07Z", "hours": 0.3272, "text": "I had to make a 15 minute devlog even though my project was ready out of the box and fully functional, so the devlog is just my wallpaper and me uploading the demo videos to github. I made a video explaining it with my voice and a demo video of it working which I put in GitHub in the DEMO folder! Thank you so much hack club for making this project possible and I hope ya’ll like it! Sorry for my sometimes poor pronounciation in the video 😭"}, {"post_id": 76697, "ts": "2026-10-04T11:15:44Z", "hours": 1.0331, "text": "I made the complete BOM file and had to change the capacitor footprint because it was out of stock."}, {"post_id": 63691, "ts": "2026-09-07T17:00:04Z", "hours": 0.6986, "text": "I wrote the README for the github repo and added the files. I found a coupon so now the price got reduced! I also had to update a component to a bigger package for availability purposes on JLCPCB."}, {"post_id": 63652, "ts": "2026-09-07T16:00:21Z", "hours": 0.4586, "text": "I went on JLCPCB to see the estimated cost of the project. It ended up being approx. 35$ with shipping. Now I just need to polish some details in the board like the components silkscreen which is a bit ugly and it’s ready to ship!"}, {"post_id": 63472, "ts": "2026-09-07T10:54:46Z", "hours": 1.2694, "text": "I graphic designed the pcb business card!"}, {"post_id": 63224, "ts": "2026-09-06T22:13:56Z", "hours": 2.1622, "text": "Math, physics, learning and LEDs. Literally. I learned a lot about formulas, current and voltage, how everything works, etc. My brain power is lost right now so I will paste the document I made summarizing everything I learned. I also added the LED, finally. Coil to LA/LB, GND to ground, FD left open or wired to an MCU/LED if the field-detect feature is wanted, and EP (exposed pad) left open/floating per the datasheet. No pours, no wires, no NOTHING near the coil and chip. The chip can be near the coil. LA/LB can be wired freely to the chip. nfc is interesting The basic LED resistor formula: R = (V_supply - V_LED) / I_desired Vf - The forward voltage is the voltage it needs for a given current. If - The forward current is the current actually flowing through the LED. Controls brightness. This is the value you target. Everything else in the calculation exists to make sure this number ends up where you want it. They are related to each other. When more current flows through, Vf goes up as well. The current is the same in every part of the circuit. The total available voltage HAS to be spent between the resistor and the LED. Formula: R = (V_supply − V_LED) / I_desired V_supply: the total voltage available from the source (VOUT, ~2V in this case) V_LED (Vf): the voltage the LED itself consumes at YOUR CHOSEN CURRENT!! (V_supply − V_LED): whatever voltage is “left over” after the LED takes its share, this is the voltage the resistor needs to drop I_desired (If): the current you want flowing through the LED (and therefore through the resistor too, since they’re in series) R: the resistance needed so that this leftover voltage, divided by this resistance, produces exactly the target current, this comes directly from Ohm’s Law (V = I × R, rearranged to R = V / I) Finished Formula: R = (2 − 1.7) / 0.002A = 150 ——> R = 150 Ohms “mA” MUST BE CONVERTED TO “A” If Vf (toll) was 1.65: (LED needs 1.65V at 2mA) R = 175 Ohms If Vf was 1.75: (LED needs 1.75V at 2mA) R = 125 Ohms If Vf was 1.8: (LED needs 1.8V at 2mA) R = 100 Ohms If the LED consumes more voltage, the resistor needs a smaller value, and if the LED consumes less voltage, the resistor needs a higher value PART THAT WILL BE USED:: TLMS1000 COLOR: RED LOW CURRENT Vf for 2mA = approx. 1.75, so R = 125 Ohms"}, {"post_id": 63008, "ts": "2026-09-06T15:59:56Z", "hours": 3.04, "text": "In this session, I researched and found a nfc chip and coil that would work together and wired them. It was my first time using nfc so I had to learn it from scratch and it was fun. Later I found a better chip, the NXP NT3H2111W0FHKH, a NTAG I2C plus, that allows me to connect an LED to it without using an external power supply and only using the power generated by the phone to the coil! There were a lot of issues with file formats and I had to use some techniques to convert them to the right file formart. I also used the python script from the flight controller guide to import the easyEDA footprint and schematic from lcsc."}]...
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Title: Curiosity's Card by @Mateus | Stardance Title: Curiosity's Card by @Mateus | Stardance
Devlogs:
In this session, I researched and found a nfc chip and coil that would work together and wired them. It was my first time using nfc so I had to learn it from scratch and it was fun. Later I found a better chip, the NXP NT3H2111W0FHKH, a NTAG I2C plus, that allows me to connect an LED to it without using an external power supply and only using the power generated by the phone to the coil! There were a lot of issues with file formats and I had to use some techniques to convert them to the right file formart. I also used the python script from the flight controller guide to import the easyEDA footprint and schematic from lcsc.
Math, physics, learning and LEDs. Literally. I learned a lot about formulas, current and voltage, how everything works, etc. My brain power is lost right now so I will paste the document I made summarizing everything I learned. I also added the LED, finally. Coil to LA/LB, GND to ground, FD left open or wired to an MCU/LED if the field-detect feature is wanted, and EP (exposed pad) left open/floating per the datasheet. No pours, no wires, no NOTHING near the coil and chip. The chip can be near the coil. LA/LB can be wired freely to the chip. nfc is interesting The basic LED resistor formula: R = (V_supply - V_LED) / I_desired Vf - The forward voltage is the voltage it needs for a given current. If - The forward current is the current actually flowing through the LED. Controls brightness. This is the value you target. Everything else in the calculation exists to make sure this number ends up where you want it. They are related to each other. When more current flows through, Vf goes up as well. The current is the same in every part of the circuit. The total available voltage HAS to be spent between the resistor and the LED. Formula: R = (V_supply − V_LED) / I_desired V_supply: the total voltage available from the source (VOUT, ~2V in this case) V_LED (Vf): the voltage the LED itself consumes at YOUR CHOSEN CURRENT!! (V_supply − V_LED): whatever voltage is “left over” after the LED takes its share, this is the voltage the resistor needs to drop I_desired (If): the current you want flowing through the LED (and therefore through the resistor too, since they’re in series) R: the resistance needed so that this leftover voltage, divided by this resistance, produces exactly the target current, this comes directly from Ohm’s Law (V = I × R, rearranged to R = V / I) Finished Formula: R = (2 − 1.7) / 0.002A = 150 ——> R = 150 Ohms “mA” MUST BE CONVERTED TO “A” If Vf (toll) was 1.65: (LED needs 1.65V at 2mA) R = 175 Ohms If Vf was 1.75: (LED needs 1.75V at 2mA) R = 125 Ohms If Vf was 1.8: (LED needs 1.8V at 2mA) R = 100 Ohms If the LED consumes more voltage, the resistor needs a smaller value, and if the LED consumes less voltage, the resistor needs a higher value PART THAT WILL BE USED:: TLMS1000 COLOR: RED LOW CURRENT Vf for 2mA = approx. 1.75, so R = 125 Ohms
I graphic designed the pcb business card!
I went on JLCPCB to see the estimated cost of the project. It ended up being approx. 35$ with shipping. Now I just need to polish some details in the board like the components silkscreen which is a bit ugly and it’s ready to ship!
I wrote the README for the github repo and added the files. I found a coupon so now the price got reduced! I also had to update a component to a bigger package for availability purposes on JLCPCB.
I made the complete BOM file and had to change the capacitor footprint because it was out of stock.
I had to make a 15 minute devlog even though my project was ready out of the box and fully functional, so the devlog is just my wallpaper and me uploading the demo videos to github. I made a video explaining it with my voice and a demo video of it working which I put in GitHub in the DEMO folder! Thank you so much hack club for making this project possible and I hope ya’ll like it! Sorry for my sometimes poor pronounciation in the video 😭
Ships:
I made a business card with some features! This is a custom business card with a nfc chip”NT3H2111W0FHKH”, antenna “NXP’s official Class 4 antenna” and a low-current 0603 package red LED, Vishay’s “TLMS1000-GS15” , which at 2mA (it’s tested current for usage) only needs 1.75V (according to the Vf vs. If graphic in the datasheet). This is because the LED will work with the chip’s energy harvesting feature, which will “harvest” energy from the nfc device (like a phone). The total voltage the chip can usually output with this technique is 2V, so the LED is inside the budget. I used the Ohm’s Law to find the resistor value for the LED. My biggest challenge was understanding the math and physics for the LED, it seemed super confusing at first but now I get it, and it makes a lot of sense. I also found it hard to understand the nfc chip and tag, but I ended up figuring it out. I made this project because I absolutely love hardware, I wanted to bring it to haven in november as a form of dedication and identification of who i am and i also wanted to show my teachers :smileyface: Apart from that, I hadn’t done a project in a while and i didn’t have much time so i decided to make this one!...
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1792774064.284531
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1792860464.284531
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29342
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Art Dump by @Dragaroni | Stardance
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Dragaroni
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2
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11.0
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51
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T20:31:15Z", "hours": 7.0, "multiplier": 3.44, "payout": 24, "blessing": "neutral", "text": "I made a simple HTML and CSS website containing some of my art and doodles. It has a simple header and footer, and the colours correlate to a slightly muted version of the lesbian flag. I didn’t really like the first version of this website so I decided to update and improve it (also because the previous version was very simple). I really hope you enjoy my art and my website! Thank you!", "repo": "https://github.com/Pinklady1209/art-dump", "demo": "https://art-dump.vercel.app"}, {"ship_num": 2, "ts": "2026-07-21T17:37:31Z", "hours": 4.0, "multiplier": 6.44, "payout": 27, "blessing": "neutral", "text": "Finally finished it!! Just a little something I’ve been working on since my school’s sports day. It’s just something for me to post my art on since I’ve finally become more confident on sharing my art with others. I hope you all like my little doodles and I hope to be adding more soon!", "repo": "https://github.com/Pinklady1209/art-dump", "demo": "https://art-dump.vercel.app"}]...
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[{"post_id": 81869, "ts": "202 [{"post_id": 81869, "ts": "2026-10-22T20:15:51Z", "hours": 1.4703, "text": "Started contact page! I’m going to add a link to my Slack profile and add rules if people want to DM me about any art bounties and stuff like that. I’m so close to getting that bag and I really hope that this project gives me enough stardust to finish it."}, {"post_id": 81269, "ts": "2026-10-20T15:30:37Z", "hours": 0.8281, "text": "Halfway finished with the updated version! I’m halfway down the ‘Art’ page and now all I have to do is the ‘Contact’ page and the buttons for it and then I’ll be done! I really hope that I don’t have to do any more then like 12-14hrs (since thats what I’m planning to do) otherwise I might not have time to do any art bounties or my OS for expedition."}, {"post_id": 81105, "ts": "2026-10-19T21:37:22Z", "hours": 0.8639, "text": "Finished my home page and started on my art page! I’m writing my own comments and opinions on my art and how I can improve in the future. I hoped to have got this done last night but I’m currently on holiday and had to go to bed early. I might not be able to finish it tonight but I really hope to get it done as quickly as possible so the campfire bag will arrive before Haven."}, {"post_id": 80759, "ts": "2026-10-18T18:25:23Z", "hours": 3.7256, "text": "Reworking the whole thing. I’ve been put off by the whole first version of the website so I decided to re-code the whole thing to make it look better since the first was a bit sloppy. I’ve added a nav bar and some info so far and I hope to get enough hours so I can get the campfire laptop bag before haven :)"}, {"post_id": 32451, "ts": "2026-07-21T17:29:04Z", "hours": 0.7483, "text": "Just fixed some spelling errors and added a READ ME. About to ship it so I hope you enjoy!!"}, {"post_id": 29501, "ts": "2026-07-16T14:05:04Z", "hours": 1.8069, "text": "Another hour and 48 minutes in and I’ve almost finished!!! Just have a few more captions and artworks to add then I can make it public"}, {"post_id": 29428, "ts": "2026-07-16T11:30:09Z", "hours": 1.5958, "text": "So for the past hour and a half I’ve been working on a website for my self to post all my traditional (a maybe a couple digital) artworks!! It’s half finished currently but I hope to get it finished before I fly to Egypt!"}]...
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Title: Art Dump by @Dragaroni | Stardance
Devlogs Title: Art Dump by @Dragaroni | Stardance
Devlogs:
So for the past hour and a half I’ve been working on a website for my self to post all my traditional (a maybe a couple digital) artworks!! It’s half finished currently but I hope to get it finished before I fly to Egypt!
Another hour and 48 minutes in and I’ve almost finished!!! Just have a few more captions and artworks to add then I can make it public
Just fixed some spelling errors and added a READ ME. About to ship it so I hope you enjoy!!
Reworking the whole thing. I’ve been put off by the whole first version of the website so I decided to re-code the whole thing to make it look better since the first was a bit sloppy. I’ve added a nav bar and some info so far and I hope to get enough hours so I can get the campfire laptop bag before haven :)
Finished my home page and started on my art page! I’m writing my own comments and opinions on my art and how I can improve in the future. I hoped to have got this done last night but I’m currently on holiday and had to go to bed early. I might not be able to finish it tonight but I really hope to get it done as quickly as possible so the campfire bag will arrive before Haven.
Halfway finished with the updated version! I’m halfway down the ‘Art’ page and now all I have to do is the ‘Contact’ page and the buttons for it and then I’ll be done! I really hope that I don’t have to do any more then like 12-14hrs (since thats what I’m planning to do) otherwise I might not have time to do any art bounties or my OS for expedition.
Started contact page! I’m going to add a link to my Slack profile and add rules if people want to DM me about any art bounties and stuff like that. I’m so close to getting that bag and I really hope that this project gives me enough stardust to finish it.
Ships:
Finally finished it!! Just a little something I’ve been working on since my school’s sports day. It’s just something for me to post my art on since I’ve finally become more confident on sharing my art with others. I hope you all like my little doodles and I hope to be adding more soon!
I made a simple HTML and CSS website containing some of my art and doodles. It has a simple header and footer, and the colours correlate to a slightly muted version of the lesbian flag. I didn’t really like the first version of this website so I decided to update and improve it (also because the previous version was very simple). I really hope you enjoy my art and my website! Thank you!...
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1792817564.444363
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1792903964.444363
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59
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2d game in unity by @blunt | Stardance
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blunt
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0
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11.58
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0
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[]
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[{"post_id": 8188, "ts": "2026 [{"post_id": 8188, "ts": "2026-06-13T17:13:04Z", "hours": 11.5842, "text": "I am currently working on a unity project. It is a learning phase which will help me to get a good grip on it for later games. I am so happy how it turned out so far. Learnt a lot. I will continue developing this game. Still around 10hrs to complete the basics and i will add my own fever dreams in it."}]...
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Title: 2d game in unity by @blunt | Stardance
Dev Title: 2d game in unity by @blunt | Stardance
Devlogs:
I am currently working on a unity project. It is a learning phase which will help me to get a good grip on it for later games. I am so happy how it turned out so far. Learnt a lot. I will continue developing this game. Still around 10hrs to complete the basics and i will add my own fever dreams in it....
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1792706074.3898997
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1793310874.3898997
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8972
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My Portfolio Site by @nitishvankina | Stardance
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nitishvankina
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T17:14:44Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I wanted to make a simple portfolio site. A lot of the times when I see my peers sites, they are often overdesigned, or hard to use. This is why I tried making mine simple, and wanted something that could get the point across simply.", "repo": "https://github.com/nitish-vankina/portfolio", "demo": "https://nitish-vankina.github.io/portfolio/"}]...
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[{"post_id": 8189, "ts": "2026 [{"post_id": 8189, "ts": "2026-06-13T17:13:58Z", "hours": 0.3, "text": "I think that most portfolio sites are overdesigned (unless youre doing ui) so I made mine super simple. It really just gets the facts across. Its coded 100% in HTML and is truly just a simple site."}]...
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Title: My Portfolio Site by @nitishvankina | Stard Title: My Portfolio Site by @nitishvankina | Stardance
Devlogs:
I think that most portfolio sites are overdesigned (unless youre doing ui) so I made mine super simple. It really just gets the facts across. Its coded 100% in HTML and is truly just a simple site.
Ships:
I wanted to make a simple portfolio site. A lot of the times when I see my peers sites, they are often overdesigned, or hard to use. This is why I tried making mine simple, and wanted something that could get the point across simply....
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1792875261.257668
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1793739261.257668
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59861
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Cirkuit by @spectra | Stardance
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spectra
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1
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114.58
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1802
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T22:09:45Z", "hours": 95.0, "multiplier": 18.99, "payout": 1802, "blessing": "neutral", "text": "Hi! I’m really happy to introduce you to my biggest project so far. It’s called Cirkuit, and it’s a logic circuit sandbox simulator… but with pixel art! That means you can basically build anything using just pixels. Why pixels? You may ask. Well, many logic simulators already exist, but the issue is that most of them aren’t very accessible to the average user. That’s why I wanted Cirkuit to be as easy to use as possible. I’m already quite familiar with TypeScript and React, which I used for this project. So the most difficult part was actually figuring out how to implement features without having 100 nested loops :D I had a hard time figuring out how to build the core engine (obviously), as well as the annotation system. I’m quite proud of how it looks and how well it works. This project was a perfect opportunity for me to improve my design skills. I worked hard to reduce friction between the interface and the user (aka you, dear shipwriters). One piece of advice: try it on a computer with a mouse. Phones and trackpads are supported, but it’s not the best experience. Hope you’ll like this project!", "repo": "https://github.com/NaFo44/Cirkuit", "demo": "https://nafo44.github.io/Cirkuit/"}]...
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[{"post_id": 81890, "ts": "202 [{"post_id": 81890, "ts": "2026-10-22T21:14:45Z", "hours": 1.7631, "text": "Devlog #38 : Integrated circuits Some of you have requested this, so I’m working on it! It’s not out yet, as it’s a pretty big feature. Integrated circuits will basically be custom components (most likely rectangles) with multiple inputs and outputs, all defined by the user. It’s literally a footprint, kinda like what you’d find in KiCad. I’ve started modifying the engine’s internals so it can handle these new types of connections (alongside the classic 1-pixel components). The real challenge here is keeping everything simple on the UX side, even though this feature targets more advanced users. The image below only shows what it might look like, this will probably change over time. As always, if you enjoy the project, feel free to leave a star on GitHub! Repo: https://github.com/NaFo44/Cirkuit Next steps: keep working on this feature, polish the UI/UX, ship it, and sadly… the end of stardance :("}, {"post_id": 80656, "ts": "2026-10-18T12:34:55Z", "hours": 0.6414, "text": "Devlog #37 : Probe tool is out! You can now inspect your circuits with this new tool. It highlights equipotential wires. I also added small circles to every connected ports. Next steps: UI polish, and maybe a “challenge” or “community circuits” tab."}, {"post_id": 80469, "ts": "2026-10-17T19:03:13Z", "hours": 1.3664, "text": "Devlog #36 : Probe tool and 4-bit calculator. While I was working on improving my 7-segment display, I had quite a hard time simplifying the circuit. Then I thought it could be really useful to have a tool that shows all the equipotential wires. So I’m currently working on it! It’s working, but I still have to improve its style before publishing it. Aside from that, I actually spent way too many hours improving the 4-bit calculator. And it’s now finished! It’s available in the demo circuit if you want to try it. I’ll see if I can build a keyboard later so users don’t have to enter numbers in binary. As always, if you enjoy the project, feel free to leave a star on GitHub! Repo: https://github.com/NaFo44/Cirkuit Next steps: finish the Probe tool, polish the UI, add a “challenge” tab."}, {"post_id": 79615, "ts": "2026-10-14T18:37:38Z", "hours": 1.4939, "text": "Devlog #35 : UI cleanup and (another) demo circuit The sidebar was getting a bit too crowded, so I added a small button to show/hide the more advanced components. The idea is to make things a little less overwhelming for new users, instead of throwing everything at them right away. I also worked on a 4-bit adder and wired it up to my 7-segment decoder! I’m going to try making it a 4-bit decoder instead of a 3-bit one, but things are going to get a lot more complicated (more numbers = more logic gates). One small issue with the adder for now: the most significant bit is on the right, so the input is basically reversed. I’ll fix that soon. In the meantime, you can already try it out in the live demo project! As always, if you enjoy the project, feel free to leave a star on GitHub! Repo: https://github.com/NaFo44/Cirkuit Next steps: more UI/UX improvements, adding challenges, and continuing to waste way too much of my time messing around with circuits xd"}, {"post_id": 79427, "ts": "2026-10-13T22:49:03Z", "hours": 0.4678, "text": "Devlog #34 : New component: Memory! This is one step up in difficulty! It has two inputs: a clock input (at the top) and a signal input (on the left). The output signal is provided on the right. This component can store a 1-bit value, which is updated on every rising edge of the clock signal. You can basically build anything with the component available: calculator, more advanced display (e.g. a 7-segment decoder that can go from 0 to 9). I added a 3-bit binary counter that I wired up to my 7-segment decoder! (demo bellow). It’s also included in the demo project file. Next steps: cleanup UI and improve UX (the sidebar is really really crowded right now)"}, {"post_id": 79113, "ts": "2026-10-12T18:33:18Z", "hours": 1.6869, "text": "Devlog #33 : Docs update and 1-bit memory! I added the clock to the docs page, along with some new tests for it. I’m also almost done with the 1-bit memory (basically a simplified D flip-flop). I’ll share it in the next devlog! Also, if you like this project, you can leave a star on the project’s GitHub page if you wish! Next steps: finish the 1-bit memory and clean up the UI/UX"}, {"post_id": 77284, "ts": "2026-10-06T12:57:02Z", "hours": 1.4464, "text": "Devlog #32 : New component: CLOCK (finally) This one was relatively easy to implement! The tick system was already there, but it was only triggered by user interactions. Now, your circuits run at 10 ticks/s, and the clock has a constant 1 Hz square signal (the recording below is choppy, but yes it is indeed a 1 Hz periodic signal) This component only has one output. I thought it would make building complex circuits easier if the other sides were isolated. Next steps: 1-bit memory, and then a lot of UX/UI improvements!"}, {"post_id": 76710, "ts": "2026-10-04T11:58:04Z", "hours": 1.9281, "text": "Devlog #31 : UI improvement! I replaced the old “main shortcuts” section in the sidebar with simple links. It frees up some space, makes the interface feel cleaner, and should make it much easier to add a proper “Challenge” tab later. Next steps: add a clock and a 1-bit memory."}, {"post_id": 76242, "ts": "2026-10-02T20:30:28Z", "hours": 2.1839, "text": "Devlog #30 : Component documentation! I’ve added a new page in the sidebar that shows a description and preview image for every component. A few people asked for this in the reviews of my first ship, so it felt like a good addition. Also, if you have any idea of how I could integrate the new more advanced features without overwhelming new users, I’m all ears! The sidebar is starting to get pretty crowded, so I need to find a cleaner way to organize everything and keep navigation smooth. Also, huge thanks to the Stardance staff for awarding this project Superstar ❤️ Next steps: code cleanup, UX improvements, 1-bit memory support, and FINALLY the clock."}, {"post_id": 75958, "ts": "2026-10-01T18:50:05Z", "hours": 4.13, "text": "Devlog #29 : New feature: Multi-layer! You can now build circuits across two layers! I added vias, so you can connect the two layers together (obviously). When you place a via, it’s added on both layers, it basically works like a wire. I also finished the 7-segment decoder: 3bit input, supporting only 0-4 for now. The other values are just don’t-cares. Next steps: polish the code and UI, then add some documentation."}, {"post_id": 75590, "ts": "2026-09-30T14:38:26Z", "hours": 2.4681, "text": "Devlog #28 : Multi-layer (and thank you!!) First of all, thank you so much for all the support on this project! The Stardancers who reviewed my first ship got some really great advices. I’ll be following up on a lot of it. So, I’m planning to add: a simple component documentation some challenges (e.g. 7-segment decoder, XOR gate) more advanced features (clock, 1-bit memory) and what I’m working on right now: a second layer! (currently, wires can’t cross each other, which becomes a real issue with more complex circuits) and, if I have enough time, a place where people can share circuit snippets and showcase their projects! The real challenge will be integrating all of this while keeping the UI clean and the UX intuitive. The screenshot below shows what the circuit viewport could look like with the second layer."}, {"post_id": 74661, "ts": "2026-09-27T21:50:30Z", "hours": 1.2256, "text": "Devlog #27 : Some optimization, code cleanup, and brand new readme! That’s the last devlog for this project before I ship!"}, {"post_id": 74620, "ts": "2026-09-27T19:48:58Z", "hours": 2.7119, "text": "Devlog #26 : I’ve done many small improvements, such as: ability to move annotations undo/redo buttons custom favicon Next step: SHIP!"}, {"post_id": 74207, "ts": "2026-09-26T22:21:43Z", "hours": 2.4531, "text": "Devlog #25 : UI/UX improvements! I improved the component selection outline. Now the outline is around the whole selected group of pixels, instead of around each individual pixel. You can also now delete selected components by pressing Del on your keyboard. And I added a little preview showing the pixel currently targeted by the cursor. Next steps: keep working on the UI/UX, and ship!"}, {"post_id": 74006, "ts": "2026-09-26T14:48:02Z", "hours": 2.2353, "text": "Devlog #24 : New feature (kinda): the camera position and zoom are now stored in the project file, and loaded when you open the project. That means you can setup any point of view in your project, and the viewport will be right where you left it when you open it again! I also fixed a bunch of UI inconsistencies: the hover label position is now responsive to the workspace sidebar (before, it was getting hidden behind it) unified border colors fixed the phone workspace responsiveness made the sidebar on the right a little bit smaller I also continued working on the 7-segment display, but ran into some issues since wires can’t cross each other. So I thought about having circuits on two different layers. What do you think about this? Next steps: I’ll probably polish the UX a little bit more, and then ship the project. But I’m planning to keep working on it!"}, {"post_id": 73755, "ts": "2026-09-25T21:20:35Z", "hours": 5.3378, "text": "Devlog #23 : New feature: Undo/Redo! You can now undo and redo things you’ve done in the editor. This works with both components and annotations. I had to implement a project history system. Basically, every time an action modifies the project, the previous project state is added to the past history stack. When you undo, the latest state from past becomes the current state, while the previous current state is moved to the future stack. When you redo, the next state from future becomes the current state and the previous current state is moved back to past. Yeah it’s messy 😂 I’m also still working on the 7-segment decoder. I switched to a 3-bit one, I’ll probably include it in the demo. Next steps: mostly UI and code improvements, and then I’ll probably ship it. I’ll keep working on it!"}, {"post_id": 73252, "ts": "2026-09-24T17:56:14Z", "hours": 4.5872, "text": "Devlog #22 : New feature: selection and copy/paste! You just have to press “S” and drag your mouse/pad while holding the left click. You can then copy, paste, or move the selected pixels around. Probably the most difficult feature I’ve worked on so far. I had to get some help from ChatGPT :’) I think this will be my last devlog before shipping, since one of my other projects has been pending for 18 days now, so yeah… I’ll still keep working on this project though!"}, {"post_id": 72869, "ts": "2026-09-23T21:59:41Z", "hours": 4.2722, "text": "Devlog #21 : Some UI/UX improvements and started working on selection! I’m currently working on the selection system. It works like this: Press S, then while holding it, drag the selection area with the left click. Once selected, you can copy, paste or move the selected block of pixels. It’s not committed yet! It still requires some work. Next steps: finish the selection feature, then add the clock. I also want to improve the UX as much as possible."}, {"post_id": 72417, "ts": "2026-09-22T21:44:45Z", "hours": 3.6344, "text": "Devlog #20 : demo project and UI/UX update! I added a demo project with a basic light/switch circuit, an OR and XOR gate, and a few annotations. I also (and mostly) removed the old “Quick start” section. It was becoming kinda useless since pretty much everything was already covered by the demo project. So I replaced it with a little intro to the project, along with a table of the shortcuts. I also added a little decoration to the bottom-left corner of the sidebar. I think it looks pretty dope! Next steps: copy/paste and selection, THEN add a clock."}, {"post_id": 71977, "ts": "2026-09-21T21:47:46Z", "hours": 2.3336, "text": "Devlog #19 : A little code cleanup! I refactored the App.tsx file because it was handling too many different things. Now each hook has its own dedicated file. Small refactor, but definitely a needed one! Next steps: add a demo project, improve the UI/UX and laptop pad support, add copy/paste and selection, and finally add a clock (eventually, at this point 😂)"}, {"post_id": 71454, "ts": "2026-09-20T21:12:46Z", "hours": 7.6194, "text": "Devlog #18 : You can save your work now! There are now two buttons in the bottom-left corner: Open and Save. Your projects are downloaded as .cirkuit files. This part was actually quite challenging, mostly because of the file format validation and all the tests around it. Next steps: clean up the code, cleanup the UI (it feels a bit messy right now), add a demo project, add copy/paste and selection, and add a clock"}, {"post_id": 70868, "ts": "2026-09-19T21:55:45Z", "hours": 4.9169, "text": "Devlog #17 : New feature: Annotations! You can now add labels, lines and rectangles to your circuits! I developed this feature so I can better explain what’s going on in the demo project when I’ll ship this project. But you can also use it to explain your craziest circuits! Next step: upload/download projects."}, {"post_id": 70240, "ts": "2026-09-18T19:31:51Z", "hours": 4.5228, "text": "Devlog #16 : Annotation feature (WIP) It’s not finished yet, but I’m currently working on a new annotation feature. Why? Because I’ll need it to explain the circuits in the demo! I’m adding this before the project download/upload system, because otherwise I’d have to refactor quite a bit of the system later. Also, I’m starting to build a 4-bit 7-segment decoder in Cirkuit! (I started with the two easier segments lmao) Next steps: continue working on the annotation system, then implement project download/upload."}, {"post_id": 69732, "ts": "2026-09-17T17:45:12Z", "hours": 4.5497, "text": "Devlog #15 : I added a little guide! The goal of this small guide is to explain a few things that might not be obvious to new users. You can close and reopen it whenever you want, so it doesn’t get in the way while you’re playing. It’s still available on the GitHub page if you want to give it a try! Next step: add a minimal circuit loading system (so I can add a default demo circuit), and THEN I’ll add the clock 😂😭"}, {"post_id": 69345, "ts": "2026-09-16T21:00:55Z", "hours": 4.0622, "text": "Devlog #14 : New component: AND gate! Now the two main gates are available (NOT & AND), so you can basically build anything with them! In the screenshot below, I built a working XOR logic gate, both in a large and a condensed version. A few changes since last time, apart from the new component: The old NOT gate wasn’t working properly because the circuit actually handles 3 states (low, floating, high), while the NOT component only supported low and high. So now, “floating” is considered as “low”. Also, there’s no longer real-time simulation, sadly. I had some issues with the logic gates: if you built them the wrong way, it could crash the entire webpage. So now you have to click on “Run simulation” to see the magic happen. It’s a bit less cool than real-time simulation, but at least it doesn’t nuke the whole page anymore lol. Next steps: UI/UX improvements, clock, and 1-bit memory later on"}, {"post_id": 68867, "ts": "2026-09-15T22:24:51Z", "hours": 5.5678, "text": "Devlog #13 : New component: NOT gate! This component returns the opposite signal you give it: low becomes high, high becomes low. I also improved the UI/UX. There’s now a new label in the bottom-left corner of the page that shows which component you’re hovering over with your mouse, and what its current state is. For example: “Wire | Low”, “Switch | Open”. I also fixed the pixel rendering, because before there were some really thin lines between them. And now the sidebar is responsive! Next steps: code cleanup, AND gate, clock"}, {"post_id": 68303, "ts": "2026-09-14T21:50:03Z", "hours": 2.3831, "text": "Devlog #12 : Wire states are now visually apparent! In the example below, on the first circuit, the first segment is high because it is powered by the source, while the second segment (connected to the lamp) is floating because the switch is open. I’ve also fixed a whole bunch of UI issues. You can try out this project on my GitHub page! Next step (for real this time): adding a NOT gate (the clock will come later)"}, {"post_id": 67690, "ts": "2026-09-13T21:26:19Z", "hours": 0.8703, "text": "Devlog #11 : I did some UI improvements, but before I commit, I’d like to have your opinion for the light component; which glow do you prefere?"}, {"post_id": 67626, "ts": "2026-09-13T19:32:41Z", "hours": 0.7378, "text": "Devlog #10: I added some tooltips so it’s easier to understand for you guys! Next steps: Start writting an actual documentation, add new components"}, {"post_id": 67547, "ts": "2026-09-13T17:58:10Z", "hours": 4.0528, "text": "Devlog #9 : New component: Switch This new component come with a new “simulation” mode, where you can interact with the components. Next step: add small tooltips to the sidebar elements, add new components (clock, memory…) It’s deployed so you can try it (see the project page)! I’d love to get some feedbacks."}, {"post_id": 67325, "ts": "2026-09-13T12:07:15Z", "hours": 0.7281, "text": "Devlog #8 : UI update! Changes: checkerboard background texture instead of the old grid custom selector on the component palette pixel art icons Next step: new components (switch, clock, memory…)"}, {"post_id": 67277, "ts": "2026-09-13T10:52:18Z", "hours": 2.2756, "text": "Devlog #7 : Now power and light can be connected from all sides! Also, since the old arrows are no longer necessary (at least for these components), I improved the UX by displaying the actual component icon instead. The icons on the circuit are also hidden by default now, and only appear when you hover over them. Oh and there’s an eraser now. I also deployed the website: nafo44.github.io/Cirkuit/ Next step: add new components (switch, clock, logic gates, memory)"}, {"post_id": 66878, "ts": "2026-09-12T20:32:38Z", "hours": 3.0808, "text": "Devlog #6: I wired up the simulation engine to the UI! It’s working really well, even tho there’s only 3 components right now (source, wire, light). I added arrows so you can easily rotate the components. I want this project to be really intuitive, so if you guys have some ideas to simplify this, I’m all ears! Next step: let a source and light to power/be powered through all sides, add new components (switch, clock, memory)"}, {"post_id": 66549, "ts": "2026-09-12T12:01:35Z", "hours": 4.5847, "text": "Devlog #5 : Now the component placement UI side is wired to our circuit layout! It probably don’t make much sens for you right now. Next step: modify visually the component grid according to the simulation."}, {"post_id": 65649, "ts": "2026-09-10T22:37:33Z", "hours": 5.8197, "text": "Devlog #4: The other half of the engine is done! It can now compute components state (low, high, floating, conflict) based on the connections between each other. Next step: wiring the engine to the UI."}, {"post_id": 65057, "ts": "2026-09-09T21:57:21Z", "hours": 6.5794, "text": "Devlog #3: I’ve finished half of the engine of my website, made to let you create circuits using pixel art. It wasn’t easy! I came up with a simplified netlist algorithm, to represent how a component (pixel) is oriented, how many are wired, to what, and through which side of the pixel. Components states aren’t handled yet, but that’s what I’m going to work on next."}, {"post_id": 64452, "ts": "2026-09-08T20:55:25Z", "hours": 2.1144, "text": "Devlog #2: I improved the UI, added mouse wheel support (to zoom and move the map). Now it’s time to work on the actual engine."}, {"post_id": 64381, "ts": "2026-09-08T18:22:49Z", "hours": 1.6267, "text": "Devlog #1: Hi! I just started making a website where you will be able to create circuits… with pixel art! The idea is to add different pixels: wire (gray), power (green), light (yellow), logic gates (AND, OR, …), memory (simple true/false state storage). I want to keep this as simple as possible to use."}]...
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Title: Cirkuit by @spectra | Stardance
Devlogs:
D Title: Cirkuit by @spectra | Stardance
Devlogs:
Devlog #1: Hi! I just started making a website where you will be able to create circuits… with pixel art! The idea is to add different pixels: wire (gray), power (green), light (yellow), logic gates (AND, OR, …), memory (simple true/false state storage). I want to keep this as simple as possible to use.
Devlog #2: I improved the UI, added mouse wheel support (to zoom and move the map). Now it’s time to work on the actual engine.
Devlog #3: I’ve finished half of the engine of my website, made to let you create circuits using pixel art. It wasn’t easy! I came up with a simplified netlist algorithm, to represent how a component (pixel) is oriented, how many are wired, to what, and through which side of the pixel. Components states aren’t handled yet, but that’s what I’m going to work on next.
Devlog #4: The other half of the engine is done! It can now compute components state (low, high, floating, conflict) based on the connections between each other. Next step: wiring the engine to the UI.
Devlog #5 : Now the component placement UI side is wired to our circuit layout! It probably don’t make much sens for you right now. Next step: modify visually the component grid according to the simulation.
Devlog #6: I wired up the simulation engine to the UI! It’s working really well, even tho there’s only 3 components right now (source, wire, light). I added arrows so you can easily rotate the components. I want this project to be really intuitive, so if you guys have some ideas to simplify this, I’m all ears! Next step: let a source and light to power/be powered through all sides, add new components (switch, clock, memory)
Devlog #7 : Now power and light can be connected from all sides! Also, since the old arrows are no longer necessary (at least for these components), I improved the UX by displaying the actual component icon instead. The icons on the circuit are also hidden by default now, and only appear when you hover over them. Oh and there’s an eraser now. I also deployed the website: nafo44.github.io/Cirkuit/ Next step: add new components (switch, clock, logic gates, memory)
Devlog #8 : UI update! Changes: checkerboard background texture instead of the old grid custom selector on the component palette pixel art icons Next step: new components (switch, clock, memory…)
Devlog #9 : New component: Switch This new component come with a new “simulation” mode, where you can interact with the components. Next step: add small tooltips to the sidebar elements, add new components (clock, memory…) It’s deployed so you can try it (see the project page)! I’d love to get some feedbacks.
Devlog #10: I added some tooltips so it’s easier to understand for you guys! Next steps: Start writting an actual documentation, add new components
Devlog #11 : I did some UI improvements, but before I commit, I’d like to have your opinion for the light component; which glow do you prefere?
Devlog #12 : Wire states are now visually apparent! In the example below, on the first circuit, the first segment is high because it is powered by the source, while the second segment (connected to the lamp) is floating because the switch is open. I’ve also fixed a whole bunch of UI issues. You can try out this project on my GitHub page! Next step (for real this time): adding a NOT gate (the clock will come later)
Devlog #13 : New component: NOT gate! This component returns the opposite signal you give it: low becomes high, high becomes low. I also improved the UI/UX. There’s now a new label in the bottom-left corner of the page that shows which component you’re hovering over with your mouse, and what its current state is. For example: “Wire | Low”, “Switch | Open”. I also fixed the pixel rendering, because before there were some really thin lines between them. And now the sidebar is responsive! Next steps: code cleanup, AND gate, clock
Devlog #14 : New component: AND gate! Now the two main gates are available (NOT & AND), so you can basically build anything with them! In the screenshot below, I built a working XOR logic gate, both in a large and a condensed version. A few changes since last time, apart from the new component: The old NOT gate wasn’t working properly because the circuit actually handles 3 states (low, floating, high), while the NOT component only supported low and high. So now, “floating” is considered as “low”. Also, there’s no longer real-time simulation, sadly. I had some issues with the logic gates: if you built them the wrong way, it could crash the entire webpage. So now you have to click on “Run simulation” to see the magic happen. It’s a bit less cool than real-time simulation, but at least it doesn’t nuke the whole page anymore lol. Next steps: UI/UX improvements, clock, and 1-bit memory later on
Devlog #15 : I added a little guide! The goal of this small guide is to explain a few things that might not be obvious to new users. You can close and reopen it whenever you want, so it doesn’t get in the way while you’re playing. It’s still available on the GitHub page if you want to give it a try! Next step: add a minimal circuit loading system (so I can add a default demo circuit), and THEN I’ll add the clock 😂😭
Devlog #16 : Annotation feature (WIP) It’s not finished yet, but I’m currently working on a new annotation feature. Why? Because I’ll need it to explain the circuits in the demo! I’m adding this before the project download/upload system, because otherwise I’d have to refactor quite a bit of the system later. Also, I’m starting to build a 4-bit 7-segment decoder in Cirkuit! (I started with the two easier segments lmao) Next steps: continue working on the annotation system, then implement project download/upload.
Devlog #17 : New feature: Annotations! You can now add labels, lines and rectangles to your circuits! I developed this feature so I can better explain what’s going on in the demo project when I’ll ship this project. But you can also use it to explain your craziest circuits! Next step: upload/download projects.
Devlog #18 : You can save your work now! There are now two buttons in the bottom-left corner: Open and Save. Your projects are downloaded as .cirkuit files. This part was actually quite challenging, mostly because of the file format validation and all the tests around it. Next steps: clean up the code, cleanup the UI (it feels a bit messy right now), add a demo project, add copy/paste and selection, and add a clock
Devlog #19 : A little code cleanup! I refactored the App.tsx file because it was handling too many different things. Now each hook has its own dedicated file. Small refactor, but definitely a needed one! Next steps: add a demo project, improve the UI/UX and laptop pad support, add copy/paste and selection, and finally add a clock (eventually, at this point 😂)
Devlog #20 : demo project and UI/UX update! I added a demo project with a basic light/switch circuit, an OR and XOR gate, and a few annotations. I also (and mostly) removed the old “Quick start” section. It was becoming kinda useless since pretty much everything was already covered by the demo project. So I replaced it with a little intro to the project, along with a table of the shortcuts. I also added a little decoration to the bottom-left corner of the sidebar. I think it looks pretty dope! Next steps: copy/paste and selection, THEN add a clock.
Devlog #21 : Some UI/UX improvements and started working on selection! I’m currently working on the selection system. It works like this: Press S, then while holding it, drag the selection area with the left click. Once selected, you can copy, paste or move the selected block of pixels. It’s not committed yet! It still requires some work. Next steps: finish the selection feature, then add the clock. I also want to improve the UX as much as possible.
Devlog #22 : New feature: selection and copy/paste! You just have to press “S” and drag your mouse/pad while holding the left click. You can then copy, paste, or move the selected pixels around. Probably the most difficult feature I’ve worked on so far. I had to get some help from ChatGPT :’) I think this will be my last devlog before shipping, since one of my other projects has been pending for 18 days now, so yeah… I’ll still keep working on this project though!
Devlog #23 : New feature: Undo/Redo! You can now undo and redo things you’ve done in the editor. This works with both components and annotations. I had to implement a project history system. Basically, every time an action modifies the project, the previous project state is added to the past history stack. When you undo, the latest state from past becomes the current state, while the previous current state is moved to the future stack. When you redo, the next state from future becomes the current state and the previous current state is moved back to past. Yeah it’s messy 😂 I’m also still working on the 7-segment decoder. I switched to a 3-bit one, I’ll probably include it in the demo. Next steps: mostly UI and code improvements, and then I’ll probably ship it. I’ll keep working on it!
Devlog #24 : New feature (kinda): the camera position and zoom are now stored in the project file, and loaded when you open the project. That means you can setup any point of view in your project, and the viewport will be right where you left it when you open it again! I also fixed a bunch of UI inconsistencies: the hover label position is now responsive to the workspace sidebar (before, it was getting hidden behind it) unified border colors fixed the phone workspace responsiveness made the sidebar on the right a little bit smaller I also continued working on the 7-segment display, but ran into some issues since wires can’t cross each other. So I thought about having circuits on two different layers. What do you think about this? Next steps: I’ll probably polish the UX a little bit more, and then ship the project. But I’m planning to keep working on it!
Devlog #25 : UI/UX improvements! I improved the component selection outline. Now the outline is around the whole selected group of pixels, instead of around each individual pixel. You can also now delete selected components by pressing Del on your keyboard. And I added a little preview showing the pixel currently targeted by the cursor. Next steps: keep working on the UI/UX, and ship!
Devlog #26 : I’ve done many small improvements, such as: ability to move annotations undo/redo buttons custom favicon Next step: SHIP!
Devlog #27 : Some optimization, code cleanup, and brand new readme! That’s the last devlog for this project before I ship!
Devlog #28 : Multi-layer (and thank you!!) First of all, thank you so much for all the support on this project! The Stardancers who reviewed my first ship got some really great advices. I’ll be following up on a lot of it. So, I’m planning to add: a simple component documentation some challenges (e.g. 7-segment decoder, XOR gate) more advanced features (clock, 1-bit memory) and what I’m working on right now: a second layer! (currently, wires can’t cross each other, which becomes a real issue with more complex circuits) and, if I have enough time, a place where people can share circuit snippets and showcase their projects! The real challenge will be integrating all of this while keeping the UI clean and the UX intuitive. The screenshot below shows what the circuit viewport could look like with the second layer.
Devlog #29 : New feature: Multi-layer! You can now build circuits across two layers! I added vias, so you can connect the two layers together (obviously). When you place a via, it’s added on both layers, it basically works like a wire. I also finished the 7-segment decoder: 3bit input, supporting only 0-4 for now. The other values are just don’t-cares. Next steps: polish the code and UI, then add some documentation.
Devlog #30 : Component documentation! I’ve added a new page in the sidebar that shows a description and preview image for every component. A few people asked for this in the reviews of my first ship, so it felt like a good addition. Also, if you have any idea of how I could integrate the new more advanced features without overwhelming new users, I’m all ears! The sidebar is starting to get pretty crowded, so I need to find a cleaner way to organize everything and keep navigation smooth. Also, huge thanks to the Stardance staff for awarding this project Superstar ❤️ Next steps: code cleanup, UX improvements, 1-bit memory support, and FINALLY the clock.
Devlog #31 : UI improvement! I replaced the old “main shortcuts” section in the sidebar with simple links. It frees up some space, makes the interface feel cleaner, and should make it much easier to add a proper “Challenge” tab later. Next steps: add a clock and a 1-bit memory.
Devlog #32 : New component: CLOCK (finally) This one was relatively easy to implement! The tick system was already there, but it was only triggered by user interactions. Now, your circuits run at 10 ticks/s, and the clock has a constant 1 Hz square signal (the recording below is choppy, but yes it is indeed a 1 Hz periodic signal) This component only has one output. I thought it would make building complex circuits easier if the other sides were isolated. Next steps: 1-bit memory, and then a lot of UX/UI improvements!
Devlog #33 : Docs update and 1-bit memory! I added the clock to the docs page, along with some new tests for it. I’m also almost done with the 1-bit memory (basically a simplified D flip-flop). I’ll share it in the next devlog! Also, if you like this project, you can leave a star on the project’s GitHub page if you wish! Next steps: finish the 1-bit memory and clean up the UI/UX
Devlog #34 : New component: Memory! This is one step up in difficulty! It has two inputs: a clock input (at the top) and a signal input (on the left). The output signal is provided on the right. This component can store a 1-bit value, which is updated on every rising edge of the clock signal. You can basically build anything with the component available: calculator, more advanced display (e.g. a 7-segment decoder that can go from 0 to 9). I added a 3-bit binary counter that I wired up to my 7-segment decoder! (demo bellow). It’s also included in the demo project file. Next steps: cleanup UI and improve UX (the sidebar is really really crowded right now)
Devlog #35 : UI cleanup and (another) demo circuit The sidebar was getting a bit too crowded, so I added a small button to show/hide the more advanced components. The idea is to make things a little less overwhelming for new users, instead of throwing everything at them right away. I also worked on a 4-bit adder and wired it up to my 7-segment decoder! I’m going to try making it a 4-bit decoder instead of a 3-bit one, but things are going to get a lot more complicated (more numbers = more logic gates). One small issue with the adder for now: the most significant bit is on the right, so the input is basically reversed. I’ll fix that soon. In the meantime, you can already try it out in the live demo project! As always, if you enjoy the project, feel free to leave a star on GitHub! Repo: https://github.com/NaFo44/Cirkuit Next steps: more UI/UX improvements, adding challenges, and continuing to waste way too much of my time messing around with circuits xd
Devlog #36 : Probe tool and 4-bit calculator. While I was working on improving my 7-segment display, I had quite a hard time simplifying the circuit. Then I thought it could be really useful to have a tool that shows all the equipotential wires. So I’m currently working on it! It’s working, but I still have to improve its style before publishing it. Aside from that, I actually spent way too many hours improving the 4-bit calculator. And it’s now finished! It’s available in the demo circuit if you want to try it. I’ll see if I can build a keyboard later so users don’t have to enter numbers in binary. As always, if you enjoy the project, feel free to leave a star on GitHub! Repo: https://github.com/NaFo44/Cirkuit Next steps: finish the Probe tool, polish the UI, add a “challenge” tab.
Devlog #37 : Probe tool is out! You can now inspect your circuits with this new tool. It highlights equipotential wires. I also added small circles to every connected ports. Next steps: UI polish, and maybe a “challenge” or “community circuits” tab.
Devlog #38 : Integrated circuits Some of you have requested this, so I’m working on it! It’s not out yet, as it’s a pretty big feature. Integrated circuits will basically be custom components (most likely rectangles) with multiple inputs and outputs, all defined by the user. It’s literally a footprint, kinda like what you’d find in KiCad. I’ve started modifying the engine’s internals so it can handle these new types of connections (alongside the classic 1-pixel components). The real challenge here is keeping everything simple on the UX side, even though this feature targets more advanced users. The image below only shows what it might look like, this will probably change over time. As always, if you enjoy the project, feel free to leave a star on GitHub! Repo: https://github.com/NaFo44/Cirkuit Next steps: keep working on this feature, polish the UI/UX, ship it, and sadly… the end of stardance :(
Ships:
Hi! I’m really happy to introduce you to my biggest project so far. It’s called Cirkuit, and it’s a logic circuit sandbox simulator… but with pixel art! That means you can basically build anything using just pixels. Why pixels? You may ask. Well, many logic simulators already exist, but the issue is that most of them aren’t very accessible to the average user. That’s why I wanted Cirkuit to be as easy to use as possible. I’m already quite familiar with TypeScript and React, which I used for this project. So the most difficult part was actually figuring out how to implement features without having 100 nested loops :D I had a hard time figuring out how to build the core engine (obviously), as well as the annotation system. I’m quite proud of how it looks and how well it works. This project was a perfect opportunity for me to improve my design skills. I worked hard to reduce friction between the interface and the user (aka you, dear shipwriters). One piece of advice: try it on a computer with a mouse. Phones and trackpads are supported, but it’s not the best experience. Hope you’ll like this project!...
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1792813681.9722872
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1792900081.9722872
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69851
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MB Miggy Bot by @Miguelito | Stardance
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Miguelito
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0
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4.22
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0
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[]
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[{"post_id": 81900, "ts": "202 [{"post_id": 81900, "ts": "2026-10-22T22:17:19Z", "hours": 1.4658, "text": "I’m now integrating the touch sensor so you can interact with the robot but it is’nt finish yet because I’m having a problem at the r4 because it remembers the old code I uploaded then it cannot upload the new code i want to upload"}, {"post_id": 81344, "ts": "2026-10-20T21:52:06Z", "hours": 0.6286, "text": "IT’S WORKING, finally the oled is working now, today I’ve added eyes to my project, my next step is adding a touch sensor, RTC module and a buzzer so I can finish the project then enhance it in the future :D"}, {"post_id": 80613, "ts": "2026-10-18T09:39:35Z", "hours": 2.1283, "text": "I’m working on a robot where it can be your personal assistant, though it may be basic or a beginner as you can say because it can help you wake up early in the morning for school, there will be some future upgrades! :D"}]...
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Title: MB Miggy Bot by @Miguelito | Stardance
Dev Title: MB Miggy Bot by @Miguelito | Stardance
Devlogs:
I’m working on a robot where it can be your personal assistant, though it may be basic or a beginner as you can say because it can help you wake up early in the morning for school, there will be some future upgrades! :D
IT’S WORKING, finally the oled is working now, today I’ve added eyes to my project, my next step is adding a touch sensor, RTC module and a buzzer so I can finish the project then enhance it in the future :D
I’m now integrating the touch sensor so you can interact with the robot but it is’nt finish yet because I’m having a problem at the r4 because it remembers the old code I uploaded then it cannot upload the new code i want to upload...
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1792878623.4200127
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1793483423.4200127
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34928
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M.I.S.E (Milorad Interactive Slides Engine) by @No M.I.S.E (Milorad Interactive Slides Engine) by @Nolan-L-from-Milorad | Stardance...
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Nolan-L-from-Milorad
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1
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28.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T22:50:45Z", "hours": 28.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Oh my goodness! I did it I actually put this glorious pot of spaghetti together and was able to make a (limited but) real engine! M.I.S.E. or the Milorad Interactive Slides Engine is an engine for creating simple visual novels using a config file and slide files that contain MSC (Milorad SCript) that can point to backgrounds and images and make characters say things, allow users to make decisions about where they want the story to go all to create an effectively bad version of Ren’py, but still I MADE IT! it was quite a journey to make this game engine whole finding and fixing so many bugs, figuring out how to parse and read files line-by-line and not read out-of-bounds and crash the game. I feel even all the little things like getting f11 fullscreen to work take a bit of troubleshooting I’m so lucky to have a friend who can draw characters for me <3 I took the background pictures a year or so ago on my Nikon D3200 in the botanic gardens Go try it out! ( Try project -> ) and then follow the instructions on the release to play on your OS! (or microsoft’s if you are on windows hehe >:3)", "repo": "https://gitlab.com/miloradceo/milorad-interactive-slides-engine", "demo": "https://gitlab.com/miloradceo/milorad-interactive-slides-engine/-/releases/v0.1.0"}]...
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[{"post_id": 81902, "ts": "202 [{"post_id": 81902, "ts": "2026-10-22T22:19:42Z", "hours": 2.7428, "text": "Many more small bugfixes (and big ones) and little features just to make M.I.S.E. feel presentable and nice to play in and use. I also tried to compile for WASM but failed because of linker errors far beyond my comprehension. Luckily I was able to cross-compile for WindOwOs even though I am on linux but though was unable to make a pre-compiled version for mac because macOS demands that all apps must be apple-approved though I was able to put together some commands that can just be pasted into the terminal to run the game. I made a release in the gitlab repo that includes the Linux and Windows pre-built execs and demo game. it also includes the terminal commands to run on macOS"}, {"post_id": 78491, "ts": "2026-10-10T23:20:35Z", "hours": 1.1789, "text": "Just working on bugtesting and minor fixes and feeling out how what I’ve built and trying to optimise stuff, trying to get rid of all the compiler warnings (the auto one got rid of 12) and I got rid of like 9 with the help of the godly rust compiler . I’m also making a demo vn for the ship and I put in a bunch of nice pictures I took"}, {"post_id": 77948, "ts": "2026-10-08T22:24:58Z", "hours": 1.5053, "text": "I have done a lot of minor cleaning up work Like: fixing menu spacing correcting background scaling and made a gitlab repository of like an hour of frikkking with git WHY IS GIT SO CONFUSING IT’S LIKE TRYING TO FIGURE OUT SEGFAULTS IN C++ yeah the menus are heaps better now initially to save time I just made left-centred text 20px from the left edge, but now I do it as a fraction of the screen’s width to make it scale with text size better fixing background scaling was a little odd to do but I figured it out - the issue was that I was assuming the picture was a 1:1 square instead of the actual resolution of the image."}, {"post_id": 72046, "ts": "2026-09-22T01:53:55Z", "hours": 2.2422, "text": "It certainly took a while but I have functional saving! It saves the game’s state with what slide it is on and some other things too. There was no lack of challenges making this, getting the image to save and load was one of the biggest things, figuring out when to load and save it and accounting for there not being a save there and preventing crashes took the most time Next, I button this project up and ship it! (or get distracted)"}, {"post_id": 69867, "ts": "2026-09-17T23:21:32Z", "hours": 2.1, "text": "I’ve started working on a in-game pause menu that will allow you to quit, save and load your game I’ve also added a bunch of functions and stuff to make my code a bit cleaner it’s been quite easy doing just menu stuff just takes a while trying to line everything up nicely. I’ve also added a checkbox for fullscreen in the settings."}, {"post_id": 67786, "ts": "2026-09-14T01:06:07Z", "hours": 0.5347, "text": "I’ve done a super duper cool quit animation for M.I.S.E. where the window scales down and gets smaller whence you close thy gayme I am also working on a demo game that ships with M.I.S.E. that describes the software and gives a small demo story"}, {"post_id": 65780, "ts": "2026-09-11T04:46:55Z", "hours": 1.8044, "text": "Quit menu and config file toggleable text gradient for the menu and text box. Text gradient using config file was pretty easy as it’s just true / false. Quit menu didn’t take too long as it’s just a box that says yes / no when you click Quit on the main menu."}, {"post_id": 52747, "ts": "2026-08-23T02:33:53Z", "hours": 2.1347, "text": "I procrastinated trying to get the gradients look look smoother with random noise, ended up removing it because it was drawing like 700,000 pixels with RNG and made the menu run at like 3 - 10 fps lol. I also added a credits part of the main menu that reads out of ./data/credits.txt and displays the credits on screen, the slider from the last devlog has competition now!"}, {"post_id": 39845, "ts": "2026-08-03T03:15:29Z", "hours": 1.8086, "text": "I now have made text appear on screen like it’s being printed out, making that really threw up a fight because of newlines taking up two characters in an array and only listing as one (I think) that has lead to me counting every \\n in the text and compansating for it. I have made a settings menu for setting the text speed with the world’s worst slider"}, {"post_id": 37442, "ts": "2026-07-30T05:56:14Z", "hours": 2.2256, "text": "trying my best to get characters showing up on screen, it has been surprisingly difficult as I have to load in each character, expression and what the expression is titled, I then have to match the right one to the one that is requested in the text input in the slide file almost there though :3"}, {"post_id": 34977, "ts": "2026-07-26T03:30:28Z", "hours": 0.4947, "text": "got an options menu going! for example clicking Option One sends you to slide 1 and clicking Option Two sends you to slide 2, both what is displayed on-screen and what slide it sends you to are configurable using the slide .txt file now I just have to make it look nice :/"}, {"post_id": 34932, "ts": "2026-07-26T01:31:33Z", "hours": 0.6436, "text": "kinda funny not really needed but makes everything look so much nicer (see code snippet), almost got the selection UI going to!"}, {"post_id": 34309, "ts": "2026-07-24T21:59:59Z", "hours": 0.4467, "text": "finally got multiple text within a slide working, I’m now starting on a selector that lets the user choose how they want to continue the story UI coming in the next devlog"}, {"post_id": 33819, "ts": "2026-07-24T01:55:26Z", "hours": 2.8561, "text": "Much pain… almost got lots of text and multiple text going it works but resets to the start every time you try to go to the next slide then once it goes back you go through it again then lets you continue by one more slide :("}, {"post_id": 31981, "ts": "2026-07-20T20:20:02Z", "hours": 1.5064, "text": "I have made the menu UI a bit nicer and added proper image cropping for backgrounds instead of just stretching them, I also now have the starts of a UI for the in game text box"}, {"post_id": 30026, "ts": "2026-07-17T08:45:46Z", "hours": 1.7794, "text": "Much news! I have added loading text, characters from a slide file and a title and background for the main menu, file decoding is surprisingly easy once you get the hang of it and learn that you must never read out-of-bounds!"}, {"post_id": 28713, "ts": "2026-07-15T04:15:40Z", "hours": 1.5383, "text": "just starting to work on my visual novel engine, so much file reading! I have a config file that set window width and height and provides a list of slide files, each slide will contain dialogue, backgrounds, foreground images and other stuff"}]...
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Title: M.I.S.E (Milorad Interactive Slides Engine) Title: M.I.S.E (Milorad Interactive Slides Engine) by @Nolan-L-from-Milorad | Stardance
Devlogs:
just starting to work on my visual novel engine, so much file reading! I have a config file that set window width and height and provides a list of slide files, each slide will contain dialogue, backgrounds, foreground images and other stuff
Much news! I have added loading text, characters from a slide file and a title and background for the main menu, file decoding is surprisingly easy once you get the hang of it and learn that you must never read out-of-bounds!
I have made the menu UI a bit nicer and added proper image cropping for backgrounds instead of just stretching them, I also now have the starts of a UI for the in game text box
Much pain… almost got lots of text and multiple text going it works but resets to the start every time you try to go to the next slide then once it goes back you go through it again then lets you continue by one more slide :(
finally got multiple text within a slide working, I’m now starting on a selector that lets the user choose how they want to continue the story UI coming in the next devlog
kinda funny not really needed but makes everything look so much nicer (see code snippet), almost got the selection UI going to!
got an options menu going! for example clicking Option One sends you to slide 1 and clicking Option Two sends you to slide 2, both what is displayed on-screen and what slide it sends you to are configurable using the slide .txt file now I just have to make it look nice :/
trying my best to get characters showing up on screen, it has been surprisingly difficult as I have to load in each character, expression and what the expression is titled, I then have to match the right one to the one that is requested in the text input in the slide file almost there though :3
I now have made text appear on screen like it’s being printed out, making that really threw up a fight because of newlines taking up two characters in an array and only listing as one (I think) that has lead to me counting every \n in the text and compansating for it. I have made a settings menu for setting the text speed with the world’s worst slider
I procrastinated trying to get the gradients look look smoother with random noise, ended up removing it because it was drawing like 700,000 pixels with RNG and made the menu run at like 3 - 10 fps lol. I also added a credits part of the main menu that reads out of ./data/credits.txt and displays the credits on screen, the slider from the last devlog has competition now!
Quit menu and config file toggleable text gradient for the menu and text box. Text gradient using config file was pretty easy as it’s just true / false. Quit menu didn’t take too long as it’s just a box that says yes / no when you click Quit on the main menu.
I’ve done a super duper cool quit animation for M.I.S.E. where the window scales down and gets smaller whence you close thy gayme I am also working on a demo game that ships with M.I.S.E. that describes the software and gives a small demo story
I’ve started working on a in-game pause menu that will allow you to quit, save and load your game I’ve also added a bunch of functions and stuff to make my code a bit cleaner it’s been quite easy doing just menu stuff just takes a while trying to line everything up nicely. I’ve also added a checkbox for fullscreen in the settings.
It certainly took a while but I have functional saving! It saves the game’s state with what slide it is on and some other things too. There was no lack of challenges making this, getting the image to save and load was one of the biggest things, figuring out when to load and save it and accounting for there not being a save there and preventing crashes took the most time Next, I button this project up and ship it! (or get distracted)
I have done a lot of minor cleaning up work Like: fixing menu spacing correcting background scaling and made a gitlab repository of like an hour of frikkking with git WHY IS GIT SO CONFUSING IT’S LIKE TRYING TO FIGURE OUT SEGFAULTS IN C++ yeah the menus are heaps better now initially to save time I just made left-centred text 20px from the left edge, but now I do it as a fraction of the screen’s width to make it scale with text size better fixing background scaling was a little odd to do but I figured it out - the issue was that I was assuming the picture was a 1:1 square instead of the actual resolution of the image.
Just working on bugtesting and minor fixes and feeling out how what I’ve built and trying to optimise stuff, trying to get rid of all the compiler warnings (the auto one got rid of 12) and I got rid of like 9 with the help of the godly rust compiler . I’m also making a demo vn for the ship and I put in a bunch of nice pictures I took
Many more small bugfixes (and big ones) and little features just to make M.I.S.E. feel presentable and nice to play in and use. I also tried to compile for WASM but failed because of linker errors far beyond my comprehension. Luckily I was able to cross-compile for WindOwOs even though I am on linux but though was unable to make a pre-compiled version for mac because macOS demands that all apps must be apple-approved though I was able to put together some commands that can just be pasted into the terminal to run the game. I made a release in the gitlab repo that includes the Linux and Windows pre-built execs and demo game. it also includes the terminal commands to run on macOS
Ships:
Oh my goodness! I did it I actually put this glorious pot of spaghetti together and was able to make a (limited but) real engine! M.I.S.E. or the Milorad Interactive Slides Engine is an engine for creating simple visual novels using a config file and slide files that contain MSC (Milorad SCript) that can point to backgrounds and images and make characters say things, allow users to make decisions about where they want the story to go all to create an effectively bad version of Ren’py, but still I MADE IT! it was quite a journey to make this game engine whole finding and fixing so many bugs, figuring out how to parse and read files line-by-line and not read out-of-bounds and crash the game. I feel even all the little things like getting f11 fullscreen to work take a bit of troubleshooting I’m so lucky to have a friend who can draw characters for me <3 I took the background pictures a year or so ago on my Nikon D3200 in the botanic gardens Go try it out! ( Try project -> ) and then follow the instructions on the release to play on your OS! (or microsoft’s if you are on windows hehe >:3)...
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Word Chains by @Chicken502 | Stardance
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Chicken502
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2
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47.97
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501
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T21:13:23Z", "hours": 22.0, "multiplier": 18.45, "payout": 403, "blessing": "neutral", "text": "Word Chains V0.4b is out! Since the last ship I’ve been working very hard to add a whole slew of features. There is now 200 new levels, daily puzzles and a tutorial (very requested last ship!). I had a lot of fun making this, and I hope you have a lot of fun playing it! The main part of this ship was rewriting the level loading code, and generating files for levels. I didn’t want to write 200 puzzles by hand. I found did some research and wrote a small script to generate the puzzles for me. I do eventually want to add more to Word Chains after this ship but it probably won’t be for a little while as I have other projects I want to work on. But the end goal is to get Word Chains onto a app store. Last Note: When reviewing please do not feel like you need to complete all the levels, and have fun!", "repo": "https://github.com/Chiken502/WordChains", "demo": "https://chicken502.itch.io/word-chains"}, {"ship_num": 2, "ts": "2026-09-06T14:26:12Z", "hours": 8.0, "multiplier": 12.68, "payout": 98, "blessing": "neutral", "text": "I just finished making a small word puzzle game called Word Chains. To play, you drag letters to change your current word one letter at a time! There are 15 different levels with a wide range of difficulty. This game was originally intended to be played on a phone, but getting it on to the app stores is a little out of my league right now, although you can still play the itch version on your phone, but maybe next year Ill get it onto a app store! I had a lot of fun making this project and I might add some more things later like daily puzzles or more color options. I started this project before I found hack club so sadly not all my hours are accounted for. This was really fun to work on this project and show it of to my friends. I learned more about marketing my games with devlogs, and learned that after 5 years of making games with Godot, I’ve been exporting them to the web wrong this whole time! Thanks so much for taking the time to check this project out! Can’t wait to see what everyone thinks!", "repo": "https://github.com/Chiken502/WordChains", "demo": "https://chicken502.itch.io/word-chains"}]...
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[{"post_id": 81908, "ts": "202 [{"post_id": 81908, "ts": "2026-10-22T23:04:41Z", "hours": 1.9497, "text": "New Hint Mechanic and BUGS! As I’m nearing the end of this project (or at least this version) I’ve been doing a lot of bug fixing . This time around I squashed a major bug that has been annoying me for some time now. For some reason, Godot doesn’t have native keyboard support for IOS devices, unless you go into the advanced export settings and turn them on. And since there are text boxes for writing your nickname, this is kinda needed. Hint rewarding changed This is a feature that I’ve been intending to add for a couple weeks now. In the past every time you complete a level, you gain an new hint. Now you get hints after completing a set number of puzzles. Each difficulty has a different value for this as well. So it takes less completed puzzles on difficult puzzles than on easy puzzles to earn hints. With this I also added a small animation to show that you got a new hint! Secret Solutions This was not an intended feature that I meant to add. But its hear to stay! Recently I changed how puzzles are generated , by using a cleaned up dictionary, that only has more frequently used words. But I still let the user make connections with less frequent words, so sometimes its possible to find shorter solutions then intended . This used to leave the leftover letters behind to use on the next puzzle which messed everything up. I have now fixed this issue , and added a little message telling you that you have “Found a Secret Solution!” What’s next? Things are wrapping up , both with Stardance and WordChains. I only have two items left on my todo list , the first being to add more puzzles, which will only take a couple of minutes, and the second is a bug which I’m not sure I can even start to debug since I think it only happens on my phone, where I can’t see the console. Once I add these things, WordChains is ready to ship! I’m expecting to ship on Tuesday or Wednesday, but It might even happen over the weekend. Once Stardance is over, WordChains will still continue development. If you want to follow the devlopment, go follow it over on itch.io"}, {"post_id": 80845, "ts": "2026-10-19T00:18:28Z", "hours": 3.6275, "text": "Stats and game reset. Finally got around to making the stats page. You can now see stats like how many puzzles you have completed, how many hints you’ve used and even how many times you have dragged a letter. This wasn’t to hard to add although it did take a little while. Reset game Now you can wipe your save file to replay levels. The also wasn’t anything to difficult to do but it ended up take about an hour to figure out how to style the confirmation pop up. This did show me a couple things that needed fixing regarding the tutorial, and even some stat tracking that I coded in wrong. What’s next! We have some small bug fixes that need to be made, and some other small features like adding more settings, compressing the puzzle files so they don’t get to big later on, and some small sound design changes. From there all that needs to be done is some formatting and spelling checks (cause I am terrible at spelling) and updating the README, then we are ready to SHIP!!!"}, {"post_id": 80156, "ts": "2026-10-16T13:17:16Z", "hours": 1.2933, "text": "Puzzle Generation Overhaul Not a lot to say about this other than there are 200 new puzzles (just changed them out though)! I created a new python script that uses python libraries wordfreq and better_profanity , to clean up the generation dictionary. What this does is takes out words that are to infrequently used or are marked as profanity. One thing to note is that this is not the dictionary in game that this cleans. It just cleans the dictionary that I use to generate puzzles . So in game it is still possible to spell obscure words, which opens the opportunity to find alternant solutions. Another thing that I added to my puzzle selector script was the ability to append new puzzles to a file allowing me to later add more puzzles very easily. What’s next? I plan on doing some more puzzle generation tweaks , as well as adding in a stats page! That’s most of what’s on the timeline, so were getting near the end!"}, {"post_id": 78868, "ts": "2026-10-11T20:18:16Z", "hours": 3.7161, "text": "New UI! The main menu has been changed, and some new features are coming soon! Dictionary Polishing I added in some much needed polishing to the dictionary panel that added in yesterday. I added a loading panel as it used to just show the previous term you looked up, then jumped to the new one when it loaded. Currently its just a progress bar with a small animation to it, but it works for now. I’m also thinking about reusing it in other areas too. New Credit Screen! I’ve been wanting to change the credits screen for a while now, as its just been a static wall of text. For right now it mostly still is a static wall of text. But with more stuff! I have some tweens when you hover over the text which was missing in the old version. I’m not entirely happy with this one, but its still much better. New Main Menu Buttons! What are those about? Added two new buttons. One for level select, and one for a stats page (not added yet! but soon). Now when you press the big play button you go to the last level you were playing, instead of level select. What’s next for Word Chains I have some plans for what’s next for Word Chains, like a stats page! I’m also planning some new puzzles."}, {"post_id": 78421, "ts": "2026-10-10T19:19:56Z", "hours": 4.1831, "text": "#New Dictionary Feature & Bug Fixes! We are back! School finally caught up to me so things slowed down over the last week, but I think I’m back! So lets get started! New Dictionary Feature One thing I’ve wanted to add for a while was a way to look up the definition for the current word . So now using a this free API I added this feature. It still has some small polishing things that need to be done but overall it pretty much done. Bug Fixes I also took some time todo some bug fixing. Most of them originated from added the Timed Mode like leaderboards displaying scores incorrectly and medium difficulty level progress being saved in timed mode. Another bug that I fixed was UI scaling . When you play WordChains on a phone, the buttons and everything can be really small. It only took some changes to the project settings but it was very needed as the end goal is for WordChains to be on the app store! ##Puzzle Generation One small thing that I also worked on was making levels more normal. The way levels are generated is by picking random words from the dictionary that I’m using, and seeing if they connect. This gets us to have some really weird words. I wrote a little program in python to clean up the words but checking if the word use frequency was above a certain level. This hasn’t been implemented yet but it hopefully will be in the coming week. Thanks for reading! I’ve been trying to put more effort into these devlogs , plus I haven’t posted in over a week so wanted to let everyone know what’s going on with WordChains! If you want to play it you can do so here although this version doesn’t have all the new features yet . You can follow the project to be notifed when it does though!"}, {"post_id": 75232, "ts": "2026-09-29T15:20:11Z", "hours": 1.5033, "text": "Timed Mode What’s new Added new timed mode , where you have 90 seconds to complete as many medium difficulty levels as you can. Then your score gets submitted to a leaderboard . This was not very difficult to add but I didn’t have a lot of time, so it’s very unpolished right now. I need some balancing and some tweens to add to it. There is also a lot of bugs that I think I introduce that I get to go hunt for later today. YIPPEE! Whats coming up soon Puzzle generation rehaul. The way I created all 200 levels for WordChains is through a algorithm that hunts through every possible puzzle combination that could be made from the dictionary that I’m using. This worked for the last shift but It wont work in the long run as some puzzles just have completely random words that don’t seem like they are really words. In other words I think I need to update the dictionary that the algorithm takes from."}, {"post_id": 74604, "ts": "2026-09-27T19:09:55Z", "hours": 1.6953, "text": "Level Reset Button Just shipped! I just got the reviews in for the last ship, and things were very positive! There were a couple little bugs that people found as well as a lot of people wanting one feature: a level reset button! So I added one! What’s coming up in the future Based on recent feedback, I want to continue working on this game with the end goal of publishing WordChains into the Apple App Store . So here are some of the features that are coming soonish: Timed Mode : See how many levels you can complete in a set amount of time. Daily Streak and Personal Records : Keep track of everything. EVEN MORE PUZZLES : But also working on condensing the puzzle files, and imporving the quality of the puzzles, as currently some of the words are really random, which make the puzzle a bit tricky Better Credits Screen(?) : I want to improve the current credits screen, to add more personality so its not just a wall of text. This isn’t a necessary feature but something that I would like to add."}, {"post_id": 72901, "ts": "2026-09-24T00:02:32Z", "hours": 1.2467, "text": "Last touches! Planning on shipping tomorrow, so finished up some small things. I added a label to the top of the game screen to tell you what level you are currently on. The other big thing I did was update the README with all the updates in the new version. All I have to do tomorrow is hit ship!"}, {"post_id": 72457, "ts": "2026-09-23T00:46:57Z", "hours": 2.2489, "text": "Documentation Took some time to update/add documentation to most of the scripts. I haven’t done this for a very long time, and since the project will likely be shipped very soon, they should be intelligible. Also took some time to update some images in the README to reflect recent updates."}, {"post_id": 71531, "ts": "2026-09-21T00:48:06Z", "hours": 6.2325, "text": "200 NEW LEVELS! Yes you are reading that right folks! 200 new levels (and the ability to easily add tons more) have been added to Word Chains! A while ago for the daily puzzle creation I created some algorithms to create a list of puzzles from all the words in the dictionary that I’m using, and then randomly select some. I ended up generating 4,125,015 puzzles with word lengths of 4-8 letters . I then generated difficulties and selected 50 per each difficulty. I then created this new UI for the level select screen . I then wasted an hour trying to find a very small bug that was caused by my over complicated code! Where in the home stretch now and word chains is almost ready to be shipped!"}, {"post_id": 69418, "ts": "2026-09-17T00:42:52Z", "hours": 1.68, "text": "New Settings and Color! Added Teal as a color! I want to add more colors, but I’ve used most of the rainbow now so don’t know how many more will be coming. I also added the ability to change your leaderboard display name , and the ability to replay the tutorial . These can both be found in the settings page. Getting the leaderboard display name to change was actually more challenging than I thought it would be due to a bug in the Godot CheddaBoard SDK that I was using, but the updated Github had a version that worked! One thing to note about changing the display name: The change will not appear on the leaderboard until the next time you submit a score, or in other words till the next day."}, {"post_id": 68375, "ts": "2026-09-15T00:59:59Z", "hours": 2.6225, "text": "Leaderboard and Daily Puzzles Complete! Got the leaderboard to work and finished up some polishing touches to this leaderboard screen. The big challenge today was getting the chosen nickname to save and be used , then not prompt for it again (although I’m planning on being able to change it in settings later). I also changed my API that I was using to get the time, so I could get the correct daily puzzle, to UTC to align with CheddaBoards daily reset for my leaderboard. Another big thing was you can now only play the daily puzzle once ! This took a bit longer than I would have liked, but oh well!"}, {"post_id": 67742, "ts": "2026-09-13T23:45:07Z", "hours": 5.4233, "text": "Daily Puzzle and Leaderboard(kinda) Today was all about the daily puzzles. I generated a list of about 360 puzzles, then used an API to fetch the day of the year, and got the puzzle at that index. All in all that part was super easy! But the leaderboards, not so much. They are still being worked on in fact! I’m trying to use a service called CheddaBoards but I keep running into random issues that shouldn’t be issues. I think I’m just going to switch my leaderboard service, and rewrite all the code. But I need a break today, as 5 hours is a lot of coding for me."}, {"post_id": 66015, "ts": "2026-09-11T15:31:23Z", "hours": 1.6583, "text": "Tutorial and New Color One piece of feedback that I got from playtesting was to add a tutorial . So I made it so when you first play the game, the tutorial mode is activated. This shows a hand that will show you how to drag the letters. If you need the animation to replay you can use the hint button at no cost. Another quick thing I added was a new color, Green ! It might be tweeked in the future but for now I’m happy with it."}, {"post_id": 65611, "ts": "2026-09-10T21:06:12Z", "hours": 0.7383, "text": "Updated Repo Organization and README Last week I shipped Word Chains, and the reviews are back! People seem to like it and even 4 minuets before logged on to post this devlog, Word Chains was given a Super Star! Wow! Thanks everyone! Feedback from the ship was amazing, although there were some comments about a couple things, like the repo being messy. This is what I worked on today was cleaning up the repo and adding some more stuff to the README like update notes, and the project’s file structure. In the near future I plan on adding a couple things like… daily puzzles with leaderboards, a actual tutorial, new colors and more!"}, {"post_id": 62935, "ts": "2026-09-06T14:09:04Z", "hours": 0.5508, "text": "v0.3b Finished! I just uploaded the v0.3b builds to by itch page so you can play with all the new updates here ! This update added the new level select screen and the 5 new levels. I added a couple little tweeks this morning before finally uploading everything to itch.io. And for the first time I created a Windows and Linux builds, which went much smoother than I thought."}, {"post_id": 62534, "ts": "2026-09-05T23:22:18Z", "hours": 3.0839, "text": "Level Select Screen Finally took the time to create a working level select screen! This was one of the last big features that I have to add to this game before I ship it. In order to make this, I had to redo the way I saved the game, and needed to change some stuff on my color changing code. If you haven’t noticed from my devlogs, One of the options in the settings, is to change the games color. That was made before I came across HackClub so sadly I don’t get credit for the multiple hours that it took to make that feature."}, {"post_id": 58165, "ts": "2026-08-30T15:01:32Z", "hours": 1.7544, "text": "Bug fixes and new levels! Added 5 new levels into the game, but a little concerned with the difficulty scaling so far. I’ve also added some squash and stretch to the letters when you drag them, which was a bit tricky to figure out how to do with my code base so far. If you want to check it you you can do so here ."}, {"post_id": 57616, "ts": "2026-08-29T20:31:48Z", "hours": 1.6956, "text": "Bug Fixing plus new splash screen audio! One big issue I had was that the icons in the web build weren’t rendering correctly. If you look in the screenshot, the icons I’m talking about are the check box, the slider grabbers, etc.. The big problem I had was I was trying to read a file that was not able to be read at runtime on the web build due to them being compressed into a .pck file by Godot. The way I got around this is by adding .txt to the end of the file. I also found some sound effects for the splash screen that I’m using, so I added that today as well. If you want to play this game the beta version is on itch.io at https://chicken502.itch.io/word-chains"}, {"post_id": 56293, "ts": "2026-08-28T00:35:53Z", "hours": 0.7311, "text": "First update to my game! I just found out about HackClub, and ive been working on this project for a couple of weeks. This is my first update here! I just added fullscreen support for my game WordChains! I made everything auto scale to the window size, and when the window is resized, letters that are now off the screen get respawned instead of just snaping to the edge."}]...
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Title: Word Chains by @Chicken502 | Stardance
Dev Title: Word Chains by @Chicken502 | Stardance
Devlogs:
First update to my game! I just found out about HackClub, and ive been working on this project for a couple of weeks. This is my first update here! I just added fullscreen support for my game WordChains! I made everything auto scale to the window size, and when the window is resized, letters that are now off the screen get respawned instead of just snaping to the edge.
Bug Fixing plus new splash screen audio! One big issue I had was that the icons in the web build weren’t rendering correctly. If you look in the screenshot, the icons I’m talking about are the check box, the slider grabbers, etc.. The big problem I had was I was trying to read a file that was not able to be read at runtime on the web build due to them being compressed into a .pck file by Godot. The way I got around this is by adding .txt to the end of the file. I also found some sound effects for the splash screen that I’m using, so I added that today as well. If you want to play this game the beta version is on itch.io at https://chicken502.itch.io/word-chains
Bug fixes and new levels! Added 5 new levels into the game, but a little concerned with the difficulty scaling so far. I’ve also added some squash and stretch to the letters when you drag them, which was a bit tricky to figure out how to do with my code base so far. If you want to check it you you can do so here .
Level Select Screen Finally took the time to create a working level select screen! This was one of the last big features that I have to add to this game before I ship it. In order to make this, I had to redo the way I saved the game, and needed to change some stuff on my color changing code. If you haven’t noticed from my devlogs, One of the options in the settings, is to change the games color. That was made before I came across HackClub so sadly I don’t get credit for the multiple hours that it took to make that feature.
v0.3b Finished! I just uploaded the v0.3b builds to by itch page so you can play with all the new updates here ! This update added the new level select screen and the 5 new levels. I added a couple little tweeks this morning before finally uploading everything to itch.io. And for the first time I created a Windows and Linux builds, which went much smoother than I thought.
Updated Repo Organization and README Last week I shipped Word Chains, and the reviews are back! People seem to like it and even 4 minuets before logged on to post this devlog, Word Chains was given a Super Star! Wow! Thanks everyone! Feedback from the ship was amazing, although there were some comments about a couple things, like the repo being messy. This is what I worked on today was cleaning up the repo and adding some more stuff to the README like update notes, and the project’s file structure. In the near future I plan on adding a couple things like… daily puzzles with leaderboards, a actual tutorial, new colors and more!
Tutorial and New Color One piece of feedback that I got from playtesting was to add a tutorial . So I made it so when you first play the game, the tutorial mode is activated. This shows a hand that will show you how to drag the letters. If you need the animation to replay you can use the hint button at no cost. Another quick thing I added was a new color, Green ! It might be tweeked in the future but for now I’m happy with it.
Daily Puzzle and Leaderboard(kinda) Today was all about the daily puzzles. I generated a list of about 360 puzzles, then used an API to fetch the day of the year, and got the puzzle at that index. All in all that part was super easy! But the leaderboards, not so much. They are still being worked on in fact! I’m trying to use a service called CheddaBoards but I keep running into random issues that shouldn’t be issues. I think I’m just going to switch my leaderboard service, and rewrite all the code. But I need a break today, as 5 hours is a lot of coding for me.
Leaderboard and Daily Puzzles Complete! Got the leaderboard to work and finished up some polishing touches to this leaderboard screen. The big challenge today was getting the chosen nickname to save and be used , then not prompt for it again (although I’m planning on being able to change it in settings later). I also changed my API that I was using to get the time, so I could get the correct daily puzzle, to UTC to align with CheddaBoards daily reset for my leaderboard. Another big thing was you can now only play the daily puzzle once ! This took a bit longer than I would have liked, but oh well!
New Settings and Color! Added Teal as a color! I want to add more colors, but I’ve used most of the rainbow now so don’t know how many more will be coming. I also added the ability to change your leaderboard display name , and the ability to replay the tutorial . These can both be found in the settings page. Getting the leaderboard display name to change was actually more challenging than I thought it would be due to a bug in the Godot CheddaBoard SDK that I was using, but the updated Github had a version that worked! One thing to note about changing the display name: The change will not appear on the leaderboard until the next time you submit a score, or in other words till the next day.
200 NEW LEVELS! Yes you are reading that right folks! 200 new levels (and the ability to easily add tons more) have been added to Word Chains! A while ago for the daily puzzle creation I created some algorithms to create a list of puzzles from all the words in the dictionary that I’m using, and then randomly select some. I ended up generating 4,125,015 puzzles with word lengths of 4-8 letters . I then generated difficulties and selected 50 per each difficulty. I then created this new UI for the level select screen . I then wasted an hour trying to find a very small bug that was caused by my over complicated code! Where in the home stretch now and word chains is almost ready to be shipped!
Documentation Took some time to update/add documentation to most of the scripts. I haven’t done this for a very long time, and since the project will likely be shipped very soon, they should be intelligible. Also took some time to update some images in the README to reflect recent updates.
Last touches! Planning on shipping tomorrow, so finished up some small things. I added a label to the top of the game screen to tell you what level you are currently on. The other big thing I did was update the README with all the updates in the new version. All I have to do tomorrow is hit ship!
Level Reset Button Just shipped! I just got the reviews in for the last ship, and things were very positive! There were a couple little bugs that people found as well as a lot of people wanting one feature: a level reset button! So I added one! What’s coming up in the future Based on recent feedback, I want to continue working on this game with the end goal of publishing WordChains into the Apple App Store . So here are some of the features that are coming soonish: Timed Mode : See how many levels you can complete in a set amount of time. Daily Streak and Personal Records : Keep track of everything. EVEN MORE PUZZLES : But also working on condensing the puzzle files, and imporving the quality of the puzzles, as currently some of the words are really random, which make the puzzle a bit tricky Better Credits Screen(?) : I want to improve the current credits screen, to add more personality so its not just a wall of text. This isn’t a necessary feature but something that I would like to add.
Timed Mode What’s new Added new timed mode , where you have 90 seconds to complete as many medium difficulty levels as you can. Then your score gets submitted to a leaderboard . This was not very difficult to add but I didn’t have a lot of time, so it’s very unpolished right now. I need some balancing and some tweens to add to it. There is also a lot of bugs that I think I introduce that I get to go hunt for later today. YIPPEE! Whats coming up soon Puzzle generation rehaul. The way I created all 200 levels for WordChains is through a algorithm that hunts through every possible puzzle combination that could be made from the dictionary that I’m using. This worked for the last shift but It wont work in the long run as some puzzles just have completely random words that don’t seem like they are really words. In other words I think I need to update the dictionary that the algorithm takes from.
#New Dictionary Feature & Bug Fixes! We are back! School finally caught up to me so things slowed down over the last week, but I think I’m back! So lets get started! New Dictionary Feature One thing I’ve wanted to add for a while was a way to look up the definition for the current word . So now using a this free API I added this feature. It still has some small polishing things that need to be done but overall it pretty much done. Bug Fixes I also took some time todo some bug fixing. Most of them originated from added the Timed Mode like leaderboards displaying scores incorrectly and medium difficulty level progress being saved in timed mode. Another bug that I fixed was UI scaling . When you play WordChains on a phone, the buttons and everything can be really small. It only took some changes to the project settings but it was very needed as the end goal is for WordChains to be on the app store! ##Puzzle Generation One small thing that I also worked on was making levels more normal. The way levels are generated is by picking random words from the dictionary that I’m using, and seeing if they connect. This gets us to have some really weird words. I wrote a little program in python to clean up the words but checking if the word use frequency was above a certain level. This hasn’t been implemented yet but it hopefully will be in the coming week. Thanks for reading! I’ve been trying to put more effort into these devlogs , plus I haven’t posted in over a week so wanted to let everyone know what’s going on with WordChains! If you want to play it you can do so here although this version doesn’t have all the new features yet . You can follow the project to be notifed when it does though!
New UI! The main menu has been changed, and some new features are coming soon! Dictionary Polishing I added in some much needed polishing to the dictionary panel that added in yesterday. I added a loading panel as it used to just show the previous term you looked up, then jumped to the new one when it loaded. Currently its just a progress bar with a small animation to it, but it works for now. I’m also thinking about reusing it in other areas too. New Credit Screen! I’ve been wanting to change the credits screen for a while now, as its just been a static wall of text. For right now it mostly still is a static wall of text. But with more stuff! I have some tweens when you hover over the text which was missing in the old version. I’m not entirely happy with this one, but its still much better. New Main Menu Buttons! What are those about? Added two new buttons. One for level select, and one for a stats page (not added yet! but soon). Now when you press the big play button you go to the last level you were playing, instead of level select. What’s next for Word Chains I have some plans for what’s next for Word Chains, like a stats page! I’m also planning some new puzzles.
Puzzle Generation Overhaul Not a lot to say about this other than there are 200 new puzzles (just changed them out though)! I created a new python script that uses python libraries wordfreq and better_profanity , to clean up the generation dictionary. What this does is takes out words that are to infrequently used or are marked as profanity. One thing to note is that this is not the dictionary in game that this cleans. It just cleans the dictionary that I use to generate puzzles . So in game it is still possible to spell obscure words, which opens the opportunity to find alternant solutions. Another thing that I added to my puzzle selector script was the ability to append new puzzles to a file allowing me to later add more puzzles very easily. What’s next? I plan on doing some more puzzle generation tweaks , as well as adding in a stats page! That’s most of what’s on the timeline, so were getting near the end!
Stats and game reset. Finally got around to making the stats page. You can now see stats like how many puzzles you have completed, how many hints you’ve used and even how many times you have dragged a letter. This wasn’t to hard to add although it did take a little while. Reset game Now you can wipe your save file to replay levels. The also wasn’t anything to difficult to do but it ended up take about an hour to figure out how to style the confirmation pop up. This did show me a couple things that needed fixing regarding the tutorial, and even some stat tracking that I coded in wrong. What’s next! We have some small bug fixes that need to be made, and some other small features like adding more settings, compressing the puzzle files so they don’t get to big later on, and some small sound design changes. From there all that needs to be done is some formatting and spelling checks (cause I am terrible at spelling) and updating the README, then we are ready to SHIP!!!
New Hint Mechanic and BUGS! As I’m nearing the end of this project (or at least this version) I’ve been doing a lot of bug fixing . This time around I squashed a major bug that has been annoying me for some time now. For some reason, Godot doesn’t have native keyboard support for IOS devices, unless you go into the advanced export settings and turn them on. And since there are text boxes for writing your nickname, this is kinda needed. Hint rewarding changed This is a feature that I’ve been intending to add for a couple weeks now. In the past every time you complete a level, you gain an new hint. Now you get hints after completing a set number of puzzles. Each difficulty has a different value for this as well. So it takes less completed puzzles on difficult puzzles than on easy puzzles to earn hints. With this I also added a small animation to show that you got a new hint! Secret Solutions This was not an intended feature that I meant to add. But its hear to stay! Recently I changed how puzzles are generated , by using a cleaned up dictionary, that only has more frequently used words. But I still let the user make connections with less frequent words, so sometimes its possible to find shorter solutions then intended . This used to leave the leftover letters behind to use on the next puzzle which messed everything up. I have now fixed this issue , and added a little message telling you that you have “Found a Secret Solution!” What’s next? Things are wrapping up , both with Stardance and WordChains. I only have two items left on my todo list , the first being to add more puzzles, which will only take a couple of minutes, and the second is a bug which I’m not sure I can even start to debug since I think it only happens on my phone, where I can’t see the console. Once I add these things, WordChains is ready to ship! I’m expecting to ship on Tuesday or Wednesday, but It might even happen over the weekend. Once Stardance is over, WordChains will still continue development. If you want to follow the devlopment, go follow it over on itch.io
Ships:
I just finished making a small word puzzle game called Word Chains. To play, you drag letters to change your current word one letter at a time! There are 15 different levels with a wide range of difficulty. This game was originally intended to be played on a phone, but getting it on to the app stores is a little out of my league right now, although you can still play the itch version on your phone, but maybe next year Ill get it onto a app store! I had a lot of fun making this project and I might add some more things later like daily puzzles or more color options. I started this project before I found hack club so sadly not all my hours are accounted for. This was really fun to work on this project and show it of to my friends. I learned more about marketing my games with devlogs, and learned that after 5 years of making games with Godot, I’ve been exporting them to the web wrong this whole time! Thanks so much for taking the time to check this project out! Can’t wait to see what everyone thinks!
Word Chains V0.4b is out! Since the last ship I’ve been working very hard to add a whole slew of features. There is now 200 new levels, daily puzzles and a tutorial (very requested last ship!). I had a lot of fun making this, and I hope you have a lot of fun playing it! The main part of this ship was rewriting the level loading code, and generating files for levels. I didn’t want to write 200 puzzles by hand. I found did some research and wrote a small script to generate the puzzles for me. I do eventually want to add more to Word Chains after this ship but it probably won’t be for a little while as I have other projects I want to work on. But the end goal is to get Word Chains onto a app store. Last Note: When reviewing please do not feel like you need to complete all the levels, and have fun!...
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Monochromium by @eli | Stardance
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eli
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56.74
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414
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T13:51:31Z", "hours": 23.0, "multiplier": 17.92, "payout": 414, "blessing": "neutral", "text": "Hi everyone! Today I am shipping Monochromium (v0.1.1) a flexible CLI note taking app for the terminal! Written in Rust its a fast app with a binary smaller than 2mb! We have a full spec for future versions and plan to keep writing more code soon! My favorite part of developing this app was probably learning the clap syntax, its quite easy and intuitive now! Thanks for reading :)", "repo": "https://github.com/Papaya-Voldemort/Monochromium", "demo": "https://crates.io/crates/monochromium"}]...
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[{"post_id": 81914, "ts": "202 [{"post_id": 81914, "ts": "2026-10-23T00:44:26Z", "hours": 2.1578, "text": "I started working through the feedback that I got from the different star interviews on my last ship because I want to make sure that the next one’s really polished for you guys! I wanted to try to be professional with this, so I made five GitHub issues, and I’ve been trying to use the CLI for most of the stuff! Here are the two I finished so far: Switch stats command to use SQL count for performance and simplicity Added Mac OS Intel release as well as a Universal binary Unrelated to the start interviews, I added some checks before you can commit your code to prevent CI fails Anyway, guys, sorry for the long time between this and the last vlog. Hopefully you guys are having a great day. Thanks for checking in. Bye :)"}, {"post_id": 81026, "ts": "2026-10-19T16:32:41Z", "hours": 3.8953, "text": "Honestly not much to share with you guys, just lots and lots of bug fixes across the board. Some of the major ones identified and fixed were: Commands breaking when parsing locked commands Code being super ugly :( Security Fixes And several I forgot… Any ways I am currently working on more security fixes so we can release 0.5.1 full release, I want to ensure that there are NO security issues for a update based entirely on making it secure… Some other planned stuff: Quick config change commands Better quick note title genration Full documentation on how to use Tutorial command? On Install helper prompt Anything else you guys want Ok bye! Changelog Fix fmt and clippy ( e839d6b ) pre security patch ( 90f155f ) QoL and code quality fixes ( a2be63e ) Bug fixes ( 9bbf71f ) Some more small polish ( 183aa5a ) 0.5.1-alpha.0: Attempt one at fixing enough bugs for a release ( 0a825ab ) PS: Make a github issue or submit a comment on any of the devlogs and I will most likely implement it within the day :)"}, {"post_id": 79342, "ts": "2026-10-13T15:47:40Z", "hours": 5.7886, "text": "I should probably be posting these devlogs significantly more… Almost 6 hours for a devlog is quite a bit… But here I am. Here’s what’s changed. Here’s what’s finished: 0.5.0 full release Official Markdown file support Quality-of-life improvements Comprehensive test suite for more things Here’s what’s in progress: The cryptography branch Basic file locking and unlocking More tests Binary optimization 0.5.1 beta release soon Here’s what’s yet to be started: Additional updates More commands Quality of life for locking and unlocking Better branding and more Anyway my first ship finally finished so I should be submitting the next one any day now, probably once 0.5.1 or 0.5.2 is completed! Thanks for reading bye! PS: Still no idea what to put for screenshots for a CLI like this so enjoy more terminal screenshots…"}, {"post_id": 77873, "ts": "2026-10-08T16:53:43Z", "hours": 5.5978, "text": "Hey guys! Sorry for the crazy long wait! I have been insanely busy lately with stuff but this project is finally mostly ready for the next release! 0.5.0-alpha.0 is done! The biggest new feature being file contents are controlled by md files not just db contents! Here is more depth: Schema changes: contents string -> file_link -> String Command Changes: Edit now uses default configured editor and also has commands to change db values (other than id!) QoL: Lots of tiny fixes for quality of life to ensure things work well More command flags: Many more flags have had added support Why still in alpha? So this update is HUGE and has tons of small bugs on migrations, editing, searching, listing files, and more… so I just want to make a few more changes before a full release! Thanks for staying with me its almost over! Bye!"}, {"post_id": 75994, "ts": "2026-10-01T22:54:09Z", "hours": 3.5514, "text": "I have been working on a big migration :) its not quite done ofc but I will get their eventually. So sorry for this tiny devlog but I am working on somthing big for you guys!"}, {"post_id": 74188, "ts": "2026-09-26T21:40:23Z", "hours": 2.2856, "text": "Hi guys! Today I worked on a new stats command! Pretty basic I know… But I was lazy ok… Also I did a few other small things: Updated CI a bit Wrote some more tests Bumped version to v0.4.3 Some other stuff Oh one bigger thing I did was fix a bug with new lines and the shell prompt bugging into stuff that did not do a new line at the end… pretty simple fix but it makes reminders and stats look much better! Sorry for the stale devlog! bye"}, {"post_id": 73152, "ts": "2026-09-24T14:25:32Z", "hours": 3.3036, "text": "No way! Stardance was extended for one more month! And it has a story! This is insane! Sorry for not keeping up with the daily scheduled… don’t worry I am back on track (for a unnumbered amount of time)… but I am totally getting some hours in so the spaceship can be rebuilt… (Do I really want that? I man the destruction particle effects are really nice…) Hopfully my past ship that is still not reviewed counts for the time for this event! Ok changes time: Added tests Unified CLI commands Added Github Actions Added Binarys for all OSes and a bunch of other stuff I forgot about :) Hopfully this media/screenshots are decent looking because I was lazy and did not put much work into them ;D thanks for tolerating me :) bye!"}, {"post_id": 72018, "ts": "2026-09-22T00:43:19Z", "hours": 3.6858, "text": "Ok my goal is to write 3 devlogs today so I can make up for some missed ones last week… Plus I have the day off. So here is the first one: This morning I worked on writing some tests for db and for utility functions just getting it prepped for the 0.3.0 release. Next I am going to work on the 0.4.0 release which will mostly be a polish run honestly :)"}, {"post_id": 71445, "ts": "2026-09-20T20:42:37Z", "hours": 3.4747, "text": "Whoah! Its been a LONG time since I made a devlog here… Honestly I had intended on never making another one…but then I found myself actually using Monochromium, and I had a lot of issues with it, and well I have a roadmap in my mind so might as well… So I may have done a few hour long rewrite… I basically did a little bit of stuff for the ship getting fixed, then updated the config and reminder timer, then updated the reminder system, then… I SWITCHED THE ENTIRE DB LIBRARY! So that took a very, very, very long time… but resulted in 75% smaller binary (again) we are looking at a very small binary now :) and that is with SQLite still bundled for compatibility! Anyway guys I am so happy to be back (not happy about my missing sticky streak…) and hope to write again soon! PS: Yes the media sucks I just ran out of time today ok… Changelog fix issue with time parsing ( 4ccff8e ) Finish refactor, ran cargo fmt, bump version number to 0.3.0 alpha ( 2825568 ) Switch everything over to rusqlite, switch to sync instead of async, add new database model, cut binary size a lot, fix minor bugs, huge refactor ( f2f318b ) V0.2.0: Moved the types system to seperate folder, fixed reminer and checkins, added toml config, and minor other fixes ( 735d4c4 ) Update reminder to use config time, updated config to support toml ( 281a6a3 ) Fix readme and demo video ( 3466ed2 )"}, {"post_id": 68287, "ts": "2026-09-14T21:08:35Z", "hours": 1.6672, "text": "Ok I am actually so tired. I have to work today and tomorrow and I am also starting third place so this is your final devlog… for now… I will inevitably come back to make more changes, small polishes and upgrades down the line, but it will be a bit. In this last update, I polished things fixed a ton of warnings and made it good enough to hopefully release. Thank you all for following me through this journey. Its tiring to look back on it now but honestly it was still worth it. Goodbye! <3"}, {"post_id": 66917, "ts": "2026-09-12T21:40:13Z", "hours": 1.2172, "text": "Sorry for missing yesterdays devlog… Figured I would save it for today :) Today/Yesterday I worked on fixing major and minor bugs, additionally I made a export command to export all of the db rows quickly. Its so close to a v1 release I just want to make sure its super duper polished before I will release it!"}, {"post_id": 65784, "ts": "2026-09-11T04:59:59Z", "hours": 1.0553, "text": "Apparently you guys like programming memes. So its late again and I don’t want to make another piece of nice looking media! So here are some more memes (I know lazy…) Anyways today I worked on more docs, fixed bugs, published to crates.io and worked on the readme. Not much really… I am working on a few small tweaks and features but nothing major. Love you guys and have a great night :)"}, {"post_id": 65154, "ts": "2026-09-10T03:08:06Z", "hours": 1.145, "text": "Hey! I am back! Today is not even that late! Today I did not do that much but I did run into a Hackatime bug again! I hate when I write human code and it gets logged as AI time :( But time logging aside I worked on the docs today, I finished up comments for each of the commands and started on the readme. Anyway for the media I found a funny rust meme I wanted to share with you, its relevant because tokio is like 0.2mb of my binary size and V2 will def remove it…"}, {"post_id": 64637, "ts": "2026-09-09T05:56:05Z", "hours": 0.9472, "text": "Sorry this is so late (A common theme among my devlogs) But I still have 20 min before tomorrow! Let me have it! Today I mostly wrote docs, added a logo, packaged it, shrunk the binary by 75% from 8mb to 2mb! Anyways its basically done, probably 3 days more of devlogs just because I am a perfectionist. Also super sorry about the media… it kind of sucks I know."}, {"post_id": 63927, "ts": "2026-09-07T23:48:22Z", "hours": 1.0564, "text": "Ok not much done today I had a 4 hour drive so I just watched some Attack on Titan :) But I did get SOME coding done! Today I implemented the reminder function and the inital set up functions. The reminder one is mostly complete but I might add a few different message types. As for the init command its iffy, I just need to change the checks and update a few things but its a pretty minimal feature. Honestly I will be honest its getting pretty close to done! My expected timeline for V1 of this project was 20 hours so its already pretty on target."}, {"post_id": 63198, "ts": "2026-09-06T21:21:33Z", "hours": 0.8339, "text": "OK we are back to daily (I hope ) devlogs. Again really sorry about last time… So I only did about an hour of work today because my Mom hates when I code on sundays… Today I started working on the reminder command, it will run when ever you open your terminal and remind you to check in (yay mental health!) Becuase this is a pretty big task I started by updating the search function to support searching for types, I am going to use this new search to find the last time a user checked in with a note. Sorry I had little time to make better looking screenshots… or a video… but hopfully they look decent. Thanks for reading! Have a wonderful day!"}, {"post_id": 62546, "ts": "2026-09-06T00:08:47Z", "hours": 3.3806, "text": "I am SOOO sorry! I completely missed 2 days in a row… And the worst part is I totally knew the whole time… So here is the story: Basically I usally work from 5 PM to 10:30 PM, but on Thursday, I got out of work at 12:00 and then on Friday (The next day) I got out at 11:30 . So I was way too tired to do much… Now I am out of my house for Labor day weekend and so I can’t make my pretty videos for a few days. So here is what I did: Updated add command with better error handling Made the edit command and fixed it a lot Add MIT LICENSE and blank readme Start shell config for future features Anyways so I did a little bit! Again super sorry for the boring image, its the logo/banner for the project!"}, {"post_id": 60551, "ts": "2026-09-02T23:30:19Z", "hours": 1.5156, "text": "Today was kind of slow :( but that does not mean I am missing a devlog! I did 3 main things, first I added a view command allowing you to see note content, second I updated the delete function logging, and finally I added the search function to let you basic search your notes! Thanks for reading and again, really sorry for bad media upload (just realizing I will probably saw that about every day), and have a great day! PS: My time logging is really odd lately, despite not using AI its logging some of it as AI and I think that lost me 20m today or smth… but idk! PPS: The video was huge so I had chatgpt edit it, let me know how you think it did…"}, {"post_id": 59921, "ts": "2026-09-01T23:04:18Z", "hours": 1.8117, "text": "Hey everyone! I am back for another daily devlog again almost nothing new to show (Sorry) But its getting better! I added a few new things: Updated list command, switch from providing full db every time to just a connection instance, and updated the delete function to be able to remove notes. So a pretty substantial day imo! Enjoy the video, hopefully its fun to watch!"}, {"post_id": 59329, "ts": "2026-09-01T01:53:03Z", "hours": 2.1469, "text": "Almost missed this one! Honestly I sometimes love writing these but after a longer day of debugging its not as much fun… Anyways, today I got some good stuff done, I finally make it kind of usable with working commands* (kind of…) Still not much to show in the media but I tried my best for you guys! Enjoy!"}, {"post_id": 58464, "ts": "2026-08-30T21:43:19Z", "hours": 0.9561, "text": "Ok we are back to the daily devlogs! So lets get into this one: Today I just did a little bit of work, I implemented a utilities folder with small helper functions for tiny things here and there. I updated the add() function and made the checkin() function. Not much else… Honestly I have no idea what to put for the picture yet… Anyways thanks for reading!"}, {"post_id": 57673, "ts": "2026-08-29T21:57:43Z", "hours": 5.3897, "text": "So I was gonna post a lot more dev logs for this project, but I accidentally had the wrong hackatime project set… Anyway, unfortunately there’s still not a whole lot more for me to show as it’s a CL hide but… Here’s a few pretty pictures from my code editor to tie you over!"}]...
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Title: Monochromium by @eli | Stardance
Devlogs:
Title: Monochromium by @eli | Stardance
Devlogs:
So I was gonna post a lot more dev logs for this project, but I accidentally had the wrong hackatime project set… Anyway, unfortunately there’s still not a whole lot more for me to show as it’s a CL hide but… Here’s a few pretty pictures from my code editor to tie you over!
Ok we are back to the daily devlogs! So lets get into this one: Today I just did a little bit of work, I implemented a utilities folder with small helper functions for tiny things here and there. I updated the add() function and made the checkin() function. Not much else… Honestly I have no idea what to put for the picture yet… Anyways thanks for reading!
Almost missed this one! Honestly I sometimes love writing these but after a longer day of debugging its not as much fun… Anyways, today I got some good stuff done, I finally make it kind of usable with working commands* (kind of…) Still not much to show in the media but I tried my best for you guys! Enjoy!
Hey everyone! I am back for another daily devlog again almost nothing new to show (Sorry) But its getting better! I added a few new things: Updated list command, switch from providing full db every time to just a connection instance, and updated the delete function to be able to remove notes. So a pretty substantial day imo! Enjoy the video, hopefully its fun to watch!
Today was kind of slow :( but that does not mean I am missing a devlog! I did 3 main things, first I added a view command allowing you to see note content, second I updated the delete function logging, and finally I added the search function to let you basic search your notes! Thanks for reading and again, really sorry for bad media upload (just realizing I will probably saw that about every day), and have a great day! PS: My time logging is really odd lately, despite not using AI its logging some of it as AI and I think that lost me 20m today or smth… but idk! PPS: The video was huge so I had chatgpt edit it, let me know how you think it did…
I am SOOO sorry! I completely missed 2 days in a row… And the worst part is I totally knew the whole time… So here is the story: Basically I usally work from 5 PM to 10:30 PM, but on Thursday, I got out of work at 12:00 and then on Friday (The next day) I got out at 11:30 . So I was way too tired to do much… Now I am out of my house for Labor day weekend and so I can’t make my pretty videos for a few days. So here is what I did: Updated add command with better error handling Made the edit command and fixed it a lot Add MIT LICENSE and blank readme Start shell config for future features Anyways so I did a little bit! Again super sorry for the boring image, its the logo/banner for the project!
OK we are back to daily (I hope ) devlogs. Again really sorry about last time… So I only did about an hour of work today because my Mom hates when I code on sundays… Today I started working on the reminder command, it will run when ever you open your terminal and remind you to check in (yay mental health!) Becuase this is a pretty big task I started by updating the search function to support searching for types, I am going to use this new search to find the last time a user checked in with a note. Sorry I had little time to make better looking screenshots… or a video… but hopfully they look decent. Thanks for reading! Have a wonderful day!
Ok not much done today I had a 4 hour drive so I just watched some Attack on Titan :) But I did get SOME coding done! Today I implemented the reminder function and the inital set up functions. The reminder one is mostly complete but I might add a few different message types. As for the init command its iffy, I just need to change the checks and update a few things but its a pretty minimal feature. Honestly I will be honest its getting pretty close to done! My expected timeline for V1 of this project was 20 hours so its already pretty on target.
Sorry this is so late (A common theme among my devlogs) But I still have 20 min before tomorrow! Let me have it! Today I mostly wrote docs, added a logo, packaged it, shrunk the binary by 75% from 8mb to 2mb! Anyways its basically done, probably 3 days more of devlogs just because I am a perfectionist. Also super sorry about the media… it kind of sucks I know.
Hey! I am back! Today is not even that late! Today I did not do that much but I did run into a Hackatime bug again! I hate when I write human code and it gets logged as AI time :( But time logging aside I worked on the docs today, I finished up comments for each of the commands and started on the readme. Anyway for the media I found a funny rust meme I wanted to share with you, its relevant because tokio is like 0.2mb of my binary size and V2 will def remove it…
Apparently you guys like programming memes. So its late again and I don’t want to make another piece of nice looking media! So here are some more memes (I know lazy…) Anyways today I worked on more docs, fixed bugs, published to crates.io and worked on the readme. Not much really… I am working on a few small tweaks and features but nothing major. Love you guys and have a great night :)
Sorry for missing yesterdays devlog… Figured I would save it for today :) Today/Yesterday I worked on fixing major and minor bugs, additionally I made a export command to export all of the db rows quickly. Its so close to a v1 release I just want to make sure its super duper polished before I will release it!
Ok I am actually so tired. I have to work today and tomorrow and I am also starting third place so this is your final devlog… for now… I will inevitably come back to make more changes, small polishes and upgrades down the line, but it will be a bit. In this last update, I polished things fixed a ton of warnings and made it good enough to hopefully release. Thank you all for following me through this journey. Its tiring to look back on it now but honestly it was still worth it. Goodbye! <3
Whoah! Its been a LONG time since I made a devlog here… Honestly I had intended on never making another one…but then I found myself actually using Monochromium, and I had a lot of issues with it, and well I have a roadmap in my mind so might as well… So I may have done a few hour long rewrite… I basically did a little bit of stuff for the ship getting fixed, then updated the config and reminder timer, then updated the reminder system, then… I SWITCHED THE ENTIRE DB LIBRARY! So that took a very, very, very long time… but resulted in 75% smaller binary (again) we are looking at a very small binary now :) and that is with SQLite still bundled for compatibility! Anyway guys I am so happy to be back (not happy about my missing sticky streak…) and hope to write again soon! PS: Yes the media sucks I just ran out of time today ok… Changelog fix issue with time parsing ( 4ccff8e ) Finish refactor, ran cargo fmt, bump version number to 0.3.0 alpha ( 2825568 ) Switch everything over to rusqlite, switch to sync instead of async, add new database model, cut binary size a lot, fix minor bugs, huge refactor ( f2f318b ) V0.2.0: Moved the types system to seperate folder, fixed reminer and checkins, added toml config, and minor other fixes ( 735d4c4 ) Update reminder to use config time, updated config to support toml ( 281a6a3 ) Fix readme and demo video ( 3466ed2 )
Ok my goal is to write 3 devlogs today so I can make up for some missed ones last week… Plus I have the day off. So here is the first one: This morning I worked on writing some tests for db and for utility functions just getting it prepped for the 0.3.0 release. Next I am going to work on the 0.4.0 release which will mostly be a polish run honestly :)
No way! Stardance was extended for one more month! And it has a story! This is insane! Sorry for not keeping up with the daily scheduled… don’t worry I am back on track (for a unnumbered amount of time)… but I am totally getting some hours in so the spaceship can be rebuilt… (Do I really want that? I man the destruction particle effects are really nice…) Hopfully my past ship that is still not reviewed counts for the time for this event! Ok changes time: Added tests Unified CLI commands Added Github Actions Added Binarys for all OSes and a bunch of other stuff I forgot about :) Hopfully this media/screenshots are decent looking because I was lazy and did not put much work into them ;D thanks for tolerating me :) bye!
Hi guys! Today I worked on a new stats command! Pretty basic I know… But I was lazy ok… Also I did a few other small things: Updated CI a bit Wrote some more tests Bumped version to v0.4.3 Some other stuff Oh one bigger thing I did was fix a bug with new lines and the shell prompt bugging into stuff that did not do a new line at the end… pretty simple fix but it makes reminders and stats look much better! Sorry for the stale devlog! bye
I have been working on a big migration :) its not quite done ofc but I will get their eventually. So sorry for this tiny devlog but I am working on somthing big for you guys!
Hey guys! Sorry for the crazy long wait! I have been insanely busy lately with stuff but this project is finally mostly ready for the next release! 0.5.0-alpha.0 is done! The biggest new feature being file contents are controlled by md files not just db contents! Here is more depth: Schema changes: contents string -> file_link -> String Command Changes: Edit now uses default configured editor and also has commands to change db values (other than id!) QoL: Lots of tiny fixes for quality of life to ensure things work well More command flags: Many more flags have had added support Why still in alpha? So this update is HUGE and has tons of small bugs on migrations, editing, searching, listing files, and more… so I just want to make a few more changes before a full release! Thanks for staying with me its almost over! Bye!
I should probably be posting these devlogs significantly more… Almost 6 hours for a devlog is quite a bit… But here I am. Here’s what’s changed. Here’s what’s finished: 0.5.0 full release Official Markdown file support Quality-of-life improvements Comprehensive test suite for more things Here’s what’s in progress: The cryptography branch Basic file locking and unlocking More tests Binary optimization 0.5.1 beta release soon Here’s what’s yet to be started: Additional updates More commands Quality of life for locking and unlocking Better branding and more Anyway my first ship finally finished so I should be submitting the next one any day now, probably once 0.5.1 or 0.5.2 is completed! Thanks for reading bye! PS: Still no idea what to put for screenshots for a CLI like this so enjoy more terminal screenshots…
Honestly not much to share with you guys, just lots and lots of bug fixes across the board. Some of the major ones identified and fixed were: Commands breaking when parsing locked commands Code being super ugly :( Security Fixes And several I forgot… Any ways I am currently working on more security fixes so we can release 0.5.1 full release, I want to ensure that there are NO security issues for a update based entirely on making it secure… Some other planned stuff: Quick config change commands Better quick note title genration Full documentation on how to use Tutorial command? On Install helper prompt Anything else you guys want Ok bye! Changelog Fix fmt and clippy ( e839d6b ) pre security patch ( 90f155f ) QoL and code quality fixes ( a2be63e ) Bug fixes ( 9bbf71f ) Some more small polish ( 183aa5a ) 0.5.1-alpha.0: Attempt one at fixing enough bugs for a release ( 0a825ab ) PS: Make a github issue or submit a comment on any of the devlogs and I will most likely implement it within the day :)
I started working through the feedback that I got from the different star interviews on my last ship because I want to make sure that the next one’s really polished for you guys! I wanted to try to be professional with this, so I made five GitHub issues, and I’ve been trying to use the CLI for most of the stuff! Here are the two I finished so far: Switch stats command to use SQL count for performance and simplicity Added Mac OS Intel release as well as a Universal binary Unrelated to the start interviews, I added some checks before you can commit your code to prevent CI fails Anyway, guys, sorry for the long time between this and the last vlog. Hopefully you guys are having a great day. Thanks for checking in. Bye :)
Ships:
Hi everyone! Today I am shipping Monochromium (v0.1.1) a flexible CLI note taking app for the terminal! Written in Rust its a fast app with a binary smaller than 2mb! We have a full spec for future versions and plan to keep writing more code soon! My favorite part of developing this app was probably learning the clap syntax, its quite easy and intuitive now! Thanks for reading :)...
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Me!!! by @Shambhavi | Stardance
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Shambhavi
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2
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44.0
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116
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T02:04:33Z", "hours": 28.0, "multiplier": 2.83, "payout": 0, "blessing": "neutral", "text": "Hi guys! This is a second ship of my personal website, but it is completely changed with more features from ship #1 (I still have it though!). Creating this website was very fun. I don’t know much about coding, and this was a fun and creative way to learn some HMTL, CSS, and JavaScript. Here are some cool features of my website, which can also be seen in the README: Cool topographic background on the entire website, except for modals Auto typing text Flowing gradient background on website header (my name) Sticky navbar Navbar blurs the background behind it Custom scroll bar on the entire website, including modals DARK MODE Different topographic background color Different colors The toggle changes with each click Music player modal Opens up a modal Plays a song User can exit out of the modal by clicking the “x” button or clicking on the window outside of the modal Navbar uses anchor links to scroll smoothly to sections Informative glass cards that get slightly larger when the user hovers over them The background behind the glass cards is blurred 4 interest modals Music modal: what instruments I play, my SPOTIFY playlists Traveling modal: travel recommendations with reviews Art modal: art gallery with a informative overlay on top of the art images that show up when the user hovers overs an image Books modal: book recommendations with reviews Projects section Several glass cards that get larger when hovered over Two links fade in when the user hovers over the card, which open up in a new tab Achievements section Sliding marquee When user hovers over the marquee, it stops, allowing the user to read the text Contact section Two image links that bring the user to my email and github page in a separate tab On the modals, as the user starts to scroll down, a scroll back to top button pops up, bringing the user back to the top of the modal so they can click the “x” button Credits: To create this website, I used some help of AI to assist with spacing problems and other minor details. I also used some YouTube videos to help me create some awesome features, but I made sure to understand the code instead of just copying everything. I worked really hard on this website, and I hope you like it! NOTE: This website should not be viewed on phones, otherwise it’ll look weird. Laptops and desktop monitors are fine.", "repo": "https://github.com/shambhavi1205-bit/Hack-Club", "demo": "https://shambhavi1205-bit.github.io/Hack-Club/"}, {"ship_num": 2, "ts": "2026-08-06T23:23:41Z", "hours": 16.0, "multiplier": 7.39, "payout": 116, "blessing": "neutral", "text": "I made a personal website, which is my first ever coding/tech project. It features some information about me and four other pages about my interests with pictures. I am proud of figuring out how to make a functional website with multiple pages, though it took quite some time. I am also proud of how it looks - I really like the color scheme. I do plan on adding some extra animations, but later if I want to develop this website more. There were many challenges because I don’t know how to code. Setting up hackatime was definitely hard! Also, the margin stuff got really confusing. I set big margins in the beginning because that’s what made the content move, but when I asked AI to help, it said that the margins were wrong. So I eventually just made a website with slightly large margins. I think I also did the animation weirdly with my AI generated portrait, so I also had to fix that. I did use AI, but in a limited way. I used it to understand some codes, and help me fix small things, but I always made sure to understand the lines of code before actually using it. Using my website is pretty simple - you just click on the buttons to go to different pages, and on each page is a home button bringing the user back to the home page. Also, I am going to add more books and places to my traveling and books pages! I hope you like my website!", "repo": "https://github.com/shambhavi1205-bit/Hack-Club", "demo": "https://shambhavi1205-bit.github.io/Hack-Club/"}]...
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[{"post_id": 81920, "ts": "202 [{"post_id": 81920, "ts": "2026-10-23T01:58:19Z", "hours": 3.2364, "text": "DEVLOG #10!!!!!! I’m ready to ship!!!!! I created a music player that stays on the website everywhere. It contains a Javascript button that will start the music, and pause it. I also updated my README with all of the features that I have worked hard to add on my website. So excited to ship! Here is my music player!"}, {"post_id": 78234, "ts": "2026-10-10T02:17:22Z", "hours": 2.4539, "text": "DEVLOG #10!!! Yayyyyy!!!!!! I feel like I actually accomplished a lot in these 2-ish hours! I struggled with some features, but I was able to do it faster because I now am a little bit familiar with the basics of CSS and HTML. Not JS though. I used very little AI to guide me through the process, and I am confused why my Hackatime Dashboard says I used AI, which I really didn’t. I didn’t use it to code - I used it to explain to me how some things worked. NEW FEATURES: An accomplishments section with a marquee that pauses when the user hovers over it, which looks really neat A contact section with my email and github accounts I spaced out the sections so the anchor navbar scrolls to each section without other sections peeking in and distracting Figured out why the blur effect on the marquee was not working Started working on some of the color schemes for dark mode NEXT STEPS: Complete dark mode scheme Add some cute arrows here and there helping the viewer along the website SHIPPING!!! Please take a look at some pictures as usual! :)"}, {"post_id": 76275, "ts": "2026-10-03T01:35:42Z", "hours": 6.7547, "text": "DEVLOG #9 HIIII!!!!!!!!! I am actually so mad…upset, really. The thing is, I coded a simple slider for my achievements section, and now it disappeared! Well, at least I will show you some of the changes that I made. I think I am close to shipping it, but I need to finish the achievements section and the contacts section. FEATURES: Decided to center the cards on the website to make it look neater Completed the art modal with overlays over each picture explaining how I made it Added some Projects cards - when you hover over it, some links pop up, like to my websites Basically, I feel like I didn’t get much done. One day, I spent an hour working on the slider, but then it didn’t save. Then, I watched a YouTube video on how to simply create a slider which was looking really nice, but when I opened my website, it didn’t save again. Huh. It’s annoying, but hopefully I will figure it out. Below are some fun pictures about my website:"}, {"post_id": 66786, "ts": "2026-09-12T17:48:25Z", "hours": 7.1833, "text": "DEVLOG #8 Hi again! I haven’t worked on this project for a couple days since school started, so I decided to post a devlog at least for the hours I had done last week. In like 3 or 4 hours, I think I will be done with this personal website and then start my next project!!! Before on my first website, I had an about section with buttons below it for each interest, leading to a separate page on the same website. I wanted to make it more professional, so I removed the buttons and decided to style some cards with information on it. THINGS I ADDED: An ‘About Me’ glass card which expands when hovered over it In the ‘Interests’ section, four glass cards, which when hovered, open up a modal with more detailed information and playlists, reviews, recommendations, pictures, etc. A close button on the modal to close it, but the user can also click on the darkened window to close out of the modal Added some more travel recommendations A more subtle topographic background for the dark mode Changed the overall font of the text on the navbar and the text on the glass cards Extra info: I had some trouble positioning the glass cards, but for now I think it looks all right. NEXT STEPS: Add something next to the About Me glass card - maybe a picture or something? (I would love recommendations plz) Add a button that appears right after scrolling down on the modals that brings the user back to the top of the modal to close out of it if a user does not want or know how to exit by clicking the window Add the other sections Position each section in each viewport because I am having a lot of trouble separating them. I honestly don’t know how to do that, so I think that will take a lot of time. Below, I have attached some pics - and I’m sorry, I forgot to add a picture of the website in dark mode!"}, {"post_id": 59721, "ts": "2026-09-01T17:22:23Z", "hours": 8.0917, "text": "DEVLOG #7 HI everyone!!! So many updates for you!!!!! Since my first ship, I decided to make this personal website into a more professional one with cooler features. Don’t worry though, I have my first website saved in a different codespace! I have spent these 8 hours doing a lot of stuff! I started off with created a topographic background. I struggled to find the right image in Canva which would repeat correctly and wouldn’t look ‘broken.’ Next, I worked on the auto typing text which sort of describes me by saying “I am a musician, I am a coder, I am learning,” stuff like that. I created this awesome effect by following a YouTube video. I also added a moving gradient effect over my name and yes, I removed the banner with the scrabble tiles to create this new home page. After that, I spent a lot of time creating the sticky navbar. It was so confusing, especially because I wanted it to look perfect. In the end I also added a blur effect. Using another tutorial, I managed to create anchor links, which I had noticed on a couple of really good personal websites. Lastly, I designed a custom scrollbar, which I think really adds a nice touch. Right now, I am working on the dark mode button styling, and actually making it work. I removed all of the buttons and am working on to create it more professionally. If anyone wants the link to the old website, let me know! To make these changes, I used AI to help me debug the very confusing codes. Remember, I am still kind of new to HTML and CSS. I also tried learning some JavaScript from W3 Schools, but it does not make sense. If anyone knows a good resource to learn js, please tell me. Below, as usual, are a couple of pictures of my progress:"}, {"post_id": 42298, "ts": "2026-08-06T22:58:49Z", "hours": 1.16, "text": "LAST DEVLOG (#6) I’m DONE!!!!!!!!!!!!!!!!!! I just fixed the buttons on the home page, using a little bit of AI, but I definitely made sure to understand each line of code it fixed. I also added a quote and footer at the bottom of the website because there was a lot of blank space that I didn’t know how to get rid of, so I decided to add content. Well, I hope you all like my website!"}, {"post_id": 42177, "ts": "2026-08-06T19:54:53Z", "hours": 3.7856, "text": "DEVLOG #5 Hi again! So I got all of the pages about my interests done. After my first ship, I plan on kind of making them into a blog. I will write a lot more reviews on a lot more books on the books page and more reviews on the traveling page for more places that I’ve been to. My last step is to position the buttons on the home page which IS NOT WORKING!!! I think my margins are way too large and I have other large elements…and it’s still not working. Well, if anyone has any suggestions, that’d be great! Here are the pages:"}, {"post_id": 37155, "ts": "2026-07-29T17:30:09Z", "hours": 5.0958, "text": "DEVLOG #4!!! I got a lot done! I added the buttons about my interests at the bottom of the home page. The buttons lead to other pages on the same website with information of their own. Right now, I am done with one out of four pages, but now that I know the process, hopefully the other pages will go faster. I also decided agains adding Javascript because learning that would take a lot of time. On my traveling page, I have parallax scrolling, some images and text, and a button bringing the user back to the home page. Challenges included the margins for my traveling page, mainly because I wanted to wrap the text around the images. Also, I sort of accidentally deleted an html file, so it took some time trying to get that back. Next time, I should have all my pages done and move the buttons up…and be ready to ship! Take a look at some pictures of my website:"}, {"post_id": 34754, "ts": "2026-07-25T18:48:57Z", "hours": 3.1286, "text": "DEVLOG #3 Hello, again! I spent a lot of time learning CSS and arranging elements. I used AI a little bit to understand how to add graphics from Canva onto my website…and I also realized how to actually add commits into my codespace. I know I already started the website, but moving forward I will definitely remember to commit frequently!🤣 So, I added an AI generated image of myself with cool effects (if you hover the animation pauses) and a banner. I spent a lot of time on this because the animation stuff got really confusing. The challenges started happening with the margins. I think I set the numbers too big and it caused the images to be shifted down, so I don’t think I will mess with it more and just leave it. Since it’s my first time coding, this will be a project where I learn things. A lot of time was spent playing around with the banner. Soon, I hope to add little buttons at the bottom bringing the user to pages that talk about my hobbies. I plan to add cool scrolling, picture carousels, etc. Below are a couple of screenshots - sorry I couldn’t add a video!"}, {"post_id": 30351, "ts": "2026-07-17T20:29:11Z", "hours": 1.6864, "text": "DEVLOG #2 Hi! Today I mainly focused on learning CSS basics. I spaced the text on the website page, changed fonts, chose colors that I thought looked nice, and added some cool effects. The challenge was adding a new font from Google Fonts into my codespace. For a while, I had put it in my CSS file, and when I pasted it into my HTML file, it worked! The next time I work I hope to start adding graphics onto my page."}, {"post_id": 29720, "ts": "2026-07-16T20:13:30Z", "hours": 0.8933, "text": "DEVLOG #1 Hello!!!! I finally started working on my personal website! I am completely new to coding, and it was definitely challenging trying to learn HTML! Today I mainly used W3 schools to understand the basics, and I started putting some content on the page. I created an HTML and CSS file. In fact, I planned my website out on paper because I wanted to sort of visualize how I wanted it to turn out. I actually changed the color of the text in HTML when I realized I should probably put it in my CSS file. I removed those lines of code and I will most likely do that next time. Next time I work on the website, I want to change the text color, font, and align the text. I may also research how to add some graphics onto the website as images."}]...
|
Title: Me!!! by @Shambhavi | Stardance
Devlogs:
D Title: Me!!! by @Shambhavi | Stardance
Devlogs:
DEVLOG #1 Hello!!!! I finally started working on my personal website! I am completely new to coding, and it was definitely challenging trying to learn HTML! Today I mainly used W3 schools to understand the basics, and I started putting some content on the page. I created an HTML and CSS file. In fact, I planned my website out on paper because I wanted to sort of visualize how I wanted it to turn out. I actually changed the color of the text in HTML when I realized I should probably put it in my CSS file. I removed those lines of code and I will most likely do that next time. Next time I work on the website, I want to change the text color, font, and align the text. I may also research how to add some graphics onto the website as images.
DEVLOG #2 Hi! Today I mainly focused on learning CSS basics. I spaced the text on the website page, changed fonts, chose colors that I thought looked nice, and added some cool effects. The challenge was adding a new font from Google Fonts into my codespace. For a while, I had put it in my CSS file, and when I pasted it into my HTML file, it worked! The next time I work I hope to start adding graphics onto my page.
DEVLOG #3 Hello, again! I spent a lot of time learning CSS and arranging elements. I used AI a little bit to understand how to add graphics from Canva onto my website…and I also realized how to actually add commits into my codespace. I know I already started the website, but moving forward I will definitely remember to commit frequently!🤣 So, I added an AI generated image of myself with cool effects (if you hover the animation pauses) and a banner. I spent a lot of time on this because the animation stuff got really confusing. The challenges started happening with the margins. I think I set the numbers too big and it caused the images to be shifted down, so I don’t think I will mess with it more and just leave it. Since it’s my first time coding, this will be a project where I learn things. A lot of time was spent playing around with the banner. Soon, I hope to add little buttons at the bottom bringing the user to pages that talk about my hobbies. I plan to add cool scrolling, picture carousels, etc. Below are a couple of screenshots - sorry I couldn’t add a video!
DEVLOG #4!!! I got a lot done! I added the buttons about my interests at the bottom of the home page. The buttons lead to other pages on the same website with information of their own. Right now, I am done with one out of four pages, but now that I know the process, hopefully the other pages will go faster. I also decided agains adding Javascript because learning that would take a lot of time. On my traveling page, I have parallax scrolling, some images and text, and a button bringing the user back to the home page. Challenges included the margins for my traveling page, mainly because I wanted to wrap the text around the images. Also, I sort of accidentally deleted an html file, so it took some time trying to get that back. Next time, I should have all my pages done and move the buttons up…and be ready to ship! Take a look at some pictures of my website:
DEVLOG #5 Hi again! So I got all of the pages about my interests done. After my first ship, I plan on kind of making them into a blog. I will write a lot more reviews on a lot more books on the books page and more reviews on the traveling page for more places that I’ve been to. My last step is to position the buttons on the home page which IS NOT WORKING!!! I think my margins are way too large and I have other large elements…and it’s still not working. Well, if anyone has any suggestions, that’d be great! Here are the pages:
LAST DEVLOG (#6) I’m DONE!!!!!!!!!!!!!!!!!! I just fixed the buttons on the home page, using a little bit of AI, but I definitely made sure to understand each line of code it fixed. I also added a quote and footer at the bottom of the website because there was a lot of blank space that I didn’t know how to get rid of, so I decided to add content. Well, I hope you all like my website!
DEVLOG #7 HI everyone!!! So many updates for you!!!!! Since my first ship, I decided to make this personal website into a more professional one with cooler features. Don’t worry though, I have my first website saved in a different codespace! I have spent these 8 hours doing a lot of stuff! I started off with created a topographic background. I struggled to find the right image in Canva which would repeat correctly and wouldn’t look ‘broken.’ Next, I worked on the auto typing text which sort of describes me by saying “I am a musician, I am a coder, I am learning,” stuff like that. I created this awesome effect by following a YouTube video. I also added a moving gradient effect over my name and yes, I removed the banner with the scrabble tiles to create this new home page. After that, I spent a lot of time creating the sticky navbar. It was so confusing, especially because I wanted it to look perfect. In the end I also added a blur effect. Using another tutorial, I managed to create anchor links, which I had noticed on a couple of really good personal websites. Lastly, I designed a custom scrollbar, which I think really adds a nice touch. Right now, I am working on the dark mode button styling, and actually making it work. I removed all of the buttons and am working on to create it more professionally. If anyone wants the link to the old website, let me know! To make these changes, I used AI to help me debug the very confusing codes. Remember, I am still kind of new to HTML and CSS. I also tried learning some JavaScript from W3 Schools, but it does not make sense. If anyone knows a good resource to learn js, please tell me. Below, as usual, are a couple of pictures of my progress:
DEVLOG #8 Hi again! I haven’t worked on this project for a couple days since school started, so I decided to post a devlog at least for the hours I had done last week. In like 3 or 4 hours, I think I will be done with this personal website and then start my next project!!! Before on my first website, I had an about section with buttons below it for each interest, leading to a separate page on the same website. I wanted to make it more professional, so I removed the buttons and decided to style some cards with information on it. THINGS I ADDED: An ‘About Me’ glass card which expands when hovered over it In the ‘Interests’ section, four glass cards, which when hovered, open up a modal with more detailed information and playlists, reviews, recommendations, pictures, etc. A close button on the modal to close it, but the user can also click on the darkened window to close out of the modal Added some more travel recommendations A more subtle topographic background for the dark mode Changed the overall font of the text on the navbar and the text on the glass cards Extra info: I had some trouble positioning the glass cards, but for now I think it looks all right. NEXT STEPS: Add something next to the About Me glass card - maybe a picture or something? (I would love recommendations plz) Add a button that appears right after scrolling down on the modals that brings the user back to the top of the modal to close out of it if a user does not want or know how to exit by clicking the window Add the other sections Position each section in each viewport because I am having a lot of trouble separating them. I honestly don’t know how to do that, so I think that will take a lot of time. Below, I have attached some pics - and I’m sorry, I forgot to add a picture of the website in dark mode!
DEVLOG #9 HIIII!!!!!!!!! I am actually so mad…upset, really. The thing is, I coded a simple slider for my achievements section, and now it disappeared! Well, at least I will show you some of the changes that I made. I think I am close to shipping it, but I need to finish the achievements section and the contacts section. FEATURES: Decided to center the cards on the website to make it look neater Completed the art modal with overlays over each picture explaining how I made it Added some Projects cards - when you hover over it, some links pop up, like to my websites Basically, I feel like I didn’t get much done. One day, I spent an hour working on the slider, but then it didn’t save. Then, I watched a YouTube video on how to simply create a slider which was looking really nice, but when I opened my website, it didn’t save again. Huh. It’s annoying, but hopefully I will figure it out. Below are some fun pictures about my website:
DEVLOG #10!!! Yayyyyy!!!!!! I feel like I actually accomplished a lot in these 2-ish hours! I struggled with some features, but I was able to do it faster because I now am a little bit familiar with the basics of CSS and HTML. Not JS though. I used very little AI to guide me through the process, and I am confused why my Hackatime Dashboard says I used AI, which I really didn’t. I didn’t use it to code - I used it to explain to me how some things worked. NEW FEATURES: An accomplishments section with a marquee that pauses when the user hovers over it, which looks really neat A contact section with my email and github accounts I spaced out the sections so the anchor navbar scrolls to each section without other sections peeking in and distracting Figured out why the blur effect on the marquee was not working Started working on some of the color schemes for dark mode NEXT STEPS: Complete dark mode scheme Add some cute arrows here and there helping the viewer along the website SHIPPING!!! Please take a look at some pictures as usual! :)
DEVLOG #10!!!!!! I’m ready to ship!!!!! I created a music player that stays on the website everywhere. It contains a Javascript button that will start the music, and pause it. I also updated my README with all of the features that I have worked hard to add on my website. So excited to ship! Here is my music player!
Ships:
I made a personal website, which is my first ever coding/tech project. It features some information about me and four other pages about my interests with pictures. I am proud of figuring out how to make a functional website with multiple pages, though it took quite some time. I am also proud of how it looks - I really like the color scheme. I do plan on adding some extra animations, but later if I want to develop this website more. There were many challenges because I don’t know how to code. Setting up hackatime was definitely hard! Also, the margin stuff got really confusing. I set big margins in the beginning because that’s what made the content move, but when I asked AI to help, it said that the margins were wrong. So I eventually just made a website with slightly large margins. I think I also did the animation weirdly with my AI generated portrait, so I also had to fix that. I did use AI, but in a limited way. I used it to understand some codes, and help me fix small things, but I always made sure to understand the lines of code before actually using it. Using my website is pretty simple - you just click on the buttons to go to different pages, and on each page is a home button bringing the user back to the home page. Also, I am going to add more books and places to my traveling and books pages! I hope you like my website!
Hi guys! This is a second ship of my personal website, but it is completely changed with more features from ship #1 (I still have it though!). Creating this website was very fun. I don’t know much about coding, and this was a fun and creative way to learn some HMTL, CSS, and JavaScript. Here are some cool features of my website, which can also be seen in the README: Cool topographic background on the entire website, except for modals Auto typing text Flowing gradient background on website header (my name) Sticky navbar Navbar blurs the background behind it Custom scroll bar on the entire website, including modals DARK MODE Different topographic background color Different colors The toggle changes with each click Music player modal Opens up a modal Plays a song User can exit out of the modal by clicking the “x” button or clicking on the window outside of the modal Navbar uses anchor links to scroll smoothly to sections Informative glass cards that get slightly larger when the user hovers over them The background behind the glass cards is blurred 4 interest modals Music modal: what instruments I play, my SPOTIFY playlists Traveling modal: travel recommendations with reviews Art modal: art gallery with a informative overlay on top of the art images that show up when the user hovers overs an image Books modal: book recommendations with reviews Projects section Several glass cards that get larger when hovered over Two links fade in when the user hovers over the card, which open up in a new tab Achievements section Sliding marquee When user hovers over the marquee, it stops, allowing the user to read the text Contact section Two image links that bring the user to my email and github page in a separate tab On the modals, as the user starts to scroll down, a scroll back to top button pops up, bringing the user back to the top of the modal so they can click the “x” button Credits: To create this website, I used some help of AI to assist with spacing problems and other minor details. I also used some YouTube videos to help me create some awesome features, but I made sure to understand the code instead of just copying everything. I worked really hard on this website, and I hope you like it! NOTE: This website should not be viewed on phones, otherwise it’ll look weird. Laptops and desktop monitors are fine....
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1792835359.7038863
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1792921759.7038863
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52077
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My Personal Website by @mrliamcarlson | Stardance
|
mrliamcarlson
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2
|
9.06
|
14
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T00:38:01Z", "hours": 5.0, "multiplier": 2.88, "payout": 14, "blessing": "neutral", "text": "I improved my personal website by adding a dashboard page complete with my discord presence activity (chatgibbidy helped), the weather of my city, my school year countdown and finally some things that i like. I also worked on some other parts of the website like clocks on the dashboard and main page.", "repo": "https://github.com/willybilly31/My-personal-Website", "demo": "https://willybilly31.github.io/My-personal-Website/"}, {"ship_num": 2, "ts": "2026-08-22T13:48:06Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website using HTML, CSS, and some JavaScript. It includes an introduction, a projects section, contact information, a custom cursor, and custom styling. I built the site to practice web development and create a place where I can show some of the projects I have worked on.", "repo": "https://github.com/willybilly31/My-personal-Website", "demo": "https://willybilly31.github.io/My-personal-Website/"}]...
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[{"post_id": 81925, "ts": "202 [{"post_id": 81925, "ts": "2026-10-23T02:25:34Z", "hours": 2.0647, "text": "I added a widget to the dashboard and i made some other changes to styling and look of the website."}, {"post_id": 68904, "ts": "2026-09-16T00:35:58Z", "hours": 0.8464, "text": "I added a simple widget with my favourite things to complete the page."}, {"post_id": 67791, "ts": "2026-09-14T01:18:01Z", "hours": 0.92, "text": "I added a school year stat widget. Simple countdown with a progress bar and also made countdowns to the next break off school. GOD WHYS IT SO LONG"}, {"post_id": 67337, "ts": "2026-09-13T12:34:25Z", "hours": 2.1186, "text": "Finished working on the dashboard. Includes weather from Open Météo. And discord presence from lanyard. This is still a WIP as you can see from the coming soon tiles. GPT my savior for the discord implementation 🙏"}, {"post_id": 66853, "ts": "2026-09-12T19:38:43Z", "hours": 1.0767, "text": "I added a simple clock that hovers above the main body. It only displays Ottawa time. While making this i realized that Ottawa is spelt pretty weirdly.. Also i started working on a seperate page with a dashboard with like weather and stuff."}, {"post_id": 52338, "ts": "2026-08-22T13:28:42Z", "hours": 0.5936, "text": "I finally completed the projects page i had mentionned in my first devlog. I started by making the main page container and adding the “Projects” title and back button. Then I made a grid for the project cards so they could sit in two rows. Each project has a title, description and an image to go along with it. I used css styling to add the rounded look to everything."}, {"post_id": 51688, "ts": "2026-08-21T14:37:21Z", "hours": 0.7431, "text": "I added a custom cursor to the website using CSS and JavaScript. The normal mouse cursor is hidden and replaced with a small circle that follows the mouse. The cursor gets bigger when hovering over links. When hovering over text, it changes into a small vertical line like a normal text selector. I used JavaScript to track the mouse position and CSS classes to change how the cursor looks depending on what the mouse is over."}, {"post_id": 51374, "ts": "2026-08-21T01:07:29Z", "hours": 0.8256, "text": "I made this website using HTML and CSS.I started with a simple dark background and added a picture of Ottawa (Parliament Hill) in the background. I made the picture grayscale and faded it so it doesnt interfere with the page. I made a profile box using CSS with rounded corners and a border. I used flexbox to put my picture beside my information. This is still pretty simple, but i want to keep it that way, i like it. I also Started working on a page displaying projects with a similar styling."}]...
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Title: My Personal Website by @mrliamcarlson | Sta Title: My Personal Website by @mrliamcarlson | Stardance
Devlogs:
I made this website using HTML and CSS.I started with a simple dark background and added a picture of Ottawa (Parliament Hill) in the background. I made the picture grayscale and faded it so it doesnt interfere with the page. I made a profile box using CSS with rounded corners and a border. I used flexbox to put my picture beside my information. This is still pretty simple, but i want to keep it that way, i like it. I also Started working on a page displaying projects with a similar styling.
I added a custom cursor to the website using CSS and JavaScript. The normal mouse cursor is hidden and replaced with a small circle that follows the mouse. The cursor gets bigger when hovering over links. When hovering over text, it changes into a small vertical line like a normal text selector. I used JavaScript to track the mouse position and CSS classes to change how the cursor looks depending on what the mouse is over.
I finally completed the projects page i had mentionned in my first devlog. I started by making the main page container and adding the “Projects” title and back button. Then I made a grid for the project cards so they could sit in two rows. Each project has a title, description and an image to go along with it. I used css styling to add the rounded look to everything.
I added a simple clock that hovers above the main body. It only displays Ottawa time. While making this i realized that Ottawa is spelt pretty weirdly.. Also i started working on a seperate page with a dashboard with like weather and stuff.
Finished working on the dashboard. Includes weather from Open Météo. And discord presence from lanyard. This is still a WIP as you can see from the coming soon tiles. GPT my savior for the discord implementation 🙏
I added a school year stat widget. Simple countdown with a progress bar and also made countdowns to the next break off school. GOD WHYS IT SO LONG
I added a simple widget with my favourite things to complete the page.
I added a widget to the dashboard and i made some other changes to styling and look of the website.
Ships:
I made a personal website using HTML, CSS, and some JavaScript. It includes an introduction, a projects section, contact information, a custom cursor, and custom styling. I built the site to practice web development and create a place where I can show some of the projects I have worked on.
I improved my personal website by adding a dashboard page complete with my discord presence activity (chatgibbidy helped), the weather of my city, my school year countdown and finally some things that i like. I also worked on some other parts of the website like clocks on the dashboard and main page....
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1792849874.700212
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1792936274.700212
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69362
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KeyCalc by @Blockaid | Stardance
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Blockaid
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0
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3.53
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0
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[]
|
[{"post_id": 81927, "ts": "202 [{"post_id": 81927, "ts": "2026-10-23T02:32:58Z", "hours": 0.9608, "text": "Added more features to KeyCalc for better math usage"}, {"post_id": 79198, "ts": "2026-10-13T00:12:38Z", "hours": 0.5072, "text": "Finished the first design of my KeyCalc project (Missing screen and other components and is just a simple macro pad)"}, {"post_id": 79188, "ts": "2026-10-12T23:17:32Z", "hours": 0.8847, "text": "Worked on PCB Design for keycalc"}, {"post_id": 79087, "ts": "2026-10-12T16:57:24Z", "hours": 1.1739, "text": "Worked on making the basic design of the KeyCalc."}]...
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Title: KeyCalc by @Blockaid | Stardance
Devlogs:
Title: KeyCalc by @Blockaid | Stardance
Devlogs:
Worked on making the basic design of the KeyCalc.
Worked on PCB Design for keycalc
Finished the first design of my KeyCalc project (Missing screen and other components and is just a simple macro pad)
Added more features to KeyCalc for better math usage...
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1792810297.1613958
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1793415097.1613958
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18882
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Anilist Metro by @pbk123461 | Stardance
|
pbk123461
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1
|
6.32
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T18:40:58Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is an anilist client made to look like the windows 8/zune metro ui. The reason i made this is for learning how to use agentic ai models and also because i love metro ui. There is still work to be done, but its usable now.", "repo": "https://github.com/pbk123461/Anilist-Metro", "demo": "https://anilist-metro.netlify.app/"}]...
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[{"post_id": 81933, "ts": "202 [{"post_id": 81933, "ts": "2026-10-23T03:18:13Z", "hours": 0.8164, "text": "new beta is out!!, with an all new ui for animes and NEW UI OPTIONS IN SETTINGS!!!!"}, {"post_id": 81922, "ts": "2026-10-23T02:05:58Z", "hours": 1.4903, "text": "got activity history working + a bunch of backend fixes to make it more stable added a new fluent ui theme as experimental"}, {"post_id": 25002, "ts": "2026-07-08T22:09:45Z", "hours": 1.7664, "text": "Working on a slight ui revamp"}, {"post_id": 14179, "ts": "2026-06-23T05:22:35Z", "hours": 1.2447, "text": "Added mobile support"}, {"post_id": 9043, "ts": "2026-06-15T03:04:01Z", "hours": 0.9469, "text": "discover got fixed"}, {"post_id": 9017, "ts": "2026-06-15T01:12:00Z", "hours": 0.4258, "text": "hello, my first log, just set up this thing"}]...
|
Title: Anilist Metro by @pbk123461 | Stardance
De Title: Anilist Metro by @pbk123461 | Stardance
Devlogs:
hello, my first log, just set up this thing
discover got fixed
Added mobile support
Working on a slight ui revamp
got activity history working + a bunch of backend fixes to make it more stable added a new fluent ui theme as experimental
new beta is out!!, with an all new ui for animes and NEW UI OPTIONS IN SETTINGS!!!!
Ships:
This is an anilist client made to look like the windows 8/zune metro ui. The reason i made this is for learning how to use agentic ai models and also because i love metro ui. There is still work to be done, but its usable now....
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1792810462.1066961
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1792896862.1066961
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1172
|
Unity Motion Matching System by @NintedoAsh12 | St Unity Motion Matching System by @NintedoAsh12 | Stardance...
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NintedoAsh12
|
0
|
140.12
|
0
|
[]
|
[{"post_id": 81951, "ts": "202 [{"post_id": 81951, "ts": "2026-10-23T04:55:45Z", "hours": 4.4681, "text": "I finished all the code comments. I know. WOW 4 HOURS OF CODE COMMENTS yeah but I was also cleaning some other parts of it up and fixing some of the indentations. anyways that’s done now only a few more things till we get to ship! but also a note to other devs like me… please comment your code while writing it because I have gotten in the habit of not doing that and as seeing here by 4 hours logged of code comments PLEASE JUST DO IT WHILE WRITING IT BECUASE THIS SUCKS"}, {"post_id": 81124, "ts": "2026-10-19T23:48:27Z", "hours": 3.2969, "text": "Not much changed I made an Itch.io for the demo. I also started adding comments to all of my code yeah its hard to remember what does what but I also got the dataset editor done or almost done. then its onto the matcher and then the trajectory maker then we are done there and then onto a tutorial of how to use it then we are done"}, {"post_id": 80294, "ts": "2026-10-17T05:11:06Z", "hours": 4.6256, "text": "OK its fixed now but first test build didn’t go so well (see video) the problem was unity wasn’t saving any of my data running in the background because it wasn’t serialized. I also organized project files plus removing unneeded scripts (I reuse code a lot and sometimes things get replaced and just left there) I also if you can’t tell from the video a dropped frame counter to show matches that where canceled because the current frame was good enough to meet the cost threshold. anyways I think now most of what I have to do it package everything up into… well a package then send it off into the world for you the hack clubbers to mess around with. EDIT: I added a demo for Windows to the github if you want to try it early"}, {"post_id": 79321, "ts": "2026-10-13T14:51:10Z", "hours": 2.2531, "text": "The demo UI has been finished and it works quite well! I have a few more things to add like a looping map so that the Character doesn’t just walk off the end of the world and die plus some more main menu stuff I think too. anyways progress has been fast so far so expect more soon!"}, {"post_id": 78971, "ts": "2026-10-12T06:56:58Z", "hours": 5.7781, "text": "LOTS OF DEBUG UI COMEING YOUR WAY! I have added lots of UI stuff to display internal values such as costs as stuff. I have also added the ability to adjust motion matching settings from in the demo so when I upload it to itch.io all of you can play with the system as much as you want and tell me how bad you broke it. to do wise its a bit more UI (some of it doesn’t work or I want it to look better) and then the data points kinda like the unity gizmo stuff I have been showing you here on star dance. anyways its like 1 AM I should have gone to bed HOURS AGO so I’mma go brush my teeth and work some more tomorrow…. my keyboard is starting to fail :-< Goodnight y’all. or good morning to the folk around the world like in Norway or something"}, {"post_id": 78190, "ts": "2026-10-09T22:29:56Z", "hours": 1.3486, "text": "I finally made a git hub repository. I also made a new unity project and moved everything into it to clean everything up for the demo I am starting to work on. I also made Bone Rotation matching but it doesn’t contribute all that match. I should be ready to ship/ Have a demo ready soon"}, {"post_id": 77746, "ts": "2026-10-08T04:44:35Z", "hours": 6.5831, "text": "OK OK IT WORKS ENOUGH OK DONT TOUCH IT I’m a fraud you guys. I couldn’t figure out the velocity thing so I…. I USED AI! I SWARE I HAVENT BEEN THIS ENTIRE TIME…. ok heres what happened I couldn’t figure it out so I had some AI going through some Motion Matching related thesis stuff and explaining it to me and then I ended up giving it a small chunk of my matcher code use to generate the cost and it pointed out my problems….. so 1. The way I was calculating local position was wrong which is funny because when I do it the other way it also breaks but then that leads into the second part. 2. I was inverting data and that was what was keeping the system working for some reason awhile back and even when I tried removing it a bit ago it broke which was really weird. anyways if you change both of them they fix each other so YAY I guess… sorry for the AI usage. it didn’t re write my code for me though I hand fixed my problem which I can proudly say all of the code is all hand typed…. (other then stuff I copy and pasted and or reused from other code I wrote… TRUST ME I NEVER WANT TO REWRITE UI SYSTEMS please unity fix the uitoolkit its bad)"}, {"post_id": 75040, "ts": "2026-09-28T23:29:30Z", "hours": 4.0911, "text": "Working on velocity matching. its kinda working now better then it was but its really weird that it slows the character down so much but its better then random snapping poses"}, {"post_id": 72963, "ts": "2026-09-24T03:42:38Z", "hours": 3.4628, "text": "HOLY CRAP IT WALKS!!! I can’t believe it. I am so FLIIPING happy ITS MOTION MATCHING! THAT IS ACTAUL REAL MOVEMENT AND NOT JUST WIGGLES!!!!! AAAAAAHHHHHH!!!!!! HECK YEAH!!!!!!! ok so in reality its still not fully working. I had to disable bone velocity matching completely to get it to work but I think I figured out why it doesn’t work. for trajectory matching I realized that the character is scaled to 1.83 instead of just 1 so that will affect the matching and I have to implement an offset (and I did it for the bone positions too but I never did it to the velocities) anyways I think I will fiddle with it till that work epeshly since STARDANCE WAS EXETENDED UNTILL OCTOBER 30TH THANK YOU HACK CLUB!!!! Video is of it working, not working and me playing with settings."}, {"post_id": 70896, "ts": "2026-09-19T23:38:42Z", "hours": 9.4997, "text": "WE HAVE HIT 100 HOURS LOGGED!!!! wow the amount of time I spent on this is CRAZY! anyways we have had little improvements on the matcher I have been trying to get it to give me a full animation but it refuses instead kinda just wiggling its arms up and down pretending to be a bird OR snapping between poses that have NOTHING to do with walking. I have spent the last few hours attempting to calibrate it to work as well as writing a better dataset debug script so then it will be easier to visualize what every frame of animation contains Data-wise so then I can attempt to manually match frames and see what the matcher ranks them vs what it normally matches so the I can maybe weight it or bias it a bit. we only have a week and bit left LET LOCK IN!!!!!!!!!!!!!!!!!!!!"}, {"post_id": 67146, "ts": "2026-09-13T06:34:17Z", "hours": 6.7892, "text": "we have done it! MOTION MATCHING FROM SCRATCH! the last week has been crazy. I have found more data from a unity demo of a long discontinued motion matching asset and I have retargeted the animation in blender and brought it into unity with proper root motion. since this was my first time using more then one animation clip with EVERYTHING I expected bugs and errors AND THAT I GOT. I had to go in and rewrite a really small chunk of how the dataset maker compiles the trajectory data. I had to make the matcher actually handle more then one clip as well as dig into a null reference error it was giving me so I had to dig into it more and learn that the dataset was still flawed and go back and do more to the editor AND THEN ONCE the data was good now the matcher scales the character to like 300% or something and I never even told it to touch scale so now I have to properly set up multi-animation unity playables since before I didn’t know that you couldn’t just set all the blend weights to one and hope for the best. now finally after all of that. it appears to match and hold onto a frame. I have a few last features to implement into it that being velocity matching so then it wont just hold a frame but understand that arms move and swing. as well as debug info for both me while testing as well as for you my dear hackclubbers so when I ship you all can see a bit into the inner workings of it. thank you for coming with me on this journey I never expected it to go this long but it feels good to have at least one person interested in what I’m working on for once and not just get shrugged off. - Ash ❤️ Video is of the matcher working photos are of the scaling issue"}, {"post_id": 63393, "ts": "2026-09-07T06:09:06Z", "hours": 5.9814, "text": "sheesh I’ve done a bit in the last week. So we have added the ability to match bones in the matcher got the matcher to handle multiple animation clips and I guess that’s it… I honestly thought I did more… on paper it doesn’t actually seem like that much.. huh. OH WELL! I also found a MASIVE collection of animation from a unreal engine demo project so I’m probably going to extract that and retarget TONS of that over the next few days because imma say it the problem with the matcher is the lack of good data at this point. Pink/Purple - Animation frame data position Red/green - predicted trajectory"}, {"post_id": 60036, "ts": "2026-09-02T04:33:58Z", "hours": 1.2344, "text": "OK OK OK IT WORKS!!!!! so we got bone positions to work. I’m done for the day. anyways I literally just had to flip my subtraction around… yes… its stupid…. anyways went from this: RootPositions[i][j] - BoneTransform.position to this: BoneTransform.position - RootPositions[i][j]. ok mic drop… I did say I would ship by the end of the month of august and clearly that didn’t happen but it will (hopefully) be this week Pink sphere is the foot pos from data set Blue is the other models foot pos not from dataset then red is root position (Also 2 devlogs in one day! I’m on fire!)"}, {"post_id": 59736, "ts": "2026-09-01T17:45:26Z", "hours": 8.6739, "text": "IM SO CLOSE!!!!!!!!! LIKE LATER TODAY (maybe can’t promise anything or the programing gods will kill me) I WILL HAVE MOTION MATCHING IN A GOOD DEMOABLE STATE FOR ME TO SHIP! I have got the bone data to work and actually spit out something useful by changing my whole approach and instead of sampling curves (which could work I just gotta deal with all the weird problems) I have created a unity scene in memory it spawns in the rig samples all the bone transform.positrons making unity do all the math and hard work before it returns me world positions of all of the bones I told it to track. the only problem I am having now is that I got to convert those world positions back into local position so that they can work anywhere (and yes I just converted them from local position to world position and this might sound counter intuitive but I need to change the parent of the local position) I remember this being easy for trajectory matching but maybe since this is WAYY more sensitive to rotation I need to try a different approach. the final stretch is approaching us dear hack clubbers. I got the rest of today then school starts tomorrow. LETS! LOCK! IN! YEAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!! btw the pink sphere is the foot potion… or what should be the foot position. Blue is the actual foot position. Red is root Position"}, {"post_id": 54275, "ts": "2026-08-25T05:45:45Z", "hours": 8.4231, "text": "Note to self… don’t freehand code… plan everything out on paper because I’m just experiencing Murphey’s law at this point :-< so…. the data that I didn’t know if it was right or not was incorrect… VERY incorrect (kinda) so that data was in local space I need it in world space but to convert it you either need to do the conversion through a transform (which requires a transform to reference) or do what I am doing (since I don’t have a easily accessible transform (unless I’m stupid and don’t know of one)) so I am going up the paths and for each object extracting their position and transforms (in local position) then adding it up until I eventually hit the root which would be in world space so now its converted (I’m doing the same for rotation too with more math) anyways my code for this entire project was never pre planned and I never normally pre plan but this is one of the times where once it works I’m going to figure out how it works (because who am I kidding I don’t really know) then I’m writing all of it down on paper and optimizing the loops and everything before jumping back into the editor to re-write the bake() function from scratch leading to MUCH BETTER READABILTY and hopefully speed because it takes a good 5 seconds from my for loops and brute force. anyways if you cant tell this is VERY BORING WORK and I really just want it to work SO BADLY because once I get everything in world position the next steps should be really easy but I shouldn’t say that because at this point if I do I might jinx myself"}, {"post_id": 46135, "ts": "2026-08-13T04:38:45Z", "hours": 3.9642, "text": "WOW JUST WOW!!! So I toured the Vicon Set-up at my local univercity and it was amazing. I loved every moment of it. they even put markers on me and captured some data (not any I can use for motion matching but still WOW THAT TECH IS COOL) In more on topic news I got the dataset maker to output bone data into the database. is it the correct data… idk but I will figure that out! (Photo of me standing forward is just a general photo with the markers. photo of me looking away from camera with hand in air is me showing off all the retroreflective markers (and EMGs) then there is a photo of the compiled dataset)"}, {"post_id": 43104, "ts": "2026-08-08T06:02:03Z", "hours": 2.9892, "text": "THERE WE GO! finally we can select what bones we want to track from a nested dropdown. now I just need to implement it into the baking logic so I can get a finished dataset out of dataset maker. perfect timing too. I have gotten a few emails back from the university and they are willing to give me a tour of the Vicon system and there may be a chance one day to capture data on it so hopefully everything works out and I can capture on the same tech that AAA game studios use which would be a dream come true and would blow my mind."}, {"post_id": 40564, "ts": "2026-08-04T06:14:32Z", "hours": 3.9083, "text": "There we go. I think I finally got it working. JEEZ UNITY NEEDS BETTER DOCUMENTATION ON THE UI TOOLKIT LIKE WOW ITS THAT BAD…. anyway I got the custom lists working now I just gotta add the actual bone selections then write in the logic to add everything to the datasets. if you look at the photo that’s roughly how it will look to use the dataset maker. not sure if I mentioned this in the last devlog but I finally messaged my local university to see if they will let me either tour or use their vicon system so I’m hoping something comes of that because that would be really cool. anyways its really late I pulled another programmer and stayed up till midnight working. see yall later."}, {"post_id": 38041, "ts": "2026-07-31T06:49:07Z", "hours": 7.1853, "text": "Pretty boring stuff happening right now. I have been working to implement bone positional and velocity tracking into the dataset builder but since I wanted to use a custom class to do it the unity UI Toolkit decided to pick a fight and be really annoying to do it in. if anyone wants to write a custom class in unity and have it show up in a list view use this: link I also am working on processing some mocap data but its not going so well right now and I am getting pretty tired with dealing with these markerless systems so we will see if my local university will let me use or even tour their 10 cam Vicon setup (cross your fingers for me) anyways I still have one mocap session to prosses so I will probably do that tomorrow since I can just let it run while I am doing other things. also I just watched these videos where this guy is building open sourced optical mocap cameras and I think I might just funnel all my hack club hours into pcb credits to build a few of them. part 1 vid: https://youtu.be/kYVqL_DqBis?si=CPKxKiLa8cxf3M1t Part 2 vid: https://youtu.be/WJ13C_1hDIA?si=hMlQ8u5ofEBf-cFS"}, {"post_id": 34122, "ts": "2026-07-24T16:47:29Z", "hours": 8.3331, "text": "#MOTION MATCHING SYSTEM V1 DEVLOG ok its been a few days and we have gotten a few things done including started work on feet and hand bone tracking (the secret sause to motion matching) I finished making the large Charuco Board so I can calibrate FreeMoCap. so its coming along… slowly but that’s ok. the hardest part of all of this is the motion capture though since my setup is really bad (I wish my city had a capture studio somewhere even if it was small)"}, {"post_id": 29976, "ts": "2026-07-17T06:02:22Z", "hours": 10.1758, "text": "sheesh its been awhile since I last posted a devlog. MOTION MATCHING SYSTEM V1 - HIP Better matching Change Log/Updates Matching changed from world space to local space started work on recording motion capture I got more consistent matching now thanks to changing how it store the data in the dataset and how it matches to it. originally the future trajectory positions where stored as world space values in the dataset and the matcher would match it to the players world space values. if you know how transform systems work in game engines or blender you might know that because of that I had to be in the EXACT same position in the world that the data was recorded (you can see this in my last devlog where I kinda wiggle around in a few areas and get flurries of matches) in which… doesn’t work very well for this because if you had to record your self walking forwards backwards and side to side for ever single value in the game world that would take you FOREVER! so I switched it to local space which is basically where you are in the world based off of something. so like instead of 0, 0, 0 being the root of the world it would be where the character is so the trajectory positions are based around the character transform… do you know what I mean? I hope so because I cant think of a better way to explain it at the moment. Right now the biggest thing holding me back is the actual motion capture data that I am feeding into this thing because the recording I downloaded… is really bad. so I have been experimenting with a free open sourced software called FreeMoCap which is a marker less triangulation based motion capture software. I will report back when I get some good results out of it (hopefully soon) TODO hand and feet position and velocity matching 6 to 8 camera motion capture data finish Charuco board for FreeMoCap camera calibration Video is of the new matching in action the red (and 1 green) points are the players future predicted trajectory the pinkish purple points are the animation fames current trajectory. they should be aligned most of the time"}, {"post_id": 19015, "ts": "2026-06-30T05:40:05Z", "hours": 2.9392, "text": "FIRST MATCH!!! WE DID IT! This past week I started working on code to compare and chose a frame to play (the actual matcher) and it works… Kind of? YES IT MACHES… Is it a good match? HECK NO!!!! BUT IT MATCHES!!!! AND THAT JUST MADE 9 MONTHS OF WORK WORTH IT AS I HYPERVENTILATE WATCHING MY MATCHER STUGGLE BADLY LAGING EVERYTHING BUT IT WORKS! now the next step is making it work… properly. the video is of it trying to match. i kinda move around a bit to get it changing data but you can tell when it finds… something because the character will lock onto a frame or start playing the animation."}, {"post_id": 15199, "ts": "2026-06-24T18:20:54Z", "hours": 10.0492, "text": "WE HAVE A WORKING DATASET! Hello hack club! Didja miss me? NO?! WELL TOO BAD!!!!! I now got my motion capture data outputting a dataset with trajectory samples and root positions which is a VERY big step forwards. so as I have mentioned in the past motion matching is literally what MOTION MATCHING is doing. Matching the motion. I have had player predicted trajectory working since before stardance even started but only recently have we started to make progress on the motion capture data that we can MATCH to the players predicted trajectory. the set up I have going on for running the motion data extraction is really cool if I do say so myself. I have a custom editor menu where I can add animation clips and tell it what times in the future I want the trajectory to sampled from then it will compile everything into a scriptable object. plus I also added cool loading bars! anyways we are getting very close to having actual motion matching made from scratch. wow. 9 months this has took so far. its been fun. well… technically not done yet so lets keep up the good work and build the matching algorithm"}, {"post_id": 8844, "ts": "2026-06-14T18:22:33Z", "hours": 7.4806, "text": "DataSet Baker V1 Alpha - HIP is in the works!!!!! Now you might be asking why it’s named HIP, and unless you are from Canada you will most likely not know who I am going to talk about, but the motion matching editor versions are going to be named after Tragically Hip album names (the first one is self titled so HIP). Anyways, in the last week I have gotten a lot done. I started work on actually figuring out the logic to get the trajectory out of the animation (and I don’t remember if I talked about this before but there were 2 ideas I had. 1 is I put the animation’s root motion through a lot more math to get a proper predicted trajectory just like how the input trajectory works. Or just sample the actual future, but then you would get problems like a 90 degree turn where the animation isn’t even anticipating it yet but the trajectory says it should be.) I actually got really confused and stuck so I emailed someone. That someone is Daniel Holden, the creator of Learned Motion Matching (and he runs the website where I learned the first input trajectory math). And WOW!!!! HE RESPONDED: Hi Asher, Sorry for the late reply, I have been travelling the last couple of days. First of all I just wanted to say that it is awesome that you are looking into advanced animation techniques like these already. (email removed for space) (i might put it in the comments if you want to read it) I hope that helps! All the best, Dan LIKE HOLY COW!!! I am talking to a LEGEND!!!! Normal motion matching works as such: you got 2 trajectories, a predicted one from the input then a true trajectory from the animation, then you load all that animation into RAM and use a matcher to play the correct frame. But what he made was use a neural network instead of the matcher and database WHICH SHRUNK RAM USAGE LIKE CRAZY (and I might have to get working on something like that sometime soon because RAM prices don’t appear to be dropping anytime soon). Anyways, in the email he said that my second idea was actually right. The idea that I thought was wrong, but he says is just a sad limitation of it and nobody has figured it out yet (yet…). So that will make life easier because I WILL BE ABLE TO FINISH THE DATASET STUFF HOPEFULLY IN A WEEK!!!!!!! And to make that dataset I started messing around with Unity’s UI Toolkit and custom editors. So now I have several custom drop downs and then you can open the MOTION MATCHING DATASET EDITOR where you can define all of your animation clips and once I write the rest, be able to press the bake button. It will process every frame and then spit out a Scriptable Object or database. Now hopefully writing the rest will be easier than writing the UI code because the UI stuff is powerful but not like normal runtime coding."}, {"post_id": 5233, "ts": "2026-06-08T22:55:23Z", "hours": 1.5761, "text": "HELLO STARDANCE!!!!!! I THINK I FIXED IT!!! Now I am not going to even mention that root motion is working this time because if you have been following along you know that the second “IT WORKS!” comes out of my mouth something breaks. So last devlog I said I thought it was working but… my character was half way in the floor. after a bit of fiddling around and some google I discovered that the problem was that I had put the root bone in the hips of the character. And apparently in unity that’s a big no no. So one hour and eight minutes of blender B.S later I Fixed it (hopefully). I ended up using a blender addon called RootMaker to create a proper root bone at the feet where unity wants it. then I used the addon to transfer all of the root motion data from the hips into the new dedicated root bone. so now hopefully unity will be happy that it has a proper root bone to work with and wont try to shove my character into the earths mantle. The crazy part of all of this is that I have been doing more of blender and fighting animation during Stardance than actually working on the motion matching so if this continues to work I can get to work on what I am supposed to be doing; working on the actual motion matching. since I am the music variety of nerd I spend most of my time coding jamming to music and I think I started measuring my programing time in albums rather then hours XD. Over the course of just this weekend I have listened front to back to: 21st Century Breakdown - Green Day American Idiot - Green Day Back in Black - AC/DC Black Holes and Revelations - Muse The Black Parade - My Chemical Romance and if you add all of the runtimes of those albums up it matches very close to the time logged in Stardance so it might work XD. anyways I am going to go stretch my legs then maybe play some of The Last of Us Part 2 (which is very appropriate since it too uses motion matching as its animation system)"}, {"post_id": 5031, "ts": "2026-06-08T18:06:54Z", "hours": 1.1372, "text": "at this point I should stop saying that I have root motion working because every time I say that I jinx it and something falls apart. so I set everything up wrong (of course) so I need to pull all of the rigs apart once more to fix some errors that I made there and how I set up the root bone (its set at the hips not at the feet). so its been a fun ride (not) plus my laptop keeps trying to update my graphics drivers and every time it crashes unity, blender, plus all of the audio drivers with it. XD. I hope after today I can start work back up on motion matching and not dealing with blender and its shenanigans."}, {"post_id": 4545, "ts": "2026-06-07T21:49:20Z", "hours": 0.8836, "text": "Ok. I may have celebrated a little bit early. but I think I finally got root motion working for real this time. the problem was a combination of blender being blender, transformation offsets, weird scaling and just the names of objects/bones being wrong. though I did get an awesome video from when I was testing and comparing two animations together and root motion sent one of them into the floor so we got a beautiful video of one guy riding the other guys head. anyways lets hope that this keeps working because I just want to get my math mathing and dataset datasetting"}, {"post_id": 4362, "ts": "2026-06-07T17:35:54Z", "hours": 1.3164, "text": "This morning I got root motion finally set up in unity. since that now works I can begin working on a data set for the motion matching. I guess I never really explained how motion matching works in any of my other devlogs so I am going to do that right now: Motion matching is a animating technique where instead of using classic state machines that go if walking play walking animation they go this is your current position, velocity, trajectory, and a lot more and try to MATCH that MOTION to a large database of motion captured animations. so what I will be working on next is building that database/dataset of animations and the code to pull the current position, velocity, trajectory out of the animations then store each frame in a dataset for the matching code to search though to find one that matches what the character is currently doing on screen. its sounds kinda easy but trust me unless you are a big math/physics person (which I am not) its quite difficult to figure out how it al l works (plus you also need to know animations and blender which SUCKSSSS!) Also the video is of root motion NOT WORKING!"}, {"post_id": 1659, "ts": "2026-06-03T19:53:43Z", "hours": 1.2667, "text": "fighting unity and blender animation systems"}, {"post_id": 335, "ts": "2026-06-01T17:11:13Z", "hours": 0.4014, "text": "I got input trajectory working. The reason it wasn’t before was that movement and the prediction where in different update types (one was in fixed update and one was in regular update) so that works really well now. Now I am setting stuff up to make a animation dataset which involve me modifying my trajectory code to make it work with PRE RECORDED animations Devlogs From flavortown: Devlog 1: Lots of research and trial and error. I have spent all this time looking for an algorithm that works to generate a predicted trajectory from an input. I think I found the right one (I haven’t tested it yet) but if not then I know that I am looking in the right place at Daniel Holden’s articles on spring dampers check it out here: https://theorangeduck.com/page/spring-roll-call#controllers Devlog 2: I got the Trajectory prediction working!!!! after all of that math, research, and pain. it works! I wish I could truly express in words how happy I am. everything is based off of the work of Daniel Holden you can find it here: https://theorangeduck.com/page/spring-roll-call#controllers Devlog 3: Fixed jittering issue by adding a lerp to desired trajectory."}]...
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Title: Unity Motion Matching System by @NintedoAsh Title: Unity Motion Matching System by @NintedoAsh12 | Stardance
Devlogs:
I got input trajectory working. The reason it wasn’t before was that movement and the prediction where in different update types (one was in fixed update and one was in regular update) so that works really well now. Now I am setting stuff up to make a animation dataset which involve me modifying my trajectory code to make it work with PRE RECORDED animations Devlogs From flavortown: Devlog 1: Lots of research and trial and error. I have spent all this time looking for an algorithm that works to generate a predicted trajectory from an input. I think I found the right one (I haven’t tested it yet) but if not then I know that I am looking in the right place at Daniel Holden’s articles on spring dampers check it out here: https://theorangeduck.com/page/spring-roll-call#controllers Devlog 2: I got the Trajectory prediction working!!!! after all of that math, research, and pain. it works! I wish I could truly express in words how happy I am. everything is based off of the work of Daniel Holden you can find it here: https://theorangeduck.com/page/spring-roll-call#controllers Devlog 3: Fixed jittering issue by adding a lerp to desired trajectory.
fighting unity and blender animation systems
This morning I got root motion finally set up in unity. since that now works I can begin working on a data set for the motion matching. I guess I never really explained how motion matching works in any of my other devlogs so I am going to do that right now: Motion matching is a animating technique where instead of using classic state machines that go if walking play walking animation they go this is your current position, velocity, trajectory, and a lot more and try to MATCH that MOTION to a large database of motion captured animations. so what I will be working on next is building that database/dataset of animations and the code to pull the current position, velocity, trajectory out of the animations then store each frame in a dataset for the matching code to search though to find one that matches what the character is currently doing on screen. its sounds kinda easy but trust me unless you are a big math/physics person (which I am not) its quite difficult to figure out how it al l works (plus you also need to know animations and blender which SUCKSSSS!) Also the video is of root motion NOT WORKING!
Ok. I may have celebrated a little bit early. but I think I finally got root motion working for real this time. the problem was a combination of blender being blender, transformation offsets, weird scaling and just the names of objects/bones being wrong. though I did get an awesome video from when I was testing and comparing two animations together and root motion sent one of them into the floor so we got a beautiful video of one guy riding the other guys head. anyways lets hope that this keeps working because I just want to get my math mathing and dataset datasetting
at this point I should stop saying that I have root motion working because every time I say that I jinx it and something falls apart. so I set everything up wrong (of course) so I need to pull all of the rigs apart once more to fix some errors that I made there and how I set up the root bone (its set at the hips not at the feet). so its been a fun ride (not) plus my laptop keeps trying to update my graphics drivers and every time it crashes unity, blender, plus all of the audio drivers with it. XD. I hope after today I can start work back up on motion matching and not dealing with blender and its shenanigans.
HELLO STARDANCE!!!!!! I THINK I FIXED IT!!! Now I am not going to even mention that root motion is working this time because if you have been following along you know that the second “IT WORKS!” comes out of my mouth something breaks. So last devlog I said I thought it was working but… my character was half way in the floor. after a bit of fiddling around and some google I discovered that the problem was that I had put the root bone in the hips of the character. And apparently in unity that’s a big no no. So one hour and eight minutes of blender B.S later I Fixed it (hopefully). I ended up using a blender addon called RootMaker to create a proper root bone at the feet where unity wants it. then I used the addon to transfer all of the root motion data from the hips into the new dedicated root bone. so now hopefully unity will be happy that it has a proper root bone to work with and wont try to shove my character into the earths mantle. The crazy part of all of this is that I have been doing more of blender and fighting animation during Stardance than actually working on the motion matching so if this continues to work I can get to work on what I am supposed to be doing; working on the actual motion matching. since I am the music variety of nerd I spend most of my time coding jamming to music and I think I started measuring my programing time in albums rather then hours XD. Over the course of just this weekend I have listened front to back to: 21st Century Breakdown - Green Day American Idiot - Green Day Back in Black - AC/DC Black Holes and Revelations - Muse The Black Parade - My Chemical Romance and if you add all of the runtimes of those albums up it matches very close to the time logged in Stardance so it might work XD. anyways I am going to go stretch my legs then maybe play some of The Last of Us Part 2 (which is very appropriate since it too uses motion matching as its animation system)
DataSet Baker V1 Alpha - HIP is in the works!!!!! Now you might be asking why it’s named HIP, and unless you are from Canada you will most likely not know who I am going to talk about, but the motion matching editor versions are going to be named after Tragically Hip album names (the first one is self titled so HIP). Anyways, in the last week I have gotten a lot done. I started work on actually figuring out the logic to get the trajectory out of the animation (and I don’t remember if I talked about this before but there were 2 ideas I had. 1 is I put the animation’s root motion through a lot more math to get a proper predicted trajectory just like how the input trajectory works. Or just sample the actual future, but then you would get problems like a 90 degree turn where the animation isn’t even anticipating it yet but the trajectory says it should be.) I actually got really confused and stuck so I emailed someone. That someone is Daniel Holden, the creator of Learned Motion Matching (and he runs the website where I learned the first input trajectory math). And WOW!!!! HE RESPONDED: Hi Asher, Sorry for the late reply, I have been travelling the last couple of days. First of all I just wanted to say that it is awesome that you are looking into advanced animation techniques like these already. (email removed for space) (i might put it in the comments if you want to read it) I hope that helps! All the best, Dan LIKE HOLY COW!!! I am talking to a LEGEND!!!! Normal motion matching works as such: you got 2 trajectories, a predicted one from the input then a true trajectory from the animation, then you load all that animation into RAM and use a matcher to play the correct frame. But what he made was use a neural network instead of the matcher and database WHICH SHRUNK RAM USAGE LIKE CRAZY (and I might have to get working on something like that sometime soon because RAM prices don’t appear to be dropping anytime soon). Anyways, in the email he said that my second idea was actually right. The idea that I thought was wrong, but he says is just a sad limitation of it and nobody has figured it out yet (yet…). So that will make life easier because I WILL BE ABLE TO FINISH THE DATASET STUFF HOPEFULLY IN A WEEK!!!!!!! And to make that dataset I started messing around with Unity’s UI Toolkit and custom editors. So now I have several custom drop downs and then you can open the MOTION MATCHING DATASET EDITOR where you can define all of your animation clips and once I write the rest, be able to press the bake button. It will process every frame and then spit out a Scriptable Object or database. Now hopefully writing the rest will be easier than writing the UI code because the UI stuff is powerful but not like normal runtime coding.
WE HAVE A WORKING DATASET! Hello hack club! Didja miss me? NO?! WELL TOO BAD!!!!! I now got my motion capture data outputting a dataset with trajectory samples and root positions which is a VERY big step forwards. so as I have mentioned in the past motion matching is literally what MOTION MATCHING is doing. Matching the motion. I have had player predicted trajectory working since before stardance even started but only recently have we started to make progress on the motion capture data that we can MATCH to the players predicted trajectory. the set up I have going on for running the motion data extraction is really cool if I do say so myself. I have a custom editor menu where I can add animation clips and tell it what times in the future I want the trajectory to sampled from then it will compile everything into a scriptable object. plus I also added cool loading bars! anyways we are getting very close to having actual motion matching made from scratch. wow. 9 months this has took so far. its been fun. well… technically not done yet so lets keep up the good work and build the matching algorithm
FIRST MATCH!!! WE DID IT! This past week I started working on code to compare and chose a frame to play (the actual matcher) and it works… Kind of? YES IT MACHES… Is it a good match? HECK NO!!!! BUT IT MATCHES!!!! AND THAT JUST MADE 9 MONTHS OF WORK WORTH IT AS I HYPERVENTILATE WATCHING MY MATCHER STUGGLE BADLY LAGING EVERYTHING BUT IT WORKS! now the next step is making it work… properly. the video is of it trying to match. i kinda move around a bit to get it changing data but you can tell when it finds… something because the character will lock onto a frame or start playing the animation.
sheesh its been awhile since I last posted a devlog. MOTION MATCHING SYSTEM V1 - HIP Better matching Change Log/Updates Matching changed from world space to local space started work on recording motion capture I got more consistent matching now thanks to changing how it store the data in the dataset and how it matches to it. originally the future trajectory positions where stored as world space values in the dataset and the matcher would match it to the players world space values. if you know how transform systems work in game engines or blender you might know that because of that I had to be in the EXACT same position in the world that the data was recorded (you can see this in my last devlog where I kinda wiggle around in a few areas and get flurries of matches) in which… doesn’t work very well for this because if you had to record your self walking forwards backwards and side to side for ever single value in the game world that would take you FOREVER! so I switched it to local space which is basically where you are in the world based off of something. so like instead of 0, 0, 0 being the root of the world it would be where the character is so the trajectory positions are based around the character transform… do you know what I mean? I hope so because I cant think of a better way to explain it at the moment. Right now the biggest thing holding me back is the actual motion capture data that I am feeding into this thing because the recording I downloaded… is really bad. so I have been experimenting with a free open sourced software called FreeMoCap which is a marker less triangulation based motion capture software. I will report back when I get some good results out of it (hopefully soon) TODO hand and feet position and velocity matching 6 to 8 camera motion capture data finish Charuco board for FreeMoCap camera calibration Video is of the new matching in action the red (and 1 green) points are the players future predicted trajectory the pinkish purple points are the animation fames current trajectory. they should be aligned most of the time
#MOTION MATCHING SYSTEM V1 DEVLOG ok its been a few days and we have gotten a few things done including started work on feet and hand bone tracking (the secret sause to motion matching) I finished making the large Charuco Board so I can calibrate FreeMoCap. so its coming along… slowly but that’s ok. the hardest part of all of this is the motion capture though since my setup is really bad (I wish my city had a capture studio somewhere even if it was small)
Pretty boring stuff happening right now. I have been working to implement bone positional and velocity tracking into the dataset builder but since I wanted to use a custom class to do it the unity UI Toolkit decided to pick a fight and be really annoying to do it in. if anyone wants to write a custom class in unity and have it show up in a list view use this: link I also am working on processing some mocap data but its not going so well right now and I am getting pretty tired with dealing with these markerless systems so we will see if my local university will let me use or even tour their 10 cam Vicon setup (cross your fingers for me) anyways I still have one mocap session to prosses so I will probably do that tomorrow since I can just let it run while I am doing other things. also I just watched these videos where this guy is building open sourced optical mocap cameras and I think I might just funnel all my hack club hours into pcb credits to build a few of them. part 1 vid: https://youtu.be/kYVqL_DqBis?si=CPKxKiLa8cxf3M1t Part 2 vid: https://youtu.be/WJ13C_1hDIA?si=hMlQ8u5ofEBf-cFS
There we go. I think I finally got it working. JEEZ UNITY NEEDS BETTER DOCUMENTATION ON THE UI TOOLKIT LIKE WOW ITS THAT BAD…. anyway I got the custom lists working now I just gotta add the actual bone selections then write in the logic to add everything to the datasets. if you look at the photo that’s roughly how it will look to use the dataset maker. not sure if I mentioned this in the last devlog but I finally messaged my local university to see if they will let me either tour or use their vicon system so I’m hoping something comes of that because that would be really cool. anyways its really late I pulled another programmer and stayed up till midnight working. see yall later.
THERE WE GO! finally we can select what bones we want to track from a nested dropdown. now I just need to implement it into the baking logic so I can get a finished dataset out of dataset maker. perfect timing too. I have gotten a few emails back from the university and they are willing to give me a tour of the Vicon system and there may be a chance one day to capture data on it so hopefully everything works out and I can capture on the same tech that AAA game studios use which would be a dream come true and would blow my mind.
WOW JUST WOW!!! So I toured the Vicon Set-up at my local univercity and it was amazing. I loved every moment of it. they even put markers on me and captured some data (not any I can use for motion matching but still WOW THAT TECH IS COOL) In more on topic news I got the dataset maker to output bone data into the database. is it the correct data… idk but I will figure that out! (Photo of me standing forward is just a general photo with the markers. photo of me looking away from camera with hand in air is me showing off all the retroreflective markers (and EMGs) then there is a photo of the compiled dataset)
Note to self… don’t freehand code… plan everything out on paper because I’m just experiencing Murphey’s law at this point :-< so…. the data that I didn’t know if it was right or not was incorrect… VERY incorrect (kinda) so that data was in local space I need it in world space but to convert it you either need to do the conversion through a transform (which requires a transform to reference) or do what I am doing (since I don’t have a easily accessible transform (unless I’m stupid and don’t know of one)) so I am going up the paths and for each object extracting their position and transforms (in local position) then adding it up until I eventually hit the root which would be in world space so now its converted (I’m doing the same for rotation too with more math) anyways my code for this entire project was never pre planned and I never normally pre plan but this is one of the times where once it works I’m going to figure out how it works (because who am I kidding I don’t really know) then I’m writing all of it down on paper and optimizing the loops and everything before jumping back into the editor to re-write the bake() function from scratch leading to MUCH BETTER READABILTY and hopefully speed because it takes a good 5 seconds from my for loops and brute force. anyways if you cant tell this is VERY BORING WORK and I really just want it to work SO BADLY because once I get everything in world position the next steps should be really easy but I shouldn’t say that because at this point if I do I might jinx myself
IM SO CLOSE!!!!!!!!! LIKE LATER TODAY (maybe can’t promise anything or the programing gods will kill me) I WILL HAVE MOTION MATCHING IN A GOOD DEMOABLE STATE FOR ME TO SHIP! I have got the bone data to work and actually spit out something useful by changing my whole approach and instead of sampling curves (which could work I just gotta deal with all the weird problems) I have created a unity scene in memory it spawns in the rig samples all the bone transform.positrons making unity do all the math and hard work before it returns me world positions of all of the bones I told it to track. the only problem I am having now is that I got to convert those world positions back into local position so that they can work anywhere (and yes I just converted them from local position to world position and this might sound counter intuitive but I need to change the parent of the local position) I remember this being easy for trajectory matching but maybe since this is WAYY more sensitive to rotation I need to try a different approach. the final stretch is approaching us dear hack clubbers. I got the rest of today then school starts tomorrow. LETS! LOCK! IN! YEAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!! btw the pink sphere is the foot potion… or what should be the foot position. Blue is the actual foot position. Red is root Position
OK OK OK IT WORKS!!!!! so we got bone positions to work. I’m done for the day. anyways I literally just had to flip my subtraction around… yes… its stupid…. anyways went from this: RootPositions[i][j] - BoneTransform.position to this: BoneTransform.position - RootPositions[i][j]. ok mic drop… I did say I would ship by the end of the month of august and clearly that didn’t happen but it will (hopefully) be this week Pink sphere is the foot pos from data set Blue is the other models foot pos not from dataset then red is root position (Also 2 devlogs in one day! I’m on fire!)
sheesh I’ve done a bit in the last week. So we have added the ability to match bones in the matcher got the matcher to handle multiple animation clips and I guess that’s it… I honestly thought I did more… on paper it doesn’t actually seem like that much.. huh. OH WELL! I also found a MASIVE collection of animation from a unreal engine demo project so I’m probably going to extract that and retarget TONS of that over the next few days because imma say it the problem with the matcher is the lack of good data at this point. Pink/Purple - Animation frame data position Red/green - predicted trajectory
we have done it! MOTION MATCHING FROM SCRATCH! the last week has been crazy. I have found more data from a unity demo of a long discontinued motion matching asset and I have retargeted the animation in blender and brought it into unity with proper root motion. since this was my first time using more then one animation clip with EVERYTHING I expected bugs and errors AND THAT I GOT. I had to go in and rewrite a really small chunk of how the dataset maker compiles the trajectory data. I had to make the matcher actually handle more then one clip as well as dig into a null reference error it was giving me so I had to dig into it more and learn that the dataset was still flawed and go back and do more to the editor AND THEN ONCE the data was good now the matcher scales the character to like 300% or something and I never even told it to touch scale so now I have to properly set up multi-animation unity playables since before I didn’t know that you couldn’t just set all the blend weights to one and hope for the best. now finally after all of that. it appears to match and hold onto a frame. I have a few last features to implement into it that being velocity matching so then it wont just hold a frame but understand that arms move and swing. as well as debug info for both me while testing as well as for you my dear hackclubbers so when I ship you all can see a bit into the inner workings of it. thank you for coming with me on this journey I never expected it to go this long but it feels good to have at least one person interested in what I’m working on for once and not just get shrugged off. - Ash ❤️ Video is of the matcher working photos are of the scaling issue
WE HAVE HIT 100 HOURS LOGGED!!!! wow the amount of time I spent on this is CRAZY! anyways we have had little improvements on the matcher I have been trying to get it to give me a full animation but it refuses instead kinda just wiggling its arms up and down pretending to be a bird OR snapping between poses that have NOTHING to do with walking. I have spent the last few hours attempting to calibrate it to work as well as writing a better dataset debug script so then it will be easier to visualize what every frame of animation contains Data-wise so then I can attempt to manually match frames and see what the matcher ranks them vs what it normally matches so the I can maybe weight it or bias it a bit. we only have a week and bit left LET LOCK IN!!!!!!!!!!!!!!!!!!!!
HOLY CRAP IT WALKS!!! I can’t believe it. I am so FLIIPING happy ITS MOTION MATCHING! THAT IS ACTAUL REAL MOVEMENT AND NOT JUST WIGGLES!!!!! AAAAAAHHHHHH!!!!!! HECK YEAH!!!!!!! ok so in reality its still not fully working. I had to disable bone velocity matching completely to get it to work but I think I figured out why it doesn’t work. for trajectory matching I realized that the character is scaled to 1.83 instead of just 1 so that will affect the matching and I have to implement an offset (and I did it for the bone positions too but I never did it to the velocities) anyways I think I will fiddle with it till that work epeshly since STARDANCE WAS EXETENDED UNTILL OCTOBER 30TH THANK YOU HACK CLUB!!!! Video is of it working, not working and me playing with settings.
Working on velocity matching. its kinda working now better then it was but its really weird that it slows the character down so much but its better then random snapping poses
OK OK IT WORKS ENOUGH OK DONT TOUCH IT I’m a fraud you guys. I couldn’t figure out the velocity thing so I…. I USED AI! I SWARE I HAVENT BEEN THIS ENTIRE TIME…. ok heres what happened I couldn’t figure it out so I had some AI going through some Motion Matching related thesis stuff and explaining it to me and then I ended up giving it a small chunk of my matcher code use to generate the cost and it pointed out my problems….. so 1. The way I was calculating local position was wrong which is funny because when I do it the other way it also breaks but then that leads into the second part. 2. I was inverting data and that was what was keeping the system working for some reason awhile back and even when I tried removing it a bit ago it broke which was really weird. anyways if you change both of them they fix each other so YAY I guess… sorry for the AI usage. it didn’t re write my code for me though I hand fixed my problem which I can proudly say all of the code is all hand typed…. (other then stuff I copy and pasted and or reused from other code I wrote… TRUST ME I NEVER WANT TO REWRITE UI SYSTEMS please unity fix the uitoolkit its bad)
I finally made a git hub repository. I also made a new unity project and moved everything into it to clean everything up for the demo I am starting to work on. I also made Bone Rotation matching but it doesn’t contribute all that match. I should be ready to ship/ Have a demo ready soon
LOTS OF DEBUG UI COMEING YOUR WAY! I have added lots of UI stuff to display internal values such as costs as stuff. I have also added the ability to adjust motion matching settings from in the demo so when I upload it to itch.io all of you can play with the system as much as you want and tell me how bad you broke it. to do wise its a bit more UI (some of it doesn’t work or I want it to look better) and then the data points kinda like the unity gizmo stuff I have been showing you here on star dance. anyways its like 1 AM I should have gone to bed HOURS AGO so I’mma go brush my teeth and work some more tomorrow…. my keyboard is starting to fail :-< Goodnight y’all. or good morning to the folk around the world like in Norway or something
The demo UI has been finished and it works quite well! I have a few more things to add like a looping map so that the Character doesn’t just walk off the end of the world and die plus some more main menu stuff I think too. anyways progress has been fast so far so expect more soon!
OK its fixed now but first test build didn’t go so well (see video) the problem was unity wasn’t saving any of my data running in the background because it wasn’t serialized. I also organized project files plus removing unneeded scripts (I reuse code a lot and sometimes things get replaced and just left there) I also if you can’t tell from the video a dropped frame counter to show matches that where canceled because the current frame was good enough to meet the cost threshold. anyways I think now most of what I have to do it package everything up into… well a package then send it off into the world for you the hack clubbers to mess around with. EDIT: I added a demo for Windows to the github if you want to try it early
Not much changed I made an Itch.io for the demo. I also started adding comments to all of my code yeah its hard to remember what does what but I also got the dataset editor done or almost done. then its onto the matcher and then the trajectory maker then we are done there and then onto a tutorial of how to use it then we are done
I finished all the code comments. I know. WOW 4 HOURS OF CODE COMMENTS yeah but I was also cleaning some other parts of it up and fixing some of the indentations. anyways that’s done now only a few more things till we get to ship! but also a note to other devs like me… please comment your code while writing it because I have gotten in the habit of not doing that and as seeing here by 4 hours logged of code comments PLEASE JUST DO IT WHILE WRITING IT BECUASE THIS SUCKS...
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1792760004.6095197
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1793364804.6095197
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53182
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Better Bedrock Menus by @xeo | Stardance
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xeo
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0
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5.36
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0
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[]
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[{"post_id": 81954, "ts": "202 [{"post_id": 81954, "ts": "2026-10-23T05:12:21Z", "hours": 0.7397, "text": "BBM 0.6.1 I made update checking async! I also added a little message in the info command that states the latest version so one could easily compare between the two. The rest of the time was me trying to figure out how to package Bstats in with Maven, to little avail"}, {"post_id": 74238, "ts": "2026-09-27T00:58:18Z", "hours": 2.1269, "text": "Async timeeeee! (0.6.1-dev) I’m currently working on re-coding the reading and writing of JSON files in Better Bedrock Menus to be async! Reading and writing files should really always be done asynchronously, so, despite the pretty small impact to actual performance, this is good practice (I think)!"}, {"post_id": 53401, "ts": "2026-08-23T22:50:53Z", "hours": 1.1986, "text": "(BBM Ver. 0.6.0) I added support for sending menus through Skript which allows for people to easily integrate bedrock menus with their pre-existing code!"}, {"post_id": 53211, "ts": "2026-08-23T17:31:40Z", "hours": 1.295, "text": "BBM (Ver. 0.5.5) I stylized the usage messages and added a permission check for self-menus! *I know it was a lot of time for how small the change was, but I spent some time cleaning up code and re-familiarizing myself with the codebase. *"}]...
|
Title: Better Bedrock Menus by @xeo | Stardance
D Title: Better Bedrock Menus by @xeo | Stardance
Devlogs:
BBM (Ver. 0.5.5) I stylized the usage messages and added a permission check for self-menus! *I know it was a lot of time for how small the change was, but I spent some time cleaning up code and re-familiarizing myself with the codebase. *
(BBM Ver. 0.6.0) I added support for sending menus through Skript which allows for people to easily integrate bedrock menus with their pre-existing code!
Async timeeeee! (0.6.1-dev) I’m currently working on re-coding the reading and writing of JSON files in Better Bedrock Menus to be async! Reading and writing files should really always be done asynchronously, so, despite the pretty small impact to actual performance, this is good practice (I think)!
BBM 0.6.1 I made update checking async! I also added a little message in the info command that states the latest version so one could easily compare between the two. The rest of the time was me trying to figure out how to package Bstats in with Maven, to little avail...
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1792738409.5113766
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1793343209.5113766
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59229
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AnnoyingClock by @StarCoder | Stardance
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StarCoder
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0
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6.39
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[{"post_id": 81955, "ts": "202 [{"post_id": 81955, "ts": "2026-10-23T05:18:33Z", "hours": 3.3725, "text": "Blare Project Devlog 2 What I did Ok, so most of the time logged was working on the CAD. I’m going to keep my CAD pretty basic for now, since I’m not completely comfortable with Onshape to do any meaningful changes. Once I get the kit, however, I’ll probably make a better case, and if I want to, I’ll make another one in Blender. I know Blender’s not recommended, but I’ve been using it for so long, it’ll be much easier for me to make changes so it looks better. But that’s for later. I don’t really know what else to write in the Devlog. I’ve literally lapsed all my CAD, and now I’m starting with the firmware. Probably going to only do some basic firmware until I get the kit so I can actually test stuff out. Notes I’ve attached below a screenshot of my case design. Thanks for reading!"}, {"post_id": 75802, "ts": "2026-10-01T05:50:32Z", "hours": 3.0158, "text": "Blare Project Devlog 1 Ok, just a note, I didn’t know I had to devlog even while lapsing everything, so it is a bit later than I would have liked, since I’ve already done 3 hours of work. Overview So I’m following the mission guide to create an alarm clock. I decided to have 6 buttons in mine, which is the main change for the electronic part of it, and I have some ideas for the CAD portion. What I’ve done so far So far, I’ve made the schematic, the pcb, and am starting with the CAD. I am a beginner in electronics, so all of that took me a lot of searching stuff up and figuring things out, but I think it turned out good. Notes I’ve attached below a screenshot of my pcb. I don’t really have much else to say, since I kinda need to go to sleep, so I might edit this later with more info."}]...
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Title: AnnoyingClock by @StarCoder | Stardance
De Title: AnnoyingClock by @StarCoder | Stardance
Devlogs:
Blare Project Devlog 1 Ok, just a note, I didn’t know I had to devlog even while lapsing everything, so it is a bit later than I would have liked, since I’ve already done 3 hours of work. Overview So I’m following the mission guide to create an alarm clock. I decided to have 6 buttons in mine, which is the main change for the electronic part of it, and I have some ideas for the CAD portion. What I’ve done so far So far, I’ve made the schematic, the pcb, and am starting with the CAD. I am a beginner in electronics, so all of that took me a lot of searching stuff up and figuring things out, but I think it turned out good. Notes I’ve attached below a screenshot of my pcb. I don’t really have much else to say, since I kinda need to go to sleep, so I might edit this later with more info.
Blare Project Devlog 2 What I did Ok, so most of the time logged was working on the CAD. I’m going to keep my CAD pretty basic for now, since I’m not completely comfortable with Onshape to do any meaningful changes. Once I get the kit, however, I’ll probably make a better case, and if I want to, I’ll make another one in Blender. I know Blender’s not recommended, but I’ve been using it for so long, it’ll be much easier for me to make changes so it looks better. But that’s for later. I don’t really know what else to write in the Devlog. I’ve literally lapsed all my CAD, and now I’m starting with the firmware. Probably going to only do some basic firmware until I get the kit so I can actually test stuff out. Notes I’ve attached below a screenshot of my case design. Thanks for reading!...
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1792788741.9521506
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1793393541.9521506
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7333
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Website by @robopugo | Stardance
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robopugo
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0
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14.94
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0
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[]
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[{"post_id": 8196, "ts": "2026 [{"post_id": 8196, "ts": "2026-06-13T17:16:50Z", "hours": 0.7256, "text": "Did some debugging And some styling"}, {"post_id": 7534, "ts": "2026-06-12T16:08:45Z", "hours": 1.1167, "text": "added ability to upload imgs as bgs and made contrast theme work better."}, {"post_id": 6995, "ts": "2026-06-11T19:02:03Z", "hours": 0.745, "text": "added a scrollbar and the option for no img when selecting a bg."}, {"post_id": 6966, "ts": "2026-06-11T17:59:32Z", "hours": 1.5217, "text": "added a BG selector and a clock"}, {"post_id": 6879, "ts": "2026-06-11T15:13:42Z", "hours": 1.0558, "text": "added a sidebar."}, {"post_id": 6579, "ts": "2026-06-11T01:43:51Z", "hours": 2.9075, "text": "Added custom Bg’s, also did a lot of bug fixing and organization."}, {"post_id": 5671, "ts": "2026-06-09T15:29:36Z", "hours": 2.0917, "text": "Added more settings, and way to change birb colors and a way to asses my web-os."}, {"post_id": 2511, "ts": "2026-06-05T01:18:38Z", "hours": 1.555, "text": "added custom color themes, with a color picker, also add a button to hide the main part and just see the birds."}, {"post_id": 2427, "ts": "2026-06-04T22:07:37Z", "hours": 3.2222, "text": "finished making the bird logic, looks a lot cooler on the site, were they move. The main thing was adding bias so they can switch movement and fly in patterens."}]...
|
Title: Website by @robopugo | Stardance
Devlogs:
Title: Website by @robopugo | Stardance
Devlogs:
finished making the bird logic, looks a lot cooler on the site, were they move. The main thing was adding bias so they can switch movement and fly in patterens.
added custom color themes, with a color picker, also add a button to hide the main part and just see the birds.
Added more settings, and way to change birb colors and a way to asses my web-os.
Added custom Bg’s, also did a lot of bug fixing and organization.
added a sidebar.
added a BG selector and a clock
added a scrollbar and the option for no img when selecting a bg.
added ability to upload imgs as bgs and made contrast theme work better.
Did some debugging And some styling...
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1792792413.814371
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1793397213.814371
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61635
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15919ify+ by @sox123 | Stardance
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sox123
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2
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24.17
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242
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T18:12:52Z", "hours": 12.0, "multiplier": 9.68, "payout": 117, "blessing": "neutral", "text": "15919ify+ An open-source web utility designed to take in text in 7 Bit ISO 15919 format and transcode it into various Indic Scripts. While built with a modular architecture capable of scaling to multiple languages, it currently only has support for Malayalam, Tamil, Odia and Kannada (not fully ironed out), but has a lot of scripts added with bugs being fixed according to speaker. Current Malayalam setup is made taking huge liberties like introducing various character combinations not in the current standard (ie, chillu letters). Features Scans input strings character-by-character, intelligently grouping multi-character consonant and vowel clusters (up to 3-character keys) Dictionary based mapping system covering all letters and symbols in Malayalam, Tamil, Kannada, Telugu, Devenagari, Odia, Bengali-Asamiya, Gurumukhi, Gujarati, Kaithi (dead script btw), Sinhala, Tibetan, Saurashtra. The challenges The ISO 15919 standard was kinda dumb to start on, because it did not have a native way to express the “Chillu” letters found only in Malayalam, and thus, I had to add to the standard in order to even make Malayalam usable. I’m in India, so school already started in June, and so I had to do it all within the very little time I have (Boards..) Changes since last ship Added many more scripts and made some well supported. Reworked most of the code, so that it is actually modular Added dev guides, so people can actually implement it Relicensed from GPL3 to MIT, so that people can use it in prod without GPL3’ing the whole project Prerequisites before trying it out I suggest checking out the Github repo for typing instructions, beacause most of this is a weird concept so it might be better if you have an idea of how to even do anything. Also, I don’t think most of y’all know these Indic Scripts, so this is defenitely niche, but pretty helpful, becuase all generic tools I tried for the task were pretty bad with Malayalam’s specificity, and also the fact that there is NO tool currently that takes in any form of 15919 and gives a transliteration for Any non-Devanagiri language;", "repo": "https://github.com/Jimvel-src/15919ify", "demo": "https://sox.nekoweb.org/15919.html"}, {"ship_num": 2, "ts": "2026-09-28T12:28:21Z", "hours": 11.0, "multiplier": 11.03, "payout": 125, "blessing": "neutral", "text": "15919ify+ An open-source web utility designed to take in text in 7 Bit ISO 15919 format and transcode it into various Indic Scripts. While built with a modular architecture capable of scaling to multiple languages, it currently only has support for Malayalam, Tamil and Kannada (not fully ironed out). Current Malayalam setup is made taking huge liberties like introducing various character combinations not in the current standard (ie, chillu letters). Features Scans input strings character-by-character, intelligently grouping multi-character consonant and vowel clusters (up to 3-character keys) Dictionary based mapping system covering all letters and symbols in Malayalam, Tamil & Kannada The challenges The ISO 15919 standard was kinda dumb to start on, because it did not have a native way to express the “Chillu” letters found only in Malayalam, and thus, I had to add to the standard in order to even make Malayalam usable. I’m in India, so school already started in June, and so I had to do it all within the very little time I have (Boards..) Prerequisites before trying it out I suggest checking out the Github repo for typing instructions, beacause most of this is a weird concept so it might be better if you have an idea of how to even do anything. Also, I don’t think most of y’all know these Indic Scripts, so this is defenitely niche, but pretty helpful, becuase all generic tools I tried for the task were pretty bad with Malayalam’s specificity, and also the fact that there is NO tool currently that takes in any form of 15919 and gives a transliteration for Any non-Devanagiri language;", "repo": "https://github.com/Jimvel-src/15919ify", "demo": "https://sox.nekoweb.org/15919.html"}]...
|
[{"post_id": 81968, "ts": "202 [{"post_id": 81968, "ts": "2026-10-23T07:35:53Z", "hours": 0.5181, "text": "Just added more of the lanaguage typing instructions MDs, linked them up to the main MD. Also, I found many bugs in the mappings, which i fixed. (Gujarati had chandrabindu mapped as t N and not t M, Bengali-Asamiya had more bugs like the uhh Letter II was used inplace of symbol II accidentally, and some devanagari mappings were not removed.)."}, {"post_id": 81304, "ts": "2026-10-20T19:17:24Z", "hours": 0.6564, "text": "Fixed copy, now can copy without adding “c” to the input. FAQs yall been asking on the rating Do you know all these scripts? Uh, no, not most of them. I know Malayalam (native), Devaagari, English (learnt in school), Tamil and Kannada because I like to learn stuff when i go on tours (im a nerd lol), and i learnt many scripts along this project. I didnt have to “conform” most of the stuf, because most Indic languages are pretty similar, and also because UNICODE and other organisations have already done the work on mappings, so i just had to implement that only. Occcasionally, I did ask forum posts on these langauge speakers, to fix any bugs and add features. Is it a translator? No , it is not a translator. It is a trans literator , it does not convert meanings, it converts sounds. Do not expect everything you type in to be a meaningful output. Often times, it is butchered, because the standard is pretty dumb, and no one ever uses it. Why does it convert everything Vide previous Question. So, most of everything gets transliterated, except when the sound DOESNT exist in the script, when it just ommits it entirely. Since sounds are converted, almost everything is processed. What is this even used for. Interational transliteration based on an International standard. Albeit it is quite stupid, and as a mallu, i feel it is very undeveloped. Only reason i devoloped this is because nobody made anything, and it was a fun project. Why not add more scripts / langauges Well, this project is based on the standard ISO 15919, which is limited to around 10 scripts, and i might have added more, because i trusted the wikipedia table too much. Not only do i not have any time, i also dont need to do something that isnt actually useful. Why does this tool add a virama at the end? Im sorry yall had to add the “a” at the end manually, but this is a slight limitation. Adding inherent virama might break someother langauges, and also other vowel signs. But i will try to see what I can do. What is the arrow thingy in the corner Manual refersh button so that you can manually click it to force a rerender. This is now pretty obsolete, but has existed, so idc."}, {"post_id": 81050, "ts": "2026-10-19T17:39:25Z", "hours": 1.1714, "text": "Rewrote the README so that its actually usable for anybody implementing it. And I think all the features are done on this project, the only thing remaining is to iron out bugs, if any, and to maintain this repo based on issues from speakers"}, {"post_id": 80369, "ts": "2026-10-17T12:54:19Z", "hours": 1.5278, "text": "Added tibetan and sinhala and fixed many syntax errors i made while eepy. I also took the Descision to not do Thai and Nashtaliq for reasons of * thai has funny vowels not compatible perfectly with the current parser and would require a rewrite, *Nashtaliq already has many implementations and standards >I was busy with School so slight delay."}, {"post_id": 78363, "ts": "2026-10-10T15:44:18Z", "hours": 0.5742, "text": "Today was quite unenventful and i was busy with school works, So, i just added Gujarati and Gurumukhi. The Next few are actually a bit tricky being Sinhala, Thai and Tibetan. Thai is very very complicated for me to get my head around (trust me, i tried), Sinhala just has too many letters (and therefore tokens, whcih i will add). Tibetan is also on the same level as thai, due to the phonetic change or sum shi that happened long ago, causing a difference in the written vs the spoken langauge."}, {"post_id": 78125, "ts": "2026-10-09T17:07:49Z", "hours": 1.51, "text": "So, I finally got to fixing a ton of bugs and also added Kaithi (almost dead script) and Saurashatra (not commonly used), and also a QOL onto the example html where you can now refresh without causing text to be entered. Very Much advise to check up, because last version, I had Malayalam’s virama swapped with the anuswara. Should be fixed now. Also updated the Odia’s autoAnu to be true, based on the research i did from natives."}, {"post_id": 77095, "ts": "2026-10-05T16:57:18Z", "hours": 0.365, "text": "Split Asamiya and Bangla into two seperate scripts, because I dont wanna cause another riot that Unicode had to face. (ie, Letter “ra” is different in the two langauges, but share the same script (the asamiya Ra was added to Unicode as an extension, which the natives didnt like. In my token based system, one would’ve been forced to be the main, so i split them up.)"}, {"post_id": 77071, "ts": "2026-10-05T15:31:32Z", "hours": 0.8778, "text": "Added Bangla-Asamiya script. The main challenge was that the 15919 standard was actually wrong on some parts. So I had to use CharMap on a native font, and I also had to cross reference the unicode block. But I did get it done. TIL: the anuswara maps to Ng in this script and not the sanksrit “-m” or “-n”, so there was that confusion."}, {"post_id": 76451, "ts": "2026-10-03T15:48:32Z", "hours": 1.2714, "text": "So, I did Yet Another Refactor, now net -201 (+46, -251) lines in the 15919.js file after adding Odia. Odia is not a language I know too well, so I put up a post on an Odia subreddit to get info. So, will update as soon as get info. also updated the MD’s. From Now on, all the remaining lanaguges i do not have much knowledge in, and thus will take longer for an actual version, cuz i will have to do polls."}, {"post_id": 76174, "ts": "2026-10-02T16:06:26Z", "hours": 1.6156, "text": "Added Devanagari support to the thing. Also, I had forgotten to add the MD for Telugu, so that is here as well, along with Devanagari MD. I also made imports by pkgmans easier.. Side note: I wish I could add the time required to add these induvidual files to main, but ill prolly get a reply of just use CLI git. And most of this stuff is just maintainer chores. Like I have to add and update the hosted ‘try it out’ page, otherwise it would’nt be good"}, {"post_id": 75868, "ts": "2026-10-01T12:38:30Z", "hours": 1.8589, "text": "So, I think I want to publish this npm or other JS pkgman’s, so that others can use it Easier. So I decided to make the whole project less dependant on the HTML and also took the repeated if’s out. Now it should be much better accessable in a console."}, {"post_id": 75818, "ts": "2026-10-01T07:50:40Z", "hours": 0.5394, "text": "Due to popular demand during last ship, i decided that I would split the whole js file into the main logic file 15919.js and the dictonaries file dicts.js"}, {"post_id": 75583, "ts": "2026-09-30T14:12:09Z", "hours": 0.5403, "text": "Added an experimental QoL feature, that adds an Anuswara and replaces the regular ‘m’ char when a word is ended with a space, punctuation or a newline (/n)"}, {"post_id": 75165, "ts": "2026-09-29T10:59:05Z", "hours": 0.2714, "text": "I haven’t used Ai for the Css or the Html. I have only used AI for js, especially only in the Dicts. The reason i got Kannada and Tamil done so quickly is because Tamil is just Malayalam but debloated (no chillu, so many less letters) and Kannada is just Malalayalam but only a slight bit of debloating (no chillu). The reason that the github html doesnt match the css in repo, is because the Html in the repo is made deliberately empty due it only being an EXAMPLE!! It is not a finalised product. Also, the CSS is only in the repo because good practice. And, you can check the whole repo for the HISTORY of the CSS file. I did use the w3schools demos a lot to understand exactly how I can use flexboxes, and prevent broken errors. If you wanted to, you could download the HTML file I used in the Hosting, and that matches the CSS, because I made it literally in my home directory."}, {"post_id": 74831, "ts": "2026-09-28T12:07:43Z", "hours": 0.7611, "text": "finalised everything for the shipping"}, {"post_id": 74737, "ts": "2026-09-28T03:07:29Z", "hours": 0.3892, "text": "attempt at learning kannada logic"}, {"post_id": 74323, "ts": "2026-09-27T05:28:36Z", "hours": 1.4225, "text": "added a ton of shi"}, {"post_id": 72636, "ts": "2026-09-23T12:29:39Z", "hours": 0.5022, "text": "Rewrote CSS and added fonts, icons to make site look better."}, {"post_id": 72296, "ts": "2026-09-22T16:33:29Z", "hours": 1.3769, "text": "cooked up a good enough css for the site."}, {"post_id": 72236, "ts": "2026-09-22T14:42:46Z", "hours": 0.9306, "text": "update readme to add instructions."}, {"post_id": 71060, "ts": "2026-09-20T07:58:10Z", "hours": 0.7111, "text": "Added proper chillu support, and fixed example html bugs."}, {"post_id": 70675, "ts": "2026-09-19T15:56:05Z", "hours": 2.1819, "text": "Fixed major errors, Made a no-css example page for js implementation, and added almost all characters. Still need to fix conjucted characters (കൂട്ടക്ഷരങ്ങൾ, [kuu.t.tak.sara;n;na.l])."}, {"post_id": 69682, "ts": "2026-09-17T16:00:09Z", "hours": 1.0994, "text": "made the tokens to malayalam converter. Also, side note, i dont think i have the time to make this multilangauge, but i will try."}, {"post_id": 67192, "ts": "2026-09-13T07:55:46Z", "hours": 1.2806, "text": "Rewrite most of the stuff, it was stupid."}, {"post_id": 67133, "ts": "2026-09-13T06:09:19Z", "hours": 0.6619, "text": "Start of the code, setting up dicts"}]...
|
Title: 15919ify+ by @sox123 | Stardance
Devlogs:
Title: 15919ify+ by @sox123 | Stardance
Devlogs:
Start of the code, setting up dicts
Rewrite most of the stuff, it was stupid.
made the tokens to malayalam converter. Also, side note, i dont think i have the time to make this multilangauge, but i will try.
Fixed major errors, Made a no-css example page for js implementation, and added almost all characters. Still need to fix conjucted characters (കൂട്ടക്ഷരങ്ങൾ, [kuu.t.tak.sara;n;na.l]).
Added proper chillu support, and fixed example html bugs.
update readme to add instructions.
cooked up a good enough css for the site.
Rewrote CSS and added fonts, icons to make site look better.
added a ton of shi
attempt at learning kannada logic
finalised everything for the shipping
I haven’t used Ai for the Css or the Html. I have only used AI for js, especially only in the Dicts. The reason i got Kannada and Tamil done so quickly is because Tamil is just Malayalam but debloated (no chillu, so many less letters) and Kannada is just Malalayalam but only a slight bit of debloating (no chillu). The reason that the github html doesnt match the css in repo, is because the Html in the repo is made deliberately empty due it only being an EXAMPLE!! It is not a finalised product. Also, the CSS is only in the repo because good practice. And, you can check the whole repo for the HISTORY of the CSS file. I did use the w3schools demos a lot to understand exactly how I can use flexboxes, and prevent broken errors. If you wanted to, you could download the HTML file I used in the Hosting, and that matches the CSS, because I made it literally in my home directory.
Added an experimental QoL feature, that adds an Anuswara and replaces the regular ‘m’ char when a word is ended with a space, punctuation or a newline (/n)
Due to popular demand during last ship, i decided that I would split the whole js file into the main logic file 15919.js and the dictonaries file dicts.js
So, I think I want to publish this npm or other JS pkgman’s, so that others can use it Easier. So I decided to make the whole project less dependant on the HTML and also took the repeated if’s out. Now it should be much better accessable in a console.
Added Devanagari support to the thing. Also, I had forgotten to add the MD for Telugu, so that is here as well, along with Devanagari MD. I also made imports by pkgmans easier.. Side note: I wish I could add the time required to add these induvidual files to main, but ill prolly get a reply of just use CLI git. And most of this stuff is just maintainer chores. Like I have to add and update the hosted ‘try it out’ page, otherwise it would’nt be good
So, I did Yet Another Refactor, now net -201 (+46, -251) lines in the 15919.js file after adding Odia. Odia is not a language I know too well, so I put up a post on an Odia subreddit to get info. So, will update as soon as get info. also updated the MD’s. From Now on, all the remaining lanaguges i do not have much knowledge in, and thus will take longer for an actual version, cuz i will have to do polls.
Added Bangla-Asamiya script. The main challenge was that the 15919 standard was actually wrong on some parts. So I had to use CharMap on a native font, and I also had to cross reference the unicode block. But I did get it done. TIL: the anuswara maps to Ng in this script and not the sanksrit “-m” or “-n”, so there was that confusion.
Split Asamiya and Bangla into two seperate scripts, because I dont wanna cause another riot that Unicode had to face. (ie, Letter “ra” is different in the two langauges, but share the same script (the asamiya Ra was added to Unicode as an extension, which the natives didnt like. In my token based system, one would’ve been forced to be the main, so i split them up.)
So, I finally got to fixing a ton of bugs and also added Kaithi (almost dead script) and Saurashatra (not commonly used), and also a QOL onto the example html where you can now refresh without causing text to be entered. Very Much advise to check up, because last version, I had Malayalam’s virama swapped with the anuswara. Should be fixed now. Also updated the Odia’s autoAnu to be true, based on the research i did from natives.
Today was quite unenventful and i was busy with school works, So, i just added Gujarati and Gurumukhi. The Next few are actually a bit tricky being Sinhala, Thai and Tibetan. Thai is very very complicated for me to get my head around (trust me, i tried), Sinhala just has too many letters (and therefore tokens, whcih i will add). Tibetan is also on the same level as thai, due to the phonetic change or sum shi that happened long ago, causing a difference in the written vs the spoken langauge.
Added tibetan and sinhala and fixed many syntax errors i made while eepy. I also took the Descision to not do Thai and Nashtaliq for reasons of * thai has funny vowels not compatible perfectly with the current parser and would require a rewrite, *Nashtaliq already has many implementations and standards >I was busy with School so slight delay.
Rewrote the README so that its actually usable for anybody implementing it. And I think all the features are done on this project, the only thing remaining is to iron out bugs, if any, and to maintain this repo based on issues from speakers
Fixed copy, now can copy without adding “c” to the input. FAQs yall been asking on the rating Do you know all these scripts? Uh, no, not most of them. I know Malayalam (native), Devaagari, English (learnt in school), Tamil and Kannada because I like to learn stuff when i go on tours (im a nerd lol), and i learnt many scripts along this project. I didnt have to “conform” most of the stuf, because most Indic languages are pretty similar, and also because UNICODE and other organisations have already done the work on mappings, so i just had to implement that only. Occcasionally, I did ask forum posts on these langauge speakers, to fix any bugs and add features. Is it a translator? No , it is not a translator. It is a trans literator , it does not convert meanings, it converts sounds. Do not expect everything you type in to be a meaningful output. Often times, it is butchered, because the standard is pretty dumb, and no one ever uses it. Why does it convert everything Vide previous Question. So, most of everything gets transliterated, except when the sound DOESNT exist in the script, when it just ommits it entirely. Since sounds are converted, almost everything is processed. What is this even used for. Interational transliteration based on an International standard. Albeit it is quite stupid, and as a mallu, i feel it is very undeveloped. Only reason i devoloped this is because nobody made anything, and it was a fun project. Why not add more scripts / langauges Well, this project is based on the standard ISO 15919, which is limited to around 10 scripts, and i might have added more, because i trusted the wikipedia table too much. Not only do i not have any time, i also dont need to do something that isnt actually useful. Why does this tool add a virama at the end? Im sorry yall had to add the “a” at the end manually, but this is a slight limitation. Adding inherent virama might break someother langauges, and also other vowel signs. But i will try to see what I can do. What is the arrow thingy in the corner Manual refersh button so that you can manually click it to force a rerender. This is now pretty obsolete, but has existed, so idc.
Just added more of the lanaguage typing instructions MDs, linked them up to the main MD. Also, I found many bugs in the mappings, which i fixed. (Gujarati had chandrabindu mapped as t N and not t M, Bengali-Asamiya had more bugs like the uhh Letter II was used inplace of symbol II accidentally, and some devanagari mappings were not removed.).
Ships:
15919ify+ An open-source web utility designed to take in text in 7 Bit ISO 15919 format and transcode it into various Indic Scripts. While built with a modular architecture capable of scaling to multiple languages, it currently only has support for Malayalam, Tamil and Kannada (not fully ironed out). Current Malayalam setup is made taking huge liberties like introducing various character combinations not in the current standard (ie, chillu letters). Features Scans input strings character-by-character, intelligently grouping multi-character consonant and vowel clusters (up to 3-character keys) Dictionary based mapping system covering all letters and symbols in Malayalam, Tamil & Kannada The challenges The ISO 15919 standard was kinda dumb to start on, because it did not have a native way to express the “Chillu” letters found only in Malayalam, and thus, I had to add to the standard in order to even make Malayalam usable. I’m in India, so school already started in June, and so I had to do it all within the very little time I have (Boards..) Prerequisites before trying it out I suggest checking out the Github repo for typing instructions, beacause most of this is a weird concept so it might be better if you have an idea of how to even do anything. Also, I don’t think most of y’all know these Indic Scripts, so this is defenitely niche, but pretty helpful, becuase all generic tools I tried for the task were pretty bad with Malayalam’s specificity, and also the fact that there is NO tool currently that takes in any form of 15919 and gives a transliteration for Any non-Devanagiri language;
15919ify+ An open-source web utility designed to take in text in 7 Bit ISO 15919 format and transcode it into various Indic Scripts. While built with a modular architecture capable of scaling to multiple languages, it currently only has support for Malayalam, Tamil, Odia and Kannada (not fully ironed out), but has a lot of scripts added with bugs being fixed according to speaker. Current Malayalam setup is made taking huge liberties like introducing various character combinations not in the current standard (ie, chillu letters). Features Scans input strings character-by-character, intelligently grouping multi-character consonant and vowel clusters (up to 3-character keys) Dictionary based mapping system covering all letters and symbols in Malayalam, Tamil, Kannada, Telugu, Devenagari, Odia, Bengali-Asamiya, Gurumukhi, Gujarati, Kaithi (dead script btw), Sinhala, Tibetan, Saurashtra. The challenges The ISO 15919 standard was kinda dumb to start on, because it did not have a native way to express the “Chillu” letters found only in Malayalam, and thus, I had to add to the standard in order to even make Malayalam usable. I’m in India, so school already started in June, and so I had to do it all within the very little time I have (Boards..) Changes since last ship Added many more scripts and made some well supported. Reworked most of the code, so that it is actually modular Added dev guides, so people can actually implement it Relicensed from GPL3 to MIT, so that people can use it in prod without GPL3’ing the whole project Prerequisites before trying it out I suggest checking out the Github repo for typing instructions, beacause most of this is a weird concept so it might be better if you have an idea of how to even do anything. Also, I don’t think most of y’all know these Indic Scripts, so this is defenitely niche, but pretty helpful, becuase all generic tools I tried for the task were pretty bad with Malayalam’s specificity, and also the fact that there is NO tool currently that takes in any form of 15919 and gives a transliteration for Any non-Devanagiri language;...
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1792813865.7949526
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1792900265.7949526
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17968
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Pokédex CLI by @nightswamp | Stardance
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nightswamp
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0
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1.27
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0
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[]
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[{"post_id": 8197, "ts": "2026 [{"post_id": 8197, "ts": "2026-06-13T17:17:51Z", "hours": 1.2672, "text": "Many of us have grown up watching Pokémon. It holds a special place in our childhood memories. To celebrate that memory, I’m building a REPL-based Pokédex CLI. For those of you who aren’t familiar with REPL, it stands for read-eval-print loop. It is an interactive shell environment that continuously reads your input, evaluates the command, and prints the result right back to you. So far, I’ve implemented two primary commands: Help: which displays the information and usage details for all available CLI commands. Exit: safely exits the CLI Soon I will be integrating the official Pokedex API to fetch and display live data, stats, and entries for specific Pokemon"}]...
|
Title: Pokédex CLI by @nightswamp | Stardance
Dev Title: Pokédex CLI by @nightswamp | Stardance
Devlogs:
Many of us have grown up watching Pokémon. It holds a special place in our childhood memories. To celebrate that memory, I’m building a REPL-based Pokédex CLI. For those of you who aren’t familiar with REPL, it stands for read-eval-print loop. It is an interactive shell environment that continuously reads your input, evaluates the command, and prints the result right back to you. So far, I’ve implemented two primary commands: Help: which displays the information and usage details for all available CLI commands. Exit: safely exits the CLI Soon I will be integrating the official Pokedex API to fetch and display live data, stats, and entries for specific Pokemon...
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1792727505.3024874
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1793332305.3024874
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61015
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MischiefOS by @arshadpathan | Stardance
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arshadpathan
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2
|
126.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T10:44:02Z", "hours": 105.0, "multiplier": 12.18, "payout": 0, "blessing": "neutral", "text": "As the Policy of Stardance for Review - Please look at all devlogs, readme and exprience the Real look by reviewing demo. Message to Reviewer Please Look at all devlogs and review code before judging as stardance asks reviewer So basically the idea is: i watched loki series for multiple times and always inspired by TVA aesthetics and loki mischief behaviour. (also i was also very admired by Retro Tech) so thought to build a- Retro Futurism interface that doesn’t feel heavy and bold. Just a unique art direction that differentiate ongoing Tech Trend. So I started Brainstorming and made some amazing design decisions and a copy of all things in my mind. This whole project was challenging So first of all explaining all project related challenges, i have to mention one- I had no device for to code, so i brought friend’s laptop for most of time but want to know something exciting, when i does not friend’s laptop too, i starts coding in my android mobile through Acode mobile app - the more exciting part is that it also features wakatime extension so i do not have to worry about time and to do code changes at all. so the github and acode apps were become very helpful for me. Challenges in code , btw all the OS was challenging but there are some elements who took me to build long hours and concerned me: timer weather widget visitor counter widget setting wallpaper functionality toggle on off buttons in setting journal app inspiration and guide book mygame app, animations and states of elements music app and lots BTW, I am proud of myself that i made it succefully. i was challenged to build something unique i was challenged to make it cool i was challenged to just make functionalities work i was challenged to make it to be real and feel real i was challenged to build this along my very rough college schedules and deadlines And I’M Proud of myself that i completed all very neatly as i always expected (btw except college all other challenges are my goals to satisfy my creativity.) To exprience this crazy built OS [ ] just have some excitement. [ ] get some fresh water. [ ] look or search for some lowki keywords and aesthetic in pinterest. [ ] Give some time to load all images and assets for best exprience. [ ] after in OS, read guide book on desktop page to know features. [ ] open intro app and read inspiration book to be get inspired and know how i got inspired.", "repo": "https://github.com/Arshad-Pathan/MischiefOS", "demo": "https://mischief-os.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-18T11:13:31Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "MischiefOS A Retro - Futuristic themed OS inspired by MARVEL TV SERIES “LOKI” Everything You’ll see on the interface is ideat and coded by myself. Used AI just for debugging. The mistakes and even wrong logic(which also mine) was resolved by me by apply understanding problem. So consider AI just used for finding what causing errors, not to solve that errors. What my idea is: Retro Futurism interface that doesn’t feel heavy and bold. Just a unique art direction that differentiate ongoing Tech Trend. So I started Brainstorming and come to conclusion: I can’t think to go againts the choice of LOKI What you will experience during review is pure retro futuristc world - an enviroment - a timeline where things gone beyond current technology sorry because not adding a proper reference or image, and you will find all you find in readme and in website", "repo": "https://github.com/Arshad-Pathan/MischiefOS", "demo": "https://mischief-os.vercel.app/"}]...
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[{"post_id": 81976, "ts": "202 [{"post_id": 81976, "ts": "2026-10-23T09:32:58Z", "hours": 0.8108, "text": "Devlog 41, Forget to update Readme ew, Forget to to update readme. so updated it."}, {"post_id": 81964, "ts": "2026-10-23T07:04:32Z", "hours": 3.0506, "text": "Devlog 40. Thank you, pl read entire devlog Finished this OS Project now going to submit it. Last changes- added booting animation or whatever u say. made window to change into fullscreen also added one more wallpaper small chnages fully inspiration (in intro app) and guide book apps Thank u all the stardancers who supported me along this amazing building journey. this may be my First and last project in stardance(even ma be last devlog), because i got projects deadlines, assignment deadlines and mid sem exams and lot of things. Thank you - @r2shergill , @253_Mathilde_IYKYK , @Zhanik , @reshiiiram , @Saif_Yousuf , @spearedrice , @subzeroditto , @Anvith , @ojasthakur , @eyosafit , @akshay369 , @madzia , @MathBty . AGAIN THANK YOU, VERY VERY MUCH"}, {"post_id": 81825, "ts": "2026-10-22T17:18:44Z", "hours": 4.5478, "text": "Devlog 39 Last remainings haha, built almost all things, just remaining things are a guide assets, images of guide app. there are lot of things i chnaged to just submit this before tomorrow(because i got deadlines for assignements and school projects)"}, {"post_id": 81722, "ts": "2026-10-22T07:01:28Z", "hours": 0.5275, "text": "Devlog 38 making some scrapbooks for intro app that tells what inspired to create different and amazing elements. now using canva to make it."}, {"post_id": 81566, "ts": "2026-10-21T18:20:03Z", "hours": 2.6203, "text": "Devlog 37 Ahhhhhhhhh, i’m tired of reviewing and testing each components again and again. but in this process, i’m very obessed with my own design. to show something here from bundle small changes, i can show this journal app. i chnaged background and styling."}, {"post_id": 81495, "ts": "2026-10-21T14:21:20Z", "hours": 2.0767, "text": "devlog 36 I dont know how i am working, just noticing each detail and wasting all time fixing each design, functionalities and details. what changes Basically Changed lots of things which even i dont remember, some oh them were: apps icons container, transition, position and almost all details. grid underlying details like changed content of each grid element. Finalized Library App but there are even lots of things i have to final so byeeeeeeeeeee. let me finish this project"}, {"post_id": 81302, "ts": "2026-10-20T18:46:07Z", "hours": 0.6472, "text": "Devlog 35 this time devlogging time is low but i have given like 2 or 2.5 hours designing assest. all that stuffs are created by me with bare hands Im not exprienced designer that can create impressive designs, but this is what i can create. BTW i’m using affinity here."}, {"post_id": 81272, "ts": "2026-10-20T15:58:07Z", "hours": 12.0831, "text": "Devlog 34 Finalizing windows styles. Worked on Lockscreen. Very long day though. Playing. Testing. Reviewing. modifying and debugging functions and frontend elements."}, {"post_id": 80457, "ts": "2026-10-17T18:01:21Z", "hours": 1.6408, "text": "Devlog 33 Made this amazing interface for navbar and added the clock. the tuff part was the clock and its hands. Designing and Testing with User interface again and again was very time consuming and frustrating. But loved the Process!"}, {"post_id": 80360, "ts": "2026-10-17T12:31:23Z", "hours": 3.1975, "text": "Devlog 32 I’m proud of my creativeness Now this is time for finalizing and polishing the design. And may be adding some little what impressive elements in this final phase. now im covering this all and going to ship in next 1-2 days. Here i tried to give navbar a visuals like it is a real gadged or some tool display. Here, i added a cool effect to timer’s button. Visit and enjoy"}, {"post_id": 80190, "ts": "2026-10-16T17:11:26Z", "hours": 2.2172, "text": "Devlog 31 Finally made the actual game with all the functionalities that makes a game A Game. How to play start the game and find all the saviors(Lokis). once you find all the lokis, congrats in advance you will won. whats differents in game from normal flow is at 7th step when u find 7th loki, a message will appear saying “you are looser and always, but when you find the lasts you will won. what was challenging The most challenging part is not part about the game but it is about me and my creative thinking. It was the UI Design it was the User Experience Design it was animations and bugs They were all parts i made in my mind, and i want to add at any way by myself"}, {"post_id": 80140, "ts": "2026-10-16T11:20:57Z", "hours": 4.3492, "text": "Devlog 30 Made Amaaazzzzzzzzzzzzzzzzzzziiiiiiiiiiiiiinnnnnnnnnnnnnnnnnnggggggggggggggg Animationsss. one thing i would say: Go check it out mygame app in myos, give some patience to finish animation jussssssssssssssssssssst have to add winning condition. But rather than game starting loading animation was very smooth from my vision and to audience who watched loki series."}, {"post_id": 79608, "ts": "2026-10-14T18:08:48Z", "hours": 2.3717, "text": "Devlog 29 Made this tiny character animation then adding it in game. The game is now not fully functional but it is on the way to finally being build. the os is just few days way from available to all"}, {"post_id": 79351, "ts": "2026-10-13T16:31:24Z", "hours": 3.2297, "text": "Devlog 28 Trying to make a game. for now i added placeholder images but will add actual real objects images. Trying to make a portal that opens up and takes and hides all the objects when found or game ends"}, {"post_id": 78839, "ts": "2026-10-11T18:53:15Z", "hours": 3.035, "text": "Devlog 27 Please See all images to be thrilled! lets go from small to big! made small interaction functionalities in setting(lots of time went in solving mini mistake that are just at front but not seemed) made a wikipedia app successfully – go read articles about tva, apocalypses in history and hunters made a general setting that toggle clock widget to display and hide. – it also remembers that last time u hided it or displayed"}, {"post_id": 78698, "ts": "2026-10-11T10:45:15Z", "hours": 0.4153, "text": "Devlog 26 See both pictures made clock exactly like i thought and in series. it just needs styling and polishing. making all it together was little what hard so i made it in my way."}, {"post_id": 78694, "ts": "2026-10-11T10:08:41Z", "hours": 2.7456, "text": "Devlog 25 made whether and clock widgets i was not able make these widgets without youtube tutorials. So absolute these widgets needs improvments in styling. and yeah i want to make clock widget like this below image, and i just having a logic idea that might works."}, {"post_id": 78404, "ts": "2026-10-10T17:32:02Z", "hours": 4.4456, "text": "Devlog 24 Built some components and also made changes that looks very little but gives very much impression added visitor counter widget Firstly, Because some days before i commented about my project on someone reel on instagram and also added project link in bio, and guess what! people visited my project. added or fixed mini functionalities such as navbar, app maximize. made visitor Counter with app script and spreadsheet – before this, i also worked on IoT projects in college and worked with app script and spreadsheet – so i thought why not apply exactly that here – i also took suggestions and idea from ai’s chatbots but its ai and ai always give perfection in each work and i was not intented to go with any backend like node.js or supabase, etc. fixed nav and app as apps are going under the navbar adjustments in maximize and alignments changed simple single key press close and maximize to work with Alt key"}, {"post_id": 77646, "ts": "2026-10-07T18:54:59Z", "hours": 1.0092, "text": "Debugged, found and solved bugs Debug and solved bugs such as functions that are called without need or at wrong time. also added key press for closing and maximizing apps"}, {"post_id": 77617, "ts": "2026-10-07T17:22:18Z", "hours": 0.4208, "text": "Added Key Press Functionality on Timer How u can interact: Press “T” or “t” to start and stop Timer Press “S” or “s” to select Timer time"}, {"post_id": 77607, "ts": "2026-10-07T16:38:07Z", "hours": 2.5664, "text": "so i added a on key press functionality on musicApp. Functionalities added: now user can play music when space bar is clicked made navigation bar static so app does not go underneath of it."}, {"post_id": 77497, "ts": "2026-10-07T07:58:56Z", "hours": 2.4944, "text": "finally made fully functional gallery app successfully For now i have limited numbers of images, so i placed them as placeholders, will add much more later. Now my next goal is to make a special widgets for my purpose in this site : Site Visit Counter and yeah will also make other widgets"}, {"post_id": 77379, "ts": "2026-10-06T18:30:57Z", "hours": 1.1006, "text": "Working on Gallery app despite some personal challenges I facing some logical problems, but what i tried to execute is : I made a Gallery that features two tabs: Recent, where all images are dispayed Albums, Where images are classified and displayed in categories will be feature images categories in next devlog"}, {"post_id": 77333, "ts": "2026-10-06T15:50:10Z", "hours": 2.4372, "text": "made a fully functional library/file manager app. I got sick while making this app! i just thinking that the logic or code was that tough to make me sick or just was my deep thinking that made me sick ⚠️the app works like when you click any document icon it let you see that document in very interactive and wonderful way. for now i placed placeholder images and will add real once when all my creative ideas are executed"}, {"post_id": 76926, "ts": "2026-10-05T03:15:15Z", "hours": 1.8492, "text": "Finally made music player Features play & pause buttons forward & backward buttons a music player cd rounds when playing can play whatever song want to and whenever just select song from selection or go forward or backward if creativity gives me more time then then ill add volume buttons yeah i’ll polish the design and will make it look exactly as it has to"}, {"post_id": 76473, "ts": "2026-10-03T17:07:25Z", "hours": 2.7617, "text": "made and executed main essential music player functionality! and yeah also found how to write these emojies Whats done: Music plays when selected play - pause working but there is something unusual is happening idk why other visuals r just visuals and just structure, i have to make it work. also see codes snippets, i written all code and logic myself and yeah all the logic i learn from youtube tutorials, chatgpt and w3school."}, {"post_id": 76114, "ts": "2026-10-02T10:44:50Z", "hours": 2.8067, "text": "Devlogging after some long days, because i went on college trip As Readers will know i was working on music player, i just decided what logic & code flow i have to apply. I watched some tutorials, asked chatgpt for different suggestions and how to execute, but none of them was seems to work for me and my idea. so i now i’m going to apply the logic what my mind created and let me go for it for a test. this the song disk i am thinking to place in music player"}, {"post_id": 74936, "ts": "2026-09-28T17:06:03Z", "hours": 8.8092, "text": "My laptop crashed - devlog with combinig 2 days work My laptop crashed and i don’t know why but it was just heating up without much load. when i start the laptop the gpu fan just abnormally very fast and then it just increaisingly heats. so my whole yesterday was went into this, and now it just at service center and i don’t know when i get it to continue on it. So it was a situation made by fate but i’m not the guy who just stop at that problem So this is devlog for 2 days combined work done what i made: BTW There are some crazzzy interactions i’ve build, but it is surprise. just test yourself!, go visit project. sorry because of sone styling and same icon use, im just making it work now! A fully working terminal app with just couple of personalized commands Currently working on Music Player So not whole terminal app but some complex syntax and minimal logic was done by watching youtube tutorials and chatgpt at conclusion and to ensure if i learnt right thing. also as i said not whole app just learning logic of how to make my own music player btw just learnt how to apply logic and how to serve different solutions to different ideas"}, {"post_id": 73892, "ts": "2026-09-26T08:42:06Z", "hours": 2.5753, "text": "Here’s my OS timer just made it, proud of myself that it was made and executed very well and working as expected. still lots of creativity remaining to apply still lots of concepts are not explored and yeah lot of visual elements are not made & remaining not shown. I’m now just making things real using figma, canva, etc. and then will be add to project in future"}, {"post_id": 73701, "ts": "2026-09-25T18:48:44Z", "hours": 6.2942, "text": "just made a countdown or timer whatever everyone say. it steal lacks connection between the countdown options and button. I don’t know why its not fetching and displaying custom timer input box, so i pushed code to github and if there anyone who suggest what wrong thing i’m doing. consider that all other duplicate html, css and js files are created for practicing and setup of basic components and styling and learning how to execute certain wokloads efficiently. and yeah if u have any suggestions, please kindly reach to me and asks for features and recommendations. see ya next time !"}, {"post_id": 72985, "ts": "2026-09-24T05:15:18Z", "hours": 0.6367, "text": "This is very important for me and my projects in Stardance. Here i came to tell about how i made functionalities and projects. First of all, when i started in stardance i didn’t have a laptop, in fact during my diploma study till 3 years - i can’t bought one. but at this time when i shipped webos1 project, I bought a second hand laptop(after 2.5 year in diploma). Before that i was coding in my friend’s laptop. And during my college hours, when i got some free time i start coding in my Android Device via Acode Editor. So the laptop or windows is maximumly used for entire project creation but i also used android for micro-mini functionalities and adjustments So i’m very thankfull and pleasure to have things like: !Github - who secure my code and give me acceess on the go. !Acode - which allows me to code in every language i learnt, use terminal and yeah importantly the preview feature. I litteraly used bluetooth mouse in android and audited all the visual designs and code in Android and acode preview."}, {"post_id": 72771, "ts": "2026-09-23T18:31:55Z", "hours": 0.7667, "text": "I m now very proud of my self that i can take very good design decisions. and even more proud of on designs. if u see design something off or irrelevent, please suggest me to improve because this is my first time design interfaces and even interfaces that are unique and visually creative. please please please react on this because i dont know if i’m going in right direction or not!!"}, {"post_id": 72686, "ts": "2026-09-23T14:35:09Z", "hours": 0.9881, "text": "Hurray! The selected Background image is now being saved and loaded on website. Meaning in simple term is like i just cooked and added personalization. And Yeah, it is ready for personal use Let me finish I also made the navbar some smaller for to look ui good and also made the windows to be relative in position when maximized, So the navbar content doesn’t hide when maximized"}, {"post_id": 72647, "ts": "2026-09-23T12:43:24Z", "hours": 4.0639, "text": "What i achieved: The First of all The Preview Setting works. The Second Achievment, The Wallpaper are loaded as background when selected. What Still need: Is just a background setting like making it fit in background and not repeat. And in the final I would say that the UI is still not accurate as what i wanted and it embrassing me. So just one request i want is a honest feedback on UI and design."}, {"post_id": 72175, "ts": "2026-09-22T11:44:59Z", "hours": 6.1939, "text": "What i achieved: Just added a maximize functionality in my apps. also added a micro interaction like when you try to drag a maximized window, the window minimize just a little. when u again click the maximize button after dragging from max, it changes it to real height and width. What are difficulties: while trying to apply different sizes for different events and interactions, it was very difficult make a window to at it actual coordinates. Frustrated? Very much i was trying to make a setting app and a wallpaer setting that previews and set the wallpaper of the OS, but the the logic was very confusing and i’m now just finding the way just how to make it works with my own logic(even it was broken, just have to be work) BTW, The maximize functionality is not my first priority when i started this session, it was the setting app"}, {"post_id": 71692, "ts": "2026-09-21T10:03:01Z", "hours": 3.3331, "text": "Tested , played and made some minor Ui and css style changes such as ** Windowxs header, buttpns and navigatipn bar **, whuch must be new well maintained and"}, {"post_id": 70048, "ts": "2026-09-18T11:08:32Z", "hours": 2.1733, "text": "Done well, polished for production. Just sorry for not adding a screen shot here. Very tired."}, {"post_id": 69741, "ts": "2026-09-17T18:05:37Z", "hours": 4.1122, "text": "Made the design very good and added visuals that make you excited.What i’m feeling after completing this:"}, {"post_id": 69237, "ts": "2026-09-16T17:06:07Z", "hours": 7.7225, "text": "added dynamic content loading in journal app, i don’t know what say. i’m very very exhausted of errors and bad login implementation. don’t even knowing what im writing. i just have to say that its works and its works and the logic is right. and yeah i also made it live."}, {"post_id": 68576, "ts": "2026-09-15T10:44:15Z", "hours": 1.6561, "text": "phw solved the error that causing multiple icons activating at once. yeah there is way more details that i cant’t explain here, so read readme. now im on the way to apply css"}, {"post_id": 68488, "ts": "2026-09-15T06:41:20Z", "hours": 5.2372, "text": "So this is my first devlog for My MischiefOS Project. just now i’ve finished part 4 of os guide and made two windows with all the primary capabilities it must have. for now i just made static visuals of my screen. not hard visuals, just executed pure code. 1st-main screen 2nd-apps"}]...
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Title: MischiefOS by @arshadpathan | Stardance
De Title: MischiefOS by @arshadpathan | Stardance
Devlogs:
So this is my first devlog for My MischiefOS Project. just now i’ve finished part 4 of os guide and made two windows with all the primary capabilities it must have. for now i just made static visuals of my screen. not hard visuals, just executed pure code. 1st-main screen 2nd-apps
phw solved the error that causing multiple icons activating at once. yeah there is way more details that i cant’t explain here, so read readme. now im on the way to apply css
added dynamic content loading in journal app, i don’t know what say. i’m very very exhausted of errors and bad login implementation. don’t even knowing what im writing. i just have to say that its works and its works and the logic is right. and yeah i also made it live.
Made the design very good and added visuals that make you excited.What i’m feeling after completing this:
Done well, polished for production. Just sorry for not adding a screen shot here. Very tired.
Tested , played and made some minor Ui and css style changes such as ** Windowxs header, buttpns and navigatipn bar **, whuch must be new well maintained and
What i achieved: Just added a maximize functionality in my apps. also added a micro interaction like when you try to drag a maximized window, the window minimize just a little. when u again click the maximize button after dragging from max, it changes it to real height and width. What are difficulties: while trying to apply different sizes for different events and interactions, it was very difficult make a window to at it actual coordinates. Frustrated? Very much i was trying to make a setting app and a wallpaer setting that previews and set the wallpaper of the OS, but the the logic was very confusing and i’m now just finding the way just how to make it works with my own logic(even it was broken, just have to be work) BTW, The maximize functionality is not my first priority when i started this session, it was the setting app
What i achieved: The First of all The Preview Setting works. The Second Achievment, The Wallpaper are loaded as background when selected. What Still need: Is just a background setting like making it fit in background and not repeat. And in the final I would say that the UI is still not accurate as what i wanted and it embrassing me. So just one request i want is a honest feedback on UI and design.
Hurray! The selected Background image is now being saved and loaded on website. Meaning in simple term is like i just cooked and added personalization. And Yeah, it is ready for personal use Let me finish I also made the navbar some smaller for to look ui good and also made the windows to be relative in position when maximized, So the navbar content doesn’t hide when maximized
I m now very proud of my self that i can take very good design decisions. and even more proud of on designs. if u see design something off or irrelevent, please suggest me to improve because this is my first time design interfaces and even interfaces that are unique and visually creative. please please please react on this because i dont know if i’m going in right direction or not!!
This is very important for me and my projects in Stardance. Here i came to tell about how i made functionalities and projects. First of all, when i started in stardance i didn’t have a laptop, in fact during my diploma study till 3 years - i can’t bought one. but at this time when i shipped webos1 project, I bought a second hand laptop(after 2.5 year in diploma). Before that i was coding in my friend’s laptop. And during my college hours, when i got some free time i start coding in my Android Device via Acode Editor. So the laptop or windows is maximumly used for entire project creation but i also used android for micro-mini functionalities and adjustments So i’m very thankfull and pleasure to have things like: !Github - who secure my code and give me acceess on the go. !Acode - which allows me to code in every language i learnt, use terminal and yeah importantly the preview feature. I litteraly used bluetooth mouse in android and audited all the visual designs and code in Android and acode preview.
just made a countdown or timer whatever everyone say. it steal lacks connection between the countdown options and button. I don’t know why its not fetching and displaying custom timer input box, so i pushed code to github and if there anyone who suggest what wrong thing i’m doing. consider that all other duplicate html, css and js files are created for practicing and setup of basic components and styling and learning how to execute certain wokloads efficiently. and yeah if u have any suggestions, please kindly reach to me and asks for features and recommendations. see ya next time !
Here’s my OS timer just made it, proud of myself that it was made and executed very well and working as expected. still lots of creativity remaining to apply still lots of concepts are not explored and yeah lot of visual elements are not made & remaining not shown. I’m now just making things real using figma, canva, etc. and then will be add to project in future
My laptop crashed - devlog with combinig 2 days work My laptop crashed and i don’t know why but it was just heating up without much load. when i start the laptop the gpu fan just abnormally very fast and then it just increaisingly heats. so my whole yesterday was went into this, and now it just at service center and i don’t know when i get it to continue on it. So it was a situation made by fate but i’m not the guy who just stop at that problem So this is devlog for 2 days combined work done what i made: BTW There are some crazzzy interactions i’ve build, but it is surprise. just test yourself!, go visit project. sorry because of sone styling and same icon use, im just making it work now! A fully working terminal app with just couple of personalized commands Currently working on Music Player So not whole terminal app but some complex syntax and minimal logic was done by watching youtube tutorials and chatgpt at conclusion and to ensure if i learnt right thing. also as i said not whole app just learning logic of how to make my own music player btw just learnt how to apply logic and how to serve different solutions to different ideas
Devlogging after some long days, because i went on college trip As Readers will know i was working on music player, i just decided what logic & code flow i have to apply. I watched some tutorials, asked chatgpt for different suggestions and how to execute, but none of them was seems to work for me and my idea. so i now i’m going to apply the logic what my mind created and let me go for it for a test. this the song disk i am thinking to place in music player
made and executed main essential music player functionality! and yeah also found how to write these emojies Whats done: Music plays when selected play - pause working but there is something unusual is happening idk why other visuals r just visuals and just structure, i have to make it work. also see codes snippets, i written all code and logic myself and yeah all the logic i learn from youtube tutorials, chatgpt and w3school.
Finally made music player Features play & pause buttons forward & backward buttons a music player cd rounds when playing can play whatever song want to and whenever just select song from selection or go forward or backward if creativity gives me more time then then ill add volume buttons yeah i’ll polish the design and will make it look exactly as it has to
made a fully functional library/file manager app. I got sick while making this app! i just thinking that the logic or code was that tough to make me sick or just was my deep thinking that made me sick ⚠️the app works like when you click any document icon it let you see that document in very interactive and wonderful way. for now i placed placeholder images and will add real once when all my creative ideas are executed
Working on Gallery app despite some personal challenges I facing some logical problems, but what i tried to execute is : I made a Gallery that features two tabs: Recent, where all images are dispayed Albums, Where images are classified and displayed in categories will be feature images categories in next devlog
finally made fully functional gallery app successfully For now i have limited numbers of images, so i placed them as placeholders, will add much more later. Now my next goal is to make a special widgets for my purpose in this site : Site Visit Counter and yeah will also make other widgets
so i added a on key press functionality on musicApp. Functionalities added: now user can play music when space bar is clicked made navigation bar static so app does not go underneath of it.
Added Key Press Functionality on Timer How u can interact: Press “T” or “t” to start and stop Timer Press “S” or “s” to select Timer time
Debugged, found and solved bugs Debug and solved bugs such as functions that are called without need or at wrong time. also added key press for closing and maximizing apps
Devlog 24 Built some components and also made changes that looks very little but gives very much impression added visitor counter widget Firstly, Because some days before i commented about my project on someone reel on instagram and also added project link in bio, and guess what! people visited my project. added or fixed mini functionalities such as navbar, app maximize. made visitor Counter with app script and spreadsheet – before this, i also worked on IoT projects in college and worked with app script and spreadsheet – so i thought why not apply exactly that here – i also took suggestions and idea from ai’s chatbots but its ai and ai always give perfection in each work and i was not intented to go with any backend like node.js or supabase, etc. fixed nav and app as apps are going under the navbar adjustments in maximize and alignments changed simple single key press close and maximize to work with Alt key
Devlog 25 made whether and clock widgets i was not able make these widgets without youtube tutorials. So absolute these widgets needs improvments in styling. and yeah i want to make clock widget like this below image, and i just having a logic idea that might works.
Devlog 26 See both pictures made clock exactly like i thought and in series. it just needs styling and polishing. making all it together was little what hard so i made it in my way.
Devlog 27 Please See all images to be thrilled! lets go from small to big! made small interaction functionalities in setting(lots of time went in solving mini mistake that are just at front but not seemed) made a wikipedia app successfully – go read articles about tva, apocalypses in history and hunters made a general setting that toggle clock widget to display and hide. – it also remembers that last time u hided it or displayed
Devlog 28 Trying to make a game. for now i added placeholder images but will add actual real objects images. Trying to make a portal that opens up and takes and hides all the objects when found or game ends
Devlog 29 Made this tiny character animation then adding it in game. The game is now not fully functional but it is on the way to finally being build. the os is just few days way from available to all
Devlog 30 Made Amaaazzzzzzzzzzzzzzzzzzziiiiiiiiiiiiiinnnnnnnnnnnnnnnnnnggggggggggggggg Animationsss. one thing i would say: Go check it out mygame app in myos, give some patience to finish animation jussssssssssssssssssssst have to add winning condition. But rather than game starting loading animation was very smooth from my vision and to audience who watched loki series.
Devlog 31 Finally made the actual game with all the functionalities that makes a game A Game. How to play start the game and find all the saviors(Lokis). once you find all the lokis, congrats in advance you will won. whats differents in game from normal flow is at 7th step when u find 7th loki, a message will appear saying “you are looser and always, but when you find the lasts you will won. what was challenging The most challenging part is not part about the game but it is about me and my creative thinking. It was the UI Design it was the User Experience Design it was animations and bugs They were all parts i made in my mind, and i want to add at any way by myself
Devlog 32 I’m proud of my creativeness Now this is time for finalizing and polishing the design. And may be adding some little what impressive elements in this final phase. now im covering this all and going to ship in next 1-2 days. Here i tried to give navbar a visuals like it is a real gadged or some tool display. Here, i added a cool effect to timer’s button. Visit and enjoy
Devlog 33 Made this amazing interface for navbar and added the clock. the tuff part was the clock and its hands. Designing and Testing with User interface again and again was very time consuming and frustrating. But loved the Process!
Devlog 34 Finalizing windows styles. Worked on Lockscreen. Very long day though. Playing. Testing. Reviewing. modifying and debugging functions and frontend elements.
Devlog 35 this time devlogging time is low but i have given like 2 or 2.5 hours designing assest. all that stuffs are created by me with bare hands Im not exprienced designer that can create impressive designs, but this is what i can create. BTW i’m using affinity here.
devlog 36 I dont know how i am working, just noticing each detail and wasting all time fixing each design, functionalities and details. what changes Basically Changed lots of things which even i dont remember, some oh them were: apps icons container, transition, position and almost all details. grid underlying details like changed content of each grid element. Finalized Library App but there are even lots of things i have to final so byeeeeeeeeeee. let me finish this project
Devlog 37 Ahhhhhhhhh, i’m tired of reviewing and testing each components again and again. but in this process, i’m very obessed with my own design. to show something here from bundle small changes, i can show this journal app. i chnaged background and styling.
Devlog 38 making some scrapbooks for intro app that tells what inspired to create different and amazing elements. now using canva to make it.
Devlog 39 Last remainings haha, built almost all things, just remaining things are a guide assets, images of guide app. there are lot of things i chnaged to just submit this before tomorrow(because i got deadlines for assignements and school projects)
Devlog 40. Thank you, pl read entire devlog Finished this OS Project now going to submit it. Last changes- added booting animation or whatever u say. made window to change into fullscreen also added one more wallpaper small chnages fully inspiration (in intro app) and guide book apps Thank u all the stardancers who supported me along this amazing building journey. this may be my First and last project in stardance(even ma be last devlog), because i got projects deadlines, assignment deadlines and mid sem exams and lot of things. Thank you - @r2shergill , @253_Mathilde_IYKYK , @Zhanik , @reshiiiram , @Saif_Yousuf , @spearedrice , @subzeroditto , @Anvith , @ojasthakur , @eyosafit , @akshay369 , @madzia , @MathBty . AGAIN THANK YOU, VERY VERY MUCH
Devlog 41, Forget to update Readme ew, Forget to to update readme. so updated it.
Ships:
MischiefOS A Retro - Futuristic themed OS inspired by MARVEL TV SERIES “LOKI” Everything You’ll see on the interface is ideat and coded by myself. Used AI just for debugging. The mistakes and even wrong logic(which also mine) was resolved by me by apply understanding problem. So consider AI just used for finding what causing errors, not to solve that errors. What my idea is: Retro Futurism interface that doesn’t feel heavy and bold. Just a unique art direction that differentiate ongoing Tech Trend. So I started Brainstorming and come to conclusion: I can’t think to go againts the choice of LOKI What you will experience during review is pure retro futuristc world - an enviroment - a timeline where things gone beyond current technology sorry because not adding a proper reference or image, and you will find all you find in readme and in website
As the Policy of Stardance for Review - Please look at all devlogs, readme and exprience the Real look by reviewing demo. Message to Reviewer Please Look at all devlogs and review code before judging as stardance asks reviewer So basically the idea is: i watched loki series for multiple times and always inspired by TVA aesthetics and loki mischief behaviour. (also i was also very admired by Retro Tech) so thought to build a- Retro Futurism interface that doesn’t feel heavy and bold. Just a unique art direction that differentiate ongoing Tech Trend. So I started Brainstorming and made some amazing design decisions and a copy of all things in my mind. This whole project was challenging So first of all explaining all project related challenges, i have to mention one- I had no device for to code, so i brought friend’s laptop for most of time but want to know something exciting, when i does not friend’s laptop too, i starts coding in my android mobile through Acode mobile app - the more exciting part is that it also features wakatime extension so i do not have to worry about time and to do code changes at all. so the github and acode apps were become very helpful for me. Challenges in code , btw all the OS was challenging but there are some elements who took me to build long hours and concerned me: timer weather widget visitor counter widget setting wallpaper functionality toggle on off buttons in setting journal app inspiration and guide book mygame app, animations and states of elements music app and lots BTW, I am proud of myself that i made it succefully. i was challenged to build something unique i was challenged to make it cool i was challenged to just make functionalities work i was challenged to make it to be real and feel real i was challenged to build this along my very rough college schedules and deadlines And I’M Proud of myself that i completed all very neatly as i always expected (btw except college all other challenges are my goals to satisfy my creativity.) To exprience this crazy built OS [ ] just have some excitement. [ ] get some fresh water. [ ] look or search for some lowki keywords and aesthetic in pinterest. [ ] Give some time to load all images and assets for best exprience. [ ] after in OS, read guide book on desktop page to know features. [ ] open intro app and read inspiration book to be get inspired and know how i got inspired....
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1792900184.9689596
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71015
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Coffee-Clicker by @rehankasim | Stardance
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rehankasim
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0
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11.57
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0
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[]
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[{"post_id": 81979, "ts": "202 [{"post_id": 81979, "ts": "2026-10-23T10:08:26Z", "hours": 11.5672, "text": "Almost Everything IS Done Some little Bugs ANd More Easter Eggs This project is Very SMal SO I added Easter Eggs to Spend MOre TIme in this And also I am LEaring JS and use this A side project that why it took me 11 hours in the next update I will finish all the bugs and add some Easter eggs and ship and get stardust yeeaahhhh features it got dark mode and light mode , and story also a lot features it have I forgot how many I have"}]...
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Title: Coffee-Clicker by @rehankasim | Stardance
Title: Coffee-Clicker by @rehankasim | Stardance
Devlogs:
Almost Everything IS Done Some little Bugs ANd More Easter Eggs This project is Very SMal SO I added Easter Eggs to Spend MOre TIme in this And also I am LEaring JS and use this A side project that why it took me 11 hours in the next update I will finish all the bugs and add some Easter eggs and ship and get stardust yeeaahhhh features it got dark mode and light mode , and story also a lot features it have I forgot how many I have...
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1792752431.1925008
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1793357231.1925008
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46541
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The most epic minigame game ever made by @Tyo | St The most epic minigame game ever made by @Tyo | Stardance...
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Tyo
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4
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40.0
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440
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T10:58:37Z", "hours": 3.0, "multiplier": 13.36, "payout": 34, "blessing": "neutral", "text": "WOAH, I’M BACK HERE ALREADY??!? Honestly, the feedback this time around was insane and gave me some great pointers so I just had to add it in for that satisfaction (also 40 hours looks beautiful!~ Hehe~) So here are the changes!!: FONTSS: Added a brand new custom font to match the artstyle SFX: MORE SOUND EFFECTS for all the minigames OPTIMIZE: Added more optimizations so that there would be no random lag spikes from some of the games TIMER ANIMATIONS: The timer now also has sound effects and animations that becomes faster and faster when time is about to finish so that the player have a visual and sound cue of their time running out. I think…. that’s all…..? (genuinely IDK cuz sometimes the feedback is just too good to not do it :p)", "repo": "https://github.com/SteelyxEpic/the-most-epic-minigame-game-ever", "demo": "https://tyoepic.itch.io/the-best-minigame-game-ever"}, {"ship_num": 2, "ts": "2026-10-20T03:19:05Z", "hours": 14.0, "multiplier": 12.17, "payout": 175, "blessing": "neutral", "text": "The Most Epic Minigame Game Ever! Version 3 is out!~ The reason I came back to this is cuz I wanted to fix the stuff from the feedback and also add something I wanted to add for a while~. So here are all the changes!~: Reworks!: -The first minigame I made has been reworked to be collecting planets with your airship instead of walking and jumping around! -The button minigame has the artwork changed to match the other minigames more! -The timer is now more visual instead of a number! Additions! <3: New minigames, gamemode and difficulties!; Added 3 new minigames and along with it their gamemode, hide out! Also beating a gamemode now unlocks a harder difficulty for that gamemode and beating that introduces the HARDEST gamemode!~~ SHOPPPPP: now every minigame played will award you with a coin that you can spend in the shop~ to make your life easier~ Welp, I think that’s all. See you guys!~ (Will I update this game more? Maybe, maybe not~ Hehe~)", "repo": "https://github.com/SteelyxEpic/the-most-epic-minigame-game-ever", "demo": "https://tyoepic.itch.io/the-best-minigame-game-ever"}, {"ship_num": 3, "ts": "2026-08-20T14:18:55Z", "hours": 16.0, "multiplier": 14.05, "payout": 231, "blessing": "neutral", "text": "The Most Epic Minigame Game Ever!!! Is a project I been wanting to make for ages, a frenzy minigame where time and control is against you and the only person you can blame is truly yourself. I want this game to not just be a really good game to play and beat your own high score but to also incorporate a story that can be understood even with the almost to none language said. Overall, I really enjoyed making this game! And I can now finally said I use BOTH Unity and Godot game engine!~", "repo": "https://github.com/SteelyxEpic/the-most-epic-minigame-game-ever", "demo": "https://tyoepic.itch.io/the-best-minigame-game-ever"}, {"ship_num": 4, "ts": "2026-08-12T09:19:48Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "WarioWare! is one of those games that you definitely have seen before or a parody of it. It’s a series of minigames that a person has to do in quick succession, every success increases the hype and decreases the time on the clock My version is thanks to the stardance warioware challenge and it’s entirely based on a random story I got in my sleep so far there’s only 2 minigames, catch the planets and find the aliens(very good names I know </3) This was the first time I’ve ever tried using Godot (previously I used unity) but other than the tricky animation handling (actually took me hours to figure it out), it was all smooth sailing and I’m happy to say I have a new game engine under my belt!", "repo": "https://github.com/SteelyxEpic/the-most-epic-minigame-game-ever", "demo": "https://tyoepic.itch.io/the-best-minigame-game-ever"}]...
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[{"post_id": 81988, "ts": "202 [{"post_id": 81988, "ts": "2026-10-23T10:58:15Z", "hours": 0.2833, "text": "Made the poster for my game!! And I think that’s it! SOOOOO see you guys in my ship 4~"}, {"post_id": 81984, "ts": "2026-10-23T10:21:13Z", "hours": 1.0364, "text": "Sound effects!!!! I COMPLETELY forgot I wanted to add this so thanks to the feedback I got, it’s been added! Also the timer is more dynamic now (got a lil bit more charm >_<) I think I’ll have a think a thonk about adding stuff I want before I full send it and ship it again (I only worked on it for 2 hours so I’m not sure If i want to but I also don’t have alot of stuff to do :-;)"}, {"post_id": 81795, "ts": "2026-10-22T15:31:39Z", "hours": 1.2072, "text": "Woah! I’m back quicker than expected! And I’m here for new fonts! The feedback was honestly great! So I guess I’m back to working on this!~ (I mean might as well, stardance is ending soon gotta end with a bang!) So… see you soon!~"}, {"post_id": 81123, "ts": "2026-10-19T23:47:54Z", "hours": 4.8461, "text": "The final update before ship #3! The main reason I came back to update this game has finally been added!~ Powerups!!!! Three right now~ A skip, a time freeze and a heart return! This turned out looking better than I thought it would so I’m satisfied!~ >_<. Anyways, for me, I don’t think there’s anymore additions I would add for this game~ but there might be after the ship, hehe~ (oh and all other minigames got a difficulty adjustor now so have fun!~)"}, {"post_id": 79830, "ts": "2026-10-15T15:47:09Z", "hours": 3.2686, "text": "Another new gamemode!!! So this probably is gonna be the last gamemode for now cuz I wanna get into the other stuff like add difficulty!!~~ Only the prologue has the difficulty added but I’ll prepare the rest soon!~ Til then bai bai"}, {"post_id": 79294, "ts": "2026-10-13T11:14:51Z", "hours": 2.3611, "text": "2 new minigame! ANDDD a hugeee UI update for the playtesting area!~ Man I should have playtesting long ago cuz I can playtest my minigames so much easier now, so I gotta thank whoever rated my project to give me that idea!~ (I will never know who you are ;-;) Anyways, back to working~"}, {"post_id": 78680, "ts": "2026-10-11T09:00:13Z", "hours": 1.2086, "text": "Playtesting!!! From the feedback I got from my ship, I added a lil playtest area where you can train and figure out how to play each minigame!!!! Hehe~"}, {"post_id": 78641, "ts": "2026-10-11T04:56:17Z", "hours": 1.9064, "text": "Overhaul! Three things got changed this update~ The first is the traveler’s walking animation, the button minigame and the collecting planets minigame! Also added more ways to move around other than arrow keys! Now you can use WASD arrow keys ctrl and space bar for up and down also up arrow keys and W key allows you to jump now!~ Okieee that’s all~ PS there’s still errors in that overhaul of the first minigame I ever made, I’ll fix it uhhhh soon >:3"}, {"post_id": 60038, "ts": "2026-09-02T04:36:58Z", "hours": 0.7608, "text": "Woah! I’m back! It’s been a while!~ I had so many new ideas for this game but I think the first think I wanna change is the timer, it’s weird that it’s a text instead of a visual cue so I changed it! I probably have to change it again someday but for now, it’s looking pretty cool!~"}, {"post_id": 50984, "ts": "2026-08-20T13:57:32Z", "hours": 1.3917, "text": "Refined mode getting the love! Two minigames added just for refined mode! And this will be the last devlog I’ll be doing in a while since I’ll be going out and therefore I think It’s finally time for ship #2!!!! Refined mode has 3 minigames, 2 brand new ones and 1 returning~. I’ll keep this short, I’ll continue to update the game for as long as I have the ideas and as long as I wish to continue, the minigames will not stop flowing!~~"}, {"post_id": 50343, "ts": "2026-08-19T14:53:15Z", "hours": 3.3358, "text": "Hello! More, MORE, MORE!!!! Another minigame has been added!~ and not just that, infinity gamemode has been made as well!!! It’s unlocked by having more than 25 minigames played (which can be checked in the achievements tab, told you I was gonna use it :3) with a resounding total of 10 minigames currently, infinity mode is actually pretty fun!~ Now onto the next step on polishing this game!!(or adding more minigames, depending on which one sounds more fun at that time >:3) (oh and I added sounds and music to it too cuz it started to be a bit weird with none, credits all in the readme :p) (another note~ Infinity does go on infinitely, I just wanted it to stop at 10 instead of slowly waiting for all 5 lives to be lost, sowwyyy)"}, {"post_id": 49270, "ts": "2026-08-17T23:43:00Z", "hours": 4.0203, "text": "Minigame! Minigame! Minigame! 3 (YES THREE) new minigames have been added to the stranded gamemode and!! The win and lose screen for stranded has been implemented as well!~ I’m starting to get the hang of how godot is handled and honestly, It’s doing pretty good~ what else am I missing….. OH YEAH! Achievements! A save system was added so that I can record your progress in terms of minigames played!! I wanted to do this so there’s an easier way for me to implement special gamemodes in the future!~~"}, {"post_id": 47888, "ts": "2026-08-16T04:44:16Z", "hours": 2.145, "text": "Another devlog, another minigame! Today is a little bit special because I have added gamemodes!!!! (wooo <3). My plan is that when you achieved something special, a new gamemode will appear and you can play more minigames and have that feeling of adrenaline when you go finding secrets. There isn’t a lot planned yet but hopefully I’ll make at least 4 gamemodes, currently only 2 are available, prologue and stranded! Prologue is the gamemode everyone starts with and stranded is obtained by losing the game for the first time but for now it’s unlocked for everybody!! <3 be warned tho, there’s only one minigame there, levers! (Scaryyyy~) ps. the ending is supposed to be different by I haven’t thought of anything yet so it’s a WIP :p"}, {"post_id": 47347, "ts": "2026-08-15T07:14:06Z", "hours": 3.9703, "text": "Another minigame appears! With some cool transitions with it! The infamous memory game has now been added into the game! Now bringing the total to 4 minigames, I had to redesign almost every single minigame to make the transitions work but man, I think it was worth it! I’m slowing getting the hang of Godot (especially Tweening, man I want that in Unity ;-;)"}, {"post_id": 46659, "ts": "2026-08-14T02:44:35Z", "hours": 1.5992, "text": "New title! New minigame! New fixes! With my knowledge of unity, I wanted to see how far I can go without any tutorials whatsoever (I did read the documentations provided tho) and man a lot of my ability was able to be transferred to Godot too, the biggest impact was definitely instantiate which I already used on the second minigame but it’s used even more in minigame 3, dodging meteors!"}, {"post_id": 45662, "ts": "2026-08-12T09:18:14Z", "hours": 6.8956, "text": "A new chapter begins! I’ve been using unity all my life and I now, I’ll conquer a new sea; Godot!~ Time to rally myself and set sail on making the best minigame game ever!!!!!! (Yea I have no idea what I’m doing but hey here’s the main character. Their name is Kount)"}]...
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Title: The most epic minigame game ever made by @T Title: The most epic minigame game ever made by @Tyo | Stardance
Devlogs:
A new chapter begins! I’ve been using unity all my life and I now, I’ll conquer a new sea; Godot!~ Time to rally myself and set sail on making the best minigame game ever!!!!!! (Yea I have no idea what I’m doing but hey here’s the main character. Their name is Kount)
New title! New minigame! New fixes! With my knowledge of unity, I wanted to see how far I can go without any tutorials whatsoever (I did read the documentations provided tho) and man a lot of my ability was able to be transferred to Godot too, the biggest impact was definitely instantiate which I already used on the second minigame but it’s used even more in minigame 3, dodging meteors!
Another minigame appears! With some cool transitions with it! The infamous memory game has now been added into the game! Now bringing the total to 4 minigames, I had to redesign almost every single minigame to make the transitions work but man, I think it was worth it! I’m slowing getting the hang of Godot (especially Tweening, man I want that in Unity ;-;)
Another devlog, another minigame! Today is a little bit special because I have added gamemodes!!!! (wooo <3). My plan is that when you achieved something special, a new gamemode will appear and you can play more minigames and have that feeling of adrenaline when you go finding secrets. There isn’t a lot planned yet but hopefully I’ll make at least 4 gamemodes, currently only 2 are available, prologue and stranded! Prologue is the gamemode everyone starts with and stranded is obtained by losing the game for the first time but for now it’s unlocked for everybody!! <3 be warned tho, there’s only one minigame there, levers! (Scaryyyy~) ps. the ending is supposed to be different by I haven’t thought of anything yet so it’s a WIP :p
Minigame! Minigame! Minigame! 3 (YES THREE) new minigames have been added to the stranded gamemode and!! The win and lose screen for stranded has been implemented as well!~ I’m starting to get the hang of how godot is handled and honestly, It’s doing pretty good~ what else am I missing….. OH YEAH! Achievements! A save system was added so that I can record your progress in terms of minigames played!! I wanted to do this so there’s an easier way for me to implement special gamemodes in the future!~~
Hello! More, MORE, MORE!!!! Another minigame has been added!~ and not just that, infinity gamemode has been made as well!!! It’s unlocked by having more than 25 minigames played (which can be checked in the achievements tab, told you I was gonna use it :3) with a resounding total of 10 minigames currently, infinity mode is actually pretty fun!~ Now onto the next step on polishing this game!!(or adding more minigames, depending on which one sounds more fun at that time >:3) (oh and I added sounds and music to it too cuz it started to be a bit weird with none, credits all in the readme :p) (another note~ Infinity does go on infinitely, I just wanted it to stop at 10 instead of slowly waiting for all 5 lives to be lost, sowwyyy)
Refined mode getting the love! Two minigames added just for refined mode! And this will be the last devlog I’ll be doing in a while since I’ll be going out and therefore I think It’s finally time for ship #2!!!! Refined mode has 3 minigames, 2 brand new ones and 1 returning~. I’ll keep this short, I’ll continue to update the game for as long as I have the ideas and as long as I wish to continue, the minigames will not stop flowing!~~
Woah! I’m back! It’s been a while!~ I had so many new ideas for this game but I think the first think I wanna change is the timer, it’s weird that it’s a text instead of a visual cue so I changed it! I probably have to change it again someday but for now, it’s looking pretty cool!~
Overhaul! Three things got changed this update~ The first is the traveler’s walking animation, the button minigame and the collecting planets minigame! Also added more ways to move around other than arrow keys! Now you can use WASD arrow keys ctrl and space bar for up and down also up arrow keys and W key allows you to jump now!~ Okieee that’s all~ PS there’s still errors in that overhaul of the first minigame I ever made, I’ll fix it uhhhh soon >:3
Playtesting!!! From the feedback I got from my ship, I added a lil playtest area where you can train and figure out how to play each minigame!!!! Hehe~
2 new minigame! ANDDD a hugeee UI update for the playtesting area!~ Man I should have playtesting long ago cuz I can playtest my minigames so much easier now, so I gotta thank whoever rated my project to give me that idea!~ (I will never know who you are ;-;) Anyways, back to working~
Another new gamemode!!! So this probably is gonna be the last gamemode for now cuz I wanna get into the other stuff like add difficulty!!~~ Only the prologue has the difficulty added but I’ll prepare the rest soon!~ Til then bai bai
The final update before ship #3! The main reason I came back to update this game has finally been added!~ Powerups!!!! Three right now~ A skip, a time freeze and a heart return! This turned out looking better than I thought it would so I’m satisfied!~ >_<. Anyways, for me, I don’t think there’s anymore additions I would add for this game~ but there might be after the ship, hehe~ (oh and all other minigames got a difficulty adjustor now so have fun!~)
Woah! I’m back quicker than expected! And I’m here for new fonts! The feedback was honestly great! So I guess I’m back to working on this!~ (I mean might as well, stardance is ending soon gotta end with a bang!) So… see you soon!~
Sound effects!!!! I COMPLETELY forgot I wanted to add this so thanks to the feedback I got, it’s been added! Also the timer is more dynamic now (got a lil bit more charm >_<) I think I’ll have a think a thonk about adding stuff I want before I full send it and ship it again (I only worked on it for 2 hours so I’m not sure If i want to but I also don’t have alot of stuff to do :-;)
Made the poster for my game!! And I think that’s it! SOOOOO see you guys in my ship 4~
Ships:
WarioWare! is one of those games that you definitely have seen before or a parody of it. It’s a series of minigames that a person has to do in quick succession, every success increases the hype and decreases the time on the clock My version is thanks to the stardance warioware challenge and it’s entirely based on a random story I got in my sleep so far there’s only 2 minigames, catch the planets and find the aliens(very good names I know </3) This was the first time I’ve ever tried using Godot (previously I used unity) but other than the tricky animation handling (actually took me hours to figure it out), it was all smooth sailing and I’m happy to say I have a new game engine under my belt!
The Most Epic Minigame Game Ever!!! Is a project I been wanting to make for ages, a frenzy minigame where time and control is against you and the only person you can blame is truly yourself. I want this game to not just be a really good game to play and beat your own high score but to also incorporate a story that can be understood even with the almost to none language said. Overall, I really enjoyed making this game! And I can now finally said I use BOTH Unity and Godot game engine!~
The Most Epic Minigame Game Ever! Version 3 is out!~ The reason I came back to this is cuz I wanted to fix the stuff from the feedback and also add something I wanted to add for a while~. So here are all the changes!~: Reworks!: -The first minigame I made has been reworked to be collecting planets with your airship instead of walking and jumping around! -The button minigame has the artwork changed to match the other minigames more! -The timer is now more visual instead of a number! Additions! <3: New minigames, gamemode and difficulties!; Added 3 new minigames and along with it their gamemode, hide out! Also beating a gamemode now unlocks a harder difficulty for that gamemode and beating that introduces the HARDEST gamemode!~~ SHOPPPPP: now every minigame played will award you with a coin that you can spend in the shop~ to make your life easier~ Welp, I think that’s all. See you guys!~ (Will I update this game more? Maybe, maybe not~ Hehe~)
WOAH, I’M BACK HERE ALREADY??!? Honestly, the feedback this time around was insane and gave me some great pointers so I just had to add it in for that satisfaction (also 40 hours looks beautiful!~ Hehe~) So here are the changes!!: FONTSS: Added a brand new custom font to match the artstyle SFX: MORE SOUND EFFECTS for all the minigames OPTIMIZE: Added more optimizations so that there would be no random lag spikes from some of the games TIMER ANIMATIONS: The timer now also has sound effects and animations that becomes faster and faster when time is about to finish so that the player have a visual and sound cue of their time running out. I think…. that’s all…..? (genuinely IDK cuz sometimes the feedback is just too good to not do it :p)...
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1792842468.2814822
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1792928868.2814822
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62770
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Home Alone game by @Kinza | Stardance
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Kinza
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3
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20.0
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68
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T11:29:18Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make riddle based game. It has 3 levels and the story is when Banana Kid’s guardians go out, a mysterious visitor will knock on the door, asking to be let in. You need to search the house, look for clues, and determine if the stranger is trustworthy before making a choice about opening the door!", "repo": "https://github.com/KinzaSyedHussain/Home-Alone", "demo": "https://kinzasyedhussain.github.io/Home-Alone/"}, {"ship_num": 2, "ts": "2026-10-20T11:10:33Z", "hours": 7.0, "multiplier": 6.21, "payout": 42, "blessing": "neutral", "text": "I make riddle based game. When Banana Kid’s guardians go out, a mysterious visitor will knock on the door, asking to be let in. You need to search the house, look for clues, and determine if the stranger is trustworthy before making a choice about opening the door!", "repo": "https://github.com/KinzaSyedHussain/Home-Alone", "demo": "https://kinzasyedhussain.github.io/Home-Alone/"}, {"ship_num": 3, "ts": "2026-09-19T16:30:09Z", "hours": 9.0, "multiplier": 2.84, "payout": 26, "blessing": "neutral", "text": "I make a scenario puzzle game! It’s about a banana family where the boy’s parents leave his son home alone. Stranger came to his house and now, boy need to decide to open the door or not with help of clues in the house.", "repo": "https://github.com/KinzaSyedHussain/Home-Alone", "demo": "https://kinzasyedhussain.github.io/Home-Alone/"}]...
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[{"post_id": 81993, "ts": "202 [{"post_id": 81993, "ts": "2026-10-23T11:23:55Z", "hours": 3.4161, "text": "Yahoo! Level 3 is completed!! But this time, the level is tricky, and I am sure you will be confused. Also, one more room is open, so don’t forget to check that room. It takes too much time to make. I thought it would be easy. However, I am very happy to make it."}, {"post_id": 81612, "ts": "2026-10-21T19:23:47Z", "hours": 0.7736, "text": "I am currently working on Level 3! This level will introduce new characters and unlock an additional room, adding a twist to the gameplay. This time, I plan to make it a bit harder since Level 2 was quite easy. I can simply copy the code from Level 2 to create Level 3 and then make the necessary changes and adjustments for the new room. Since this process doesn’t take too much time, I am excited to enhance the level!"}, {"post_id": 81222, "ts": "2026-10-20T10:52:50Z", "hours": 3.5461, "text": "Woohoo! Level 2 is ready!!! Once again, it wasn’t easy. It took hours of hard work, but now you can go to the hall to solve the puzzle. This time, the story is different and more challenging than before, and future puzzles will continue to increase in difficulty. I know that even after this, many of you will request additional levels. Rest assured, I am already working on plans and ideas for more content. If you have any suggestions for Level 3, please feel free to share them; I will certainly consider them. For now, I am going to ship this version to see how people rate it and gather feedback. See ya!"}, {"post_id": 79323, "ts": "2026-10-13T15:02:50Z", "hours": 3.2119, "text": "Making Level 2! Many people mentioned that the game is too small and suggested that I should add more levels. To be honest, I recognized this issue, so I am finally adding more levels. Each level will have its own story and unique challenges. Whether these challenges arise from the game development process or the gameplay itself, they are definitely increasing. I have just started working on this, and I’m not entirely sure how it will turn out, but I have a solid plan in mind. Planning is the first step! Anyway, I’ve begun making the new content, so let’s see how Level 2 goes!"}, {"post_id": 70691, "ts": "2026-09-19T16:25:53Z", "hours": 1.1692, "text": "Woohoo! I’ve completed the first level! It definitely wasn’t easy at all. It took hours to bring it to life. From collecting and generating background images to drawing banana characters and coding everything, I faced many challenges along the way. Now it’s time to ship it! And yes, more levels are coming soon. If you have any suggestions, feel free to share them here."}, {"post_id": 69568, "ts": "2026-09-17T10:13:15Z", "hours": 7.8775, "text": "Alright, so I have finally decided what I am going to make, and every plan needs to be mapped somewhere. I just used a simple whiteboard to plan my game, and as you can see, this planning is just for Level 1. I am making a banana and gumball-based theme game where different guests arrive, and you either open the door or not, depending on the statements and situations. I plan to make more levels, but for now I will start implementing this and will see what I can do later on. So excited for this!"}]...
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Title: Home Alone game by @Kinza | Stardance
Devl Title: Home Alone game by @Kinza | Stardance
Devlogs:
Alright, so I have finally decided what I am going to make, and every plan needs to be mapped somewhere. I just used a simple whiteboard to plan my game, and as you can see, this planning is just for Level 1. I am making a banana and gumball-based theme game where different guests arrive, and you either open the door or not, depending on the statements and situations. I plan to make more levels, but for now I will start implementing this and will see what I can do later on. So excited for this!
Woohoo! I’ve completed the first level! It definitely wasn’t easy at all. It took hours to bring it to life. From collecting and generating background images to drawing banana characters and coding everything, I faced many challenges along the way. Now it’s time to ship it! And yes, more levels are coming soon. If you have any suggestions, feel free to share them here.
Making Level 2! Many people mentioned that the game is too small and suggested that I should add more levels. To be honest, I recognized this issue, so I am finally adding more levels. Each level will have its own story and unique challenges. Whether these challenges arise from the game development process or the gameplay itself, they are definitely increasing. I have just started working on this, and I’m not entirely sure how it will turn out, but I have a solid plan in mind. Planning is the first step! Anyway, I’ve begun making the new content, so let’s see how Level 2 goes!
Woohoo! Level 2 is ready!!! Once again, it wasn’t easy. It took hours of hard work, but now you can go to the hall to solve the puzzle. This time, the story is different and more challenging than before, and future puzzles will continue to increase in difficulty. I know that even after this, many of you will request additional levels. Rest assured, I am already working on plans and ideas for more content. If you have any suggestions for Level 3, please feel free to share them; I will certainly consider them. For now, I am going to ship this version to see how people rate it and gather feedback. See ya!
I am currently working on Level 3! This level will introduce new characters and unlock an additional room, adding a twist to the gameplay. This time, I plan to make it a bit harder since Level 2 was quite easy. I can simply copy the code from Level 2 to create Level 3 and then make the necessary changes and adjustments for the new room. Since this process doesn’t take too much time, I am excited to enhance the level!
Yahoo! Level 3 is completed!! But this time, the level is tricky, and I am sure you will be confused. Also, one more room is open, so don’t forget to check that room. It takes too much time to make. I thought it would be easy. However, I am very happy to make it.
Ships:
I make a scenario puzzle game! It’s about a banana family where the boy’s parents leave his son home alone. Stranger came to his house and now, boy need to decide to open the door or not with help of clues in the house.
I make riddle based game. When Banana Kid’s guardians go out, a mysterious visitor will knock on the door, asking to be let in. You need to search the house, look for clues, and determine if the stranger is trustworthy before making a choice about opening the door!
I make riddle based game. It has 3 levels and the story is when Banana Kid’s guardians go out, a mysterious visitor will knock on the door, asking to be let in. You need to search the house, look for clues, and determine if the stranger is trustworthy before making a choice about opening the door!...
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1792813973.1344936
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1792900373.1344936
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4723
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melodyguesser by @divya | Stardance
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divya
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0
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2.07
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0
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[]
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[{"post_id": 820, "ts": "2026- [{"post_id": 820, "ts": "2026-06-02T14:36:51Z", "hours": 0.3422, "text": "messed up the project working on bringing back the updates"}, {"post_id": 772, "ts": "2026-06-02T13:10:09Z", "hours": 0.4181, "text": "working on the frontend part the ui looks pretty much dull iam still polishing and making changes iam thinking of deploying backend some other website the current website has low latency and will work on implementing feautres once frontend part finishes"}, {"post_id": 760, "ts": "2026-06-02T12:21:21Z", "hours": 1.3125, "text": "astro glide , it is an app where we can explore different songs from corners of the world you have to guess the name of the song ,a piece of an audio clipwhich will be played in real time we are also implementing such as artificial intelligent models in to this coming soon…"}]...
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Title: melodyguesser by @divya | Stardance
Devlog Title: melodyguesser by @divya | Stardance
Devlogs:
astro glide , it is an app where we can explore different songs from corners of the world you have to guess the name of the song ,a piece of an audio clipwhich will be played in real time we are also implementing such as artificial intelligent models in to this coming soon…
working on the frontend part the ui looks pretty much dull iam still polishing and making changes iam thinking of deploying backend some other website the current website has low latency and will work on implementing feautres once frontend part finishes
messed up the project working on bringing back the updates...
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1792500776.6149647
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1793105576.6149647
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43568
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Look Up | Astronomy Observation Helper by @ASTRY | Look Up | Astronomy Observation Helper by @ASTRY | Stardance...
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ASTRY
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1
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61.49
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T01:22:20Z", "hours": 57.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "H1 Find planets & stars with your phone !! I’m ASTRY , and I proudly present to you my 2nd real coding project that I made this summer (: It is called “Look UP” , the idea ? With real astronomical datas / weather datas / light pollution etc… LookUp can show you what objects of the celestial catalogue (that will grow ( ; ) you can see. For example if you have good conditions for astronomical observation , LookUp can then help you target with the orientation of your phone the object that you desire to look at. If you chose to target Saturn , once on the target page that is a 3d environement made with Three.JS , you’ll have an arrow that will guide you to the object with you moving you phone IRL !! I was motivated to do this project to learn how to manage bigger projects and learn many new things regarding coding. Also space is KINDA one of my passion , so when I discovered Stardance I went all in. I’m not going to lie , this was pretty hard and made me use IA multiple times without any kind of abuses , each time I brainstormed with GPT , this ended up beneficial with me finding better solution (even tho I think a majority of my code is meh lol) But this was worth all the time and effort ( those 50hr + of work doesn’t reflect the real time that went into this project (x ) I really liked seeing all thoses lines of code that I wrote coming little by little together to form this type of instrument , I’m VERRY HAPPY with it. PS : TRY IT ON PHONE , without “deviceorientation” of it the site will be pretty useless… , thx ! & This project will result in a youtube video on my channel ASTRY ! Eitherway , thanks to all the Stardance admins and people that contribute to this wonderful community that inspired me to also hit my head against walls to figure out solution for some scripts. Take care and I now cross my fingers for a 3d printer hehe (; (couldn’t put a video to show in shipping sorry…) -ASTRY", "repo": "https://github.com/Rukkoa17/LookUp2", "demo": "https://lookup2-1d9v.vercel.app"}]...
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[{"post_id": 82004, "ts": "202 [{"post_id": 82004, "ts": "2026-10-23T12:37:50Z", "hours": 4.49, "text": "After Changes requested Log (; I don’t want to elaborate to much on what was made because I don’t find it very fun etc… But to simplify : -Change the backend and frontend from Render & Github Pages to Vercel. -Debugged many things related to that -Worked my way to make the webapp work loccally and being able to provide the instructions in order to do it -Changed the README to fill in the conditions of shipping. I wish this will be the last step please lol (:"}, {"post_id": 75058, "ts": "2026-09-29T00:51:15Z", "hours": 3.2325, "text": "H1 LAST DEVLOG !!!!! Finally it’s here , LookUp V2 , the coding project that makes me the most proud of this journey ! So I’m making this quick because it is actually almost 3:00AM where I live……. From last time the most notable features that where added : -Being able to email me from settings suggestions -Making my own way to get the infos regarding light pollution and rating it -Giving a score for tonight observability (nothing too serious I rushed that understanding that making something precise is way too hard for my situation.) -Ugly display of that score (made today around 00:00 ) -Getting displayed what you can see with eyes / bino / telescope (regarding that , I need to add more celestials objects into the catalogue because they seems to all be visible even by eyes in the proper conditions.) That’s pretty much it very summarized , thanks for reading this last devlog , now come submitting (;"}, {"post_id": 74644, "ts": "2026-09-27T20:44:18Z", "hours": 10.0178, "text": "H1 NEXT THING IS SHIPPING !!! Ok so many features and improvements have been made but I will keep it “secret” for now. I’m currently on my deadline to ship this project. So when it will be shipped I’ll elaborate on what’s new and a overall review of LookUP v2 !!! Right now I’m working on the lightpollution rating , that’s the last “complex” thing that I have to make , after that the rest SEEMS pretty simple but we’ll see (; Tommorow is my deadline , please dev/admin have some pity for me … Cya (:"}, {"post_id": 69832, "ts": "2026-09-17T21:23:54Z", "hours": 10.4528, "text": "Hey (; Been a little while ! So from last time I worked in things that are pretty much behind the scene for now. As an example of what I am saying , I worked on some api call , and refining my backend. But basicaly , without trying to list everything the main new things are : -A guiding arrow for the user to be able to spot / target the wanted celestial object much quicker. -Settings menu that can be accesed from the home page , for now the only available action is to change the “main color” of the web app , but I find it pretty cool and also liked coding it (I did it without any google or anything , just the IDE and my brain hehe) -Got back to work with APIs , goals : refine rating of the weather related to the position of the user , add changes to the overall rating with moon phase , atmosphere turbulances ( if I can do that , idk) and lastly light pollution ( this one will be special to do , there is no direct API that suits my criterias , so I’ll do something myself). For some the progress from last time while seem pathetic because there is nothing really fancy FOR NOW , this coming week is the rush for me don’t worry I’ll try my best to get it done ! Good luck to everybody for the final days of stardance (="}, {"post_id": 60981, "ts": "2026-09-03T17:42:30Z", "hours": 9.9806, "text": "HERE AGAIN !!!!! Okay so few days passed , school started for me but STILL working on my LookUp website (I want to get a gift with stardust for my girlfriend but I don’t think it’s possible to work this many hours now…….). Many littles features and improvements have been made as you can see in the video compared to the last one. (Please don’t focus on the top degrees display it’s BROKEN /:) Mainly I focused on adding all the celestial objects from the catalogue into the 3d space ! Everything seems to work fine now for the looking up part (; MANY things are still to be done but I’m going to get there because I want to post a video about this project in about 20 days hehe (believe will maybe make it possible..) I don’t want to get to much into listing what I have done neither what is still left but to summerize : -Overall esthetic of the webapp -Features for better 3d space -Weather/Observabilty part related to astronomical observation -Some settings features (; Please leave a like or a comment to support me , last post was …. yeah lol Love y’all , keep up the good work !"}, {"post_id": 51945, "ts": "2026-08-21T21:57:04Z", "hours": 12.3083, "text": "BACK BABY !!! Okay so I’m going to try to summerize what I’ve done in a few days (didn’t know that when +10hr logged the rest aren’t taken for the payout calculation…. MY BAD) So in the last devlog I was at the step of acquiring the SIMBAD database positions of the celestials objects that I wanted. So I was able to figure that out and let yall with the results of having things like => Sirius , RA/DEC of 101 / -16. During this period this is pretty much all I did in “order” : -First I converted the RA / DEC into Az/Alt coords , that allows to locate the object for the user by him being the anchor point of this , so for example a Az of 90° is at East and a Alt of 70° in addition with the Az means the object is at East pretty high up in the sky because it’s 70° from the horizon.This step took some time because I really tried to understand the logic behind it , at some point I understood all the steps / elements needed for the mathematical trick that was needed , from there I cherched forums for astronomical formulas and magic from there hehe. (Screenshot of the js script for that) -From there after some esthetical adjustements I went into brefly learning Three.Js , an beautiful webdev tool that makes us devs able to Create / Display / Render some 3D for our websites !!!! I for now learned pretty much the basic and didn’t really put much effort into the esthetic (FOR NOW) , as you can see in the screenshot ( = . -2 days ago I started working on the backend (with Render thx) that was needed for my app to hide the APIs Key. This step wasn’t something I really enjoyed because even tho I understood all the logical thing behing every requirement and action , I still remained stuck for long moments without any idea. This lead to Claude helping me , sorry ); BUT it was only minor bugs that would’ve took me SO MANY TIME to see , like wow… Now my only issue is that I am currently using a free plan for my server so after a little time without request , it will go to sleep and when the first request after that comes , it will take a pretty long time to load (Around 40s/1min … making the first Loading for some user TOO LONG) -AND NOW here we are ! So in the last hours logged what I did is add the scope for the 3d page and also position a pink sphere representing the selected object at his ACTUAL POSITION (like in Stellarium hehe). Today I also got in Raycasting method to click on a mesh and trigger an event. Yes in 3d like three.js adding a simple EventListener(“click”…) can’t be done. So the Idea is casting a ray from a point like your mouse and this ray (A mathematical Vector) will INTERSECT with the mesh if correctly orientated and THIS will prove to us that the usre clicked on the object. That is for me useful for a feature : I want that when the user succesfuly place the object in his LookUp scope , my JS detect this with a ray casted from the center of the scope and is then able to show a little info pannel like you can see in the 2nd screenshot again ! So yeah that’s it ! I find letting multiple logged days more enjoyable to devlog so Imma keep it like that I think (; Next step is really being able to control the 3D camera with the deviceorientationabsolute of the user’s phone. (For now I have been able with Quaternion (set with Euler for now) , to make a cube rotate with the phone being physically rotated IRL) If someone READ all that , please tell me in the comments what do you think , that would MAKE MY DAY , for real ! Love to yall <3"}, {"post_id": 46185, "ts": "2026-08-13T07:11:07Z", "hours": 1.7561, "text": "DAY 8 ! Made some progress hehe (; Okay so YESTERDAY , my goal was pretty clear , I wanted to get to a point where my python program for writing a .txt with all the datas for the celestial objects will be good. So I changed somethings because I feel like I was running towards a wall that I could simply dodge. So the big change was that instead of using a sort of celestial_objects_list.txt , I instead took the names of the objects that I wanted directly from my datas.js in order to after fill them. In the Afternoon , with this first part accomplished , I went into trying to understand how I could convert my Ra and Dec astronomical positions into Az / Alt ones with the help of the location of the User and their precise time according to their location. So right now I know that I could simply copy a script like that with all that I needed but I will try before correcting it with others examples online to seek understanding myself and writing it like I UNDERSTAND. Right now I know that I need to calculate the GMST (Greenwich Mean Sidereal Time) , this time with what I understood is something that will help me deal with the rotation of earth on itself by correcting it to have something “fixed”? THX FOR READING , <333"}, {"post_id": 45437, "ts": "2026-08-11T21:34:22Z", "hours": 1.2208, "text": "Hm hm , Day 7.. Yeah so today I don’t got much to tell , I spent all the coding time trying to figure out myself solutions for somes issues that I have. I pretty much went by the previous devlog plan today for having referenced names of data.js. But couldn’t figure all out today , will try to finish everything with the python script tommorow so I can get to more exciting stuff… Sorry for today being kinda “bad”. Love !!!!"}, {"post_id": 44807, "ts": "2026-08-10T20:40:51Z", "hours": 0.5775, "text": "Day …… 6 , hehe. Okay so today worked a really tiny time on this bcs last day of vacantions for me ); (all good tho). So I spend the time refining the python script for the .txt , I wanted to gather some others name from the SIMBAD database for each objects. After sometime I endded up with this code BUT as you can see adding all the others names of the objects is implying hundreds of new lines. The issue ? : to put each objects data in my data.js I will need an name that I want to find in all this other names but if there are SO MUCH to check , I’ll feel bad for this lack of performance. SO , I will try to do something like : -data.js will have all the objects with names already instaured (for ex : Andromeda) -I’ll put that into a .txt -then in my python script I will try to select for the name(s).? , the corresponding one. As you can see my mind is still pretty sketchy about this so time will tell us… I’ll seriously get into putting more hours to this from tomorrow , love yall !!!!!"}, {"post_id": 44209, "ts": "2026-08-09T20:23:08Z", "hours": 1.6989, "text": "DAY 5 , yeahhhh! Okay so today I did what I wanted to do. I’ve succeded at making the request with SIMBAD TAP for the position of objects in space (Ra & Deg) and then tranfering this in a JSON form inside of a .txt , from there I picked it up with JS and console.log the datas ! Maybe it seems pretty chill but it wasn’t intuitive for the request part because of a bug explained in the last devlog. Now the next step is with all thoses infos on objects , being able to calculate the Alt & Az from the user POV to make them able for a display in my website! Also I will soon need to dig a little about backend because I can’t publish this on Github bcs of some API keys… So yeah one day ! THANK YOU FOR READING !!!!!"}, {"post_id": 43752, "ts": "2026-08-09T05:23:37Z", "hours": 2.1511, "text": "Day 4 !!… of torturing myself with coding. Okay so I’m posting this devlog a little late because the day passed but still. Yesterday I started trying to implement Astroquery SIMBAD into my code , the goal ? Having a database from where I could take astronomical position value of all the celestial objects I need (this come in Ra & Deg) and from there I will convert it to where it is situated ocmpared to user location. Also read the comment on the code screenshot because I’m explaining why I used ChatGPT because of a “software issue?” , my code was fine but juste wouldn’t work so he helped me. So I put down some console result for you to see !! Now for this feature there is still the converting part but the rest will NORMALLY be more intuitive. Love yall (;"}, {"post_id": 42617, "ts": "2026-08-07T13:09:50Z", "hours": 2.0531, "text": "D-d-d-d-ay 3 of devlogs !! Okay so today I worked pretty well on some finitions and also on the “show all “and “visible” buttons. You can see pretty much how all this work together in the little video. Also I want to mention that for pretty much all this UI , Chatgpt helped with around 10% of the work , I really tried to use it only if necessary or to learn deeper about a concept/technique. After that I started like said yesterday to see how astroquery SIMBAD could help me with my project. Now I’m pretty sure that I got the theorical part like you can see in the notes screen. Anyways my day is far from being finished so I think tonight I will again try to work 1/2hours on getting the positions of celestial objects. Keep up the good work yall !!!!"}, {"post_id": 42224, "ts": "2026-08-06T20:51:18Z", "hours": 0.7856, "text": "DAY 2 , hehe! Okay so today I started working really late because I went moutain hiking (in vacations for a few days then real work (; ). I tried to inform myself and understand how apps like Stellarium works about gathering the postions of the celestial objects for like +1hr. So for now I think I will work with a database that is SIMBAD , I will gather some infos with sql or python (Astroquery | TAP SIMBAD). Then from here I THINK I’ll calculate the azimuth & altitude with the user being the perspectif point. After I juste styled little things because I was exhausted after a lonngggngng day -fews CSS changes (like user-select : none) -added the Observability text for the section -Finally started working on buttons that will make possible for the user to show all objects or only visibles ones for him (with altitude , observability conditions and his equipment)."}, {"post_id": 41503, "ts": "2026-08-05T19:05:25Z", "hours": 0.8856, "text": "DAY 1 … for my cosmical observation asistant ! I lied. I in fact started really working on this project a little time ago like you can read in his description (; Why only posting now ? Cause I didn’t had a clue stardance existed (btw if any admin is reading this , the concept is AMAZING !!). Ok now real talk. Today I didn’t code that much due to not being home for a little time. But I still managed to do some brainstorming about the features that are linked towards telling / showing to the user the rating I give to tonight sky for astronomical observation and to the specific celestial object he wants to Look Up to (; So I codded a … thing… (full of if if if , but dw it’s for a moment i’ll change it after implementing first what I need , plz don ’t hate YET). After that I quickly added a little dot of red/yellow/green color to tell the user if the object selected is observable with CURRENT CONDITIONS (based on the V1 of this app and worth with altitude and magnitude of the planet selected) , btw the moon rn isn’t visible where I am (I think??) , so working for NOW. That’s all for my really long devlog today , love to yall <3"}]...
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Title: Look Up | Astronomy Observation Helper by @ Title: Look Up | Astronomy Observation Helper by @ASTRY | Stardance
Devlogs:
DAY 1 … for my cosmical observation asistant ! I lied. I in fact started really working on this project a little time ago like you can read in his description (; Why only posting now ? Cause I didn’t had a clue stardance existed (btw if any admin is reading this , the concept is AMAZING !!). Ok now real talk. Today I didn’t code that much due to not being home for a little time. But I still managed to do some brainstorming about the features that are linked towards telling / showing to the user the rating I give to tonight sky for astronomical observation and to the specific celestial object he wants to Look Up to (; So I codded a … thing… (full of if if if , but dw it’s for a moment i’ll change it after implementing first what I need , plz don ’t hate YET). After that I quickly added a little dot of red/yellow/green color to tell the user if the object selected is observable with CURRENT CONDITIONS (based on the V1 of this app and worth with altitude and magnitude of the planet selected) , btw the moon rn isn’t visible where I am (I think??) , so working for NOW. That’s all for my really long devlog today , love to yall <3
DAY 2 , hehe! Okay so today I started working really late because I went moutain hiking (in vacations for a few days then real work (; ). I tried to inform myself and understand how apps like Stellarium works about gathering the postions of the celestial objects for like +1hr. So for now I think I will work with a database that is SIMBAD , I will gather some infos with sql or python (Astroquery | TAP SIMBAD). Then from here I THINK I’ll calculate the azimuth & altitude with the user being the perspectif point. After I juste styled little things because I was exhausted after a lonngggngng day -fews CSS changes (like user-select : none) -added the Observability text for the section -Finally started working on buttons that will make possible for the user to show all objects or only visibles ones for him (with altitude , observability conditions and his equipment).
D-d-d-d-ay 3 of devlogs !! Okay so today I worked pretty well on some finitions and also on the “show all “and “visible” buttons. You can see pretty much how all this work together in the little video. Also I want to mention that for pretty much all this UI , Chatgpt helped with around 10% of the work , I really tried to use it only if necessary or to learn deeper about a concept/technique. After that I started like said yesterday to see how astroquery SIMBAD could help me with my project. Now I’m pretty sure that I got the theorical part like you can see in the notes screen. Anyways my day is far from being finished so I think tonight I will again try to work 1/2hours on getting the positions of celestial objects. Keep up the good work yall !!!!
Day 4 !!… of torturing myself with coding. Okay so I’m posting this devlog a little late because the day passed but still. Yesterday I started trying to implement Astroquery SIMBAD into my code , the goal ? Having a database from where I could take astronomical position value of all the celestial objects I need (this come in Ra & Deg) and from there I will convert it to where it is situated ocmpared to user location. Also read the comment on the code screenshot because I’m explaining why I used ChatGPT because of a “software issue?” , my code was fine but juste wouldn’t work so he helped me. So I put down some console result for you to see !! Now for this feature there is still the converting part but the rest will NORMALLY be more intuitive. Love yall (;
DAY 5 , yeahhhh! Okay so today I did what I wanted to do. I’ve succeded at making the request with SIMBAD TAP for the position of objects in space (Ra & Deg) and then tranfering this in a JSON form inside of a .txt , from there I picked it up with JS and console.log the datas ! Maybe it seems pretty chill but it wasn’t intuitive for the request part because of a bug explained in the last devlog. Now the next step is with all thoses infos on objects , being able to calculate the Alt & Az from the user POV to make them able for a display in my website! Also I will soon need to dig a little about backend because I can’t publish this on Github bcs of some API keys… So yeah one day ! THANK YOU FOR READING !!!!!
Day …… 6 , hehe. Okay so today worked a really tiny time on this bcs last day of vacantions for me ); (all good tho). So I spend the time refining the python script for the .txt , I wanted to gather some others name from the SIMBAD database for each objects. After sometime I endded up with this code BUT as you can see adding all the others names of the objects is implying hundreds of new lines. The issue ? : to put each objects data in my data.js I will need an name that I want to find in all this other names but if there are SO MUCH to check , I’ll feel bad for this lack of performance. SO , I will try to do something like : -data.js will have all the objects with names already instaured (for ex : Andromeda) -I’ll put that into a .txt -then in my python script I will try to select for the name(s).? , the corresponding one. As you can see my mind is still pretty sketchy about this so time will tell us… I’ll seriously get into putting more hours to this from tomorrow , love yall !!!!!
Hm hm , Day 7.. Yeah so today I don’t got much to tell , I spent all the coding time trying to figure out myself solutions for somes issues that I have. I pretty much went by the previous devlog plan today for having referenced names of data.js. But couldn’t figure all out today , will try to finish everything with the python script tommorow so I can get to more exciting stuff… Sorry for today being kinda “bad”. Love !!!!
DAY 8 ! Made some progress hehe (; Okay so YESTERDAY , my goal was pretty clear , I wanted to get to a point where my python program for writing a .txt with all the datas for the celestial objects will be good. So I changed somethings because I feel like I was running towards a wall that I could simply dodge. So the big change was that instead of using a sort of celestial_objects_list.txt , I instead took the names of the objects that I wanted directly from my datas.js in order to after fill them. In the Afternoon , with this first part accomplished , I went into trying to understand how I could convert my Ra and Dec astronomical positions into Az / Alt ones with the help of the location of the User and their precise time according to their location. So right now I know that I could simply copy a script like that with all that I needed but I will try before correcting it with others examples online to seek understanding myself and writing it like I UNDERSTAND. Right now I know that I need to calculate the GMST (Greenwich Mean Sidereal Time) , this time with what I understood is something that will help me deal with the rotation of earth on itself by correcting it to have something “fixed”? THX FOR READING , <333
BACK BABY !!! Okay so I’m going to try to summerize what I’ve done in a few days (didn’t know that when +10hr logged the rest aren’t taken for the payout calculation…. MY BAD) So in the last devlog I was at the step of acquiring the SIMBAD database positions of the celestials objects that I wanted. So I was able to figure that out and let yall with the results of having things like => Sirius , RA/DEC of 101 / -16. During this period this is pretty much all I did in “order” : -First I converted the RA / DEC into Az/Alt coords , that allows to locate the object for the user by him being the anchor point of this , so for example a Az of 90° is at East and a Alt of 70° in addition with the Az means the object is at East pretty high up in the sky because it’s 70° from the horizon.This step took some time because I really tried to understand the logic behind it , at some point I understood all the steps / elements needed for the mathematical trick that was needed , from there I cherched forums for astronomical formulas and magic from there hehe. (Screenshot of the js script for that) -From there after some esthetical adjustements I went into brefly learning Three.Js , an beautiful webdev tool that makes us devs able to Create / Display / Render some 3D for our websites !!!! I for now learned pretty much the basic and didn’t really put much effort into the esthetic (FOR NOW) , as you can see in the screenshot ( = . -2 days ago I started working on the backend (with Render thx) that was needed for my app to hide the APIs Key. This step wasn’t something I really enjoyed because even tho I understood all the logical thing behing every requirement and action , I still remained stuck for long moments without any idea. This lead to Claude helping me , sorry ); BUT it was only minor bugs that would’ve took me SO MANY TIME to see , like wow… Now my only issue is that I am currently using a free plan for my server so after a little time without request , it will go to sleep and when the first request after that comes , it will take a pretty long time to load (Around 40s/1min … making the first Loading for some user TOO LONG) -AND NOW here we are ! So in the last hours logged what I did is add the scope for the 3d page and also position a pink sphere representing the selected object at his ACTUAL POSITION (like in Stellarium hehe). Today I also got in Raycasting method to click on a mesh and trigger an event. Yes in 3d like three.js adding a simple EventListener(“click”…) can’t be done. So the Idea is casting a ray from a point like your mouse and this ray (A mathematical Vector) will INTERSECT with the mesh if correctly orientated and THIS will prove to us that the usre clicked on the object. That is for me useful for a feature : I want that when the user succesfuly place the object in his LookUp scope , my JS detect this with a ray casted from the center of the scope and is then able to show a little info pannel like you can see in the 2nd screenshot again ! So yeah that’s it ! I find letting multiple logged days more enjoyable to devlog so Imma keep it like that I think (; Next step is really being able to control the 3D camera with the deviceorientationabsolute of the user’s phone. (For now I have been able with Quaternion (set with Euler for now) , to make a cube rotate with the phone being physically rotated IRL) If someone READ all that , please tell me in the comments what do you think , that would MAKE MY DAY , for real ! Love to yall <3
HERE AGAIN !!!!! Okay so few days passed , school started for me but STILL working on my LookUp website (I want to get a gift with stardust for my girlfriend but I don’t think it’s possible to work this many hours now…….). Many littles features and improvements have been made as you can see in the video compared to the last one. (Please don’t focus on the top degrees display it’s BROKEN /:) Mainly I focused on adding all the celestial objects from the catalogue into the 3d space ! Everything seems to work fine now for the looking up part (; MANY things are still to be done but I’m going to get there because I want to post a video about this project in about 20 days hehe (believe will maybe make it possible..) I don’t want to get to much into listing what I have done neither what is still left but to summerize : -Overall esthetic of the webapp -Features for better 3d space -Weather/Observabilty part related to astronomical observation -Some settings features (; Please leave a like or a comment to support me , last post was …. yeah lol Love y’all , keep up the good work !
Hey (; Been a little while ! So from last time I worked in things that are pretty much behind the scene for now. As an example of what I am saying , I worked on some api call , and refining my backend. But basicaly , without trying to list everything the main new things are : -A guiding arrow for the user to be able to spot / target the wanted celestial object much quicker. -Settings menu that can be accesed from the home page , for now the only available action is to change the “main color” of the web app , but I find it pretty cool and also liked coding it (I did it without any google or anything , just the IDE and my brain hehe) -Got back to work with APIs , goals : refine rating of the weather related to the position of the user , add changes to the overall rating with moon phase , atmosphere turbulances ( if I can do that , idk) and lastly light pollution ( this one will be special to do , there is no direct API that suits my criterias , so I’ll do something myself). For some the progress from last time while seem pathetic because there is nothing really fancy FOR NOW , this coming week is the rush for me don’t worry I’ll try my best to get it done ! Good luck to everybody for the final days of stardance (=
H1 NEXT THING IS SHIPPING !!! Ok so many features and improvements have been made but I will keep it “secret” for now. I’m currently on my deadline to ship this project. So when it will be shipped I’ll elaborate on what’s new and a overall review of LookUP v2 !!! Right now I’m working on the lightpollution rating , that’s the last “complex” thing that I have to make , after that the rest SEEMS pretty simple but we’ll see (; Tommorow is my deadline , please dev/admin have some pity for me … Cya (:
H1 LAST DEVLOG !!!!! Finally it’s here , LookUp V2 , the coding project that makes me the most proud of this journey ! So I’m making this quick because it is actually almost 3:00AM where I live……. From last time the most notable features that where added : -Being able to email me from settings suggestions -Making my own way to get the infos regarding light pollution and rating it -Giving a score for tonight observability (nothing too serious I rushed that understanding that making something precise is way too hard for my situation.) -Ugly display of that score (made today around 00:00 ) -Getting displayed what you can see with eyes / bino / telescope (regarding that , I need to add more celestials objects into the catalogue because they seems to all be visible even by eyes in the proper conditions.) That’s pretty much it very summarized , thanks for reading this last devlog , now come submitting (;
After Changes requested Log (; I don’t want to elaborate to much on what was made because I don’t find it very fun etc… But to simplify : -Change the backend and frontend from Render & Github Pages to Vercel. -Debugged many things related to that -Worked my way to make the webapp work loccally and being able to provide the instructions in order to do it -Changed the README to fill in the conditions of shipping. I wish this will be the last step please lol (:
Ships:
H1 Find planets & stars with your phone !! I’m ASTRY , and I proudly present to you my 2nd real coding project that I made this summer (: It is called “Look UP” , the idea ? With real astronomical datas / weather datas / light pollution etc… LookUp can show you what objects of the celestial catalogue (that will grow ( ; ) you can see. For example if you have good conditions for astronomical observation , LookUp can then help you target with the orientation of your phone the object that you desire to look at. If you chose to target Saturn , once on the target page that is a 3d environement made with Three.JS , you’ll have an arrow that will guide you to the object with you moving you phone IRL !! I was motivated to do this project to learn how to manage bigger projects and learn many new things regarding coding. Also space is KINDA one of my passion , so when I discovered Stardance I went all in. I’m not going to lie , this was pretty hard and made me use IA multiple times without any kind of abuses , each time I brainstormed with GPT , this ended up beneficial with me finding better solution (even tho I think a majority of my code is meh lol) But this was worth all the time and effort ( those 50hr + of work doesn’t reflect the real time that went into this project (x ) I really liked seeing all thoses lines of code that I wrote coming little by little together to form this type of instrument , I’m VERRY HAPPY with it. PS : TRY IT ON PHONE , without “deviceorientation” of it the site will be pretty useless… , thx ! & This project will result in a youtube video on my channel ASTRY ! Eitherway , thanks to all the Stardance admins and people that contribute to this wonderful community that inspired me to also hit my head against walls to figure out solution for some scripts. Take care and I now cross my fingers for a 3d printer hehe (; (couldn’t put a video to show in shipping sorry…) -ASTRY...
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1792853447.875519
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1792939847.875519
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931
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RISC-V 32bit CPU by @captaintriton10 | Stardance
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captaintriton10
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1
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17.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T20:41:40Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was my second attempt at making a working RISC-V CPU, I’m really happy with where the project is currently. The most difficult part so far has been trying to debug it when it isn’t working, but I’ve managed to get assembly to run on it with video output, and also keyboard input. Next, I think I want to work on adding more extensions to the base ISA and writing more complex programs for it.", "repo": "https://github.com/CaptainTriton10/risc-v_v2", "demo": ""}]...
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[{"post_id": 8201, "ts": "2026 [{"post_id": 8201, "ts": "2026-06-13T17:18:13Z", "hours": 1.6106, "text": "Worked some more on other typical features of a VGA text mode, such as highlighted text and blinking."}, {"post_id": 7699, "ts": "2026-06-12T21:05:48Z", "hours": 5.1781, "text": "As you can see below, I got keyboard input to work, so now I can write programs that use keyboard input. New features: Character colours UART input (keyboard input) It’s pretty cool that I can also write the devlog on the CPU with the custom assembly code I wrote!"}, {"post_id": 5201, "ts": "2026-06-08T21:59:22Z", "hours": 1.5792, "text": "I finally fixed the branch logic, and proved that it works with this simple counter that uses the conditional BGE (branch if greater than or equal) instruction."}, {"post_id": 4881, "ts": "2026-06-08T13:22:18Z", "hours": 5.6975, "text": "Currently working on debugging conditional branch instructions, as the wrong branch address is being targetted. Fortunately, I managed to fix the JAL and JALR jump instructions."}, {"post_id": 2053, "ts": "2026-06-04T10:47:06Z", "hours": 2.4369, "text": "This is a project I’ve been working on already a fair bit, trying to make a half-decent RISC-V CPU for use on the icepi-zero FPGA board (that I got from the previous Flavourtown event :D). This is a testbench I’m running, currently trying to debug jump and branch instructions not working. My next step is adding keyboard input through the UART protocol (universal asynchronous receiver-transmitter)"}]...
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Title: RISC-V 32bit CPU by @captaintriton10 | Star Title: RISC-V 32bit CPU by @captaintriton10 | Stardance
Devlogs:
This is a project I’ve been working on already a fair bit, trying to make a half-decent RISC-V CPU for use on the icepi-zero FPGA board (that I got from the previous Flavourtown event :D). This is a testbench I’m running, currently trying to debug jump and branch instructions not working. My next step is adding keyboard input through the UART protocol (universal asynchronous receiver-transmitter)
Currently working on debugging conditional branch instructions, as the wrong branch address is being targetted. Fortunately, I managed to fix the JAL and JALR jump instructions.
I finally fixed the branch logic, and proved that it works with this simple counter that uses the conditional BGE (branch if greater than or equal) instruction.
As you can see below, I got keyboard input to work, so now I can write programs that use keyboard input. New features: Character colours UART input (keyboard input) It’s pretty cool that I can also write the devlog on the CPU with the custom assembly code I wrote!
Worked some more on other typical features of a VGA text mode, such as highlighted text and blinking.
Ships:
This was my second attempt at making a working RISC-V CPU, I’m really happy with where the project is currently. The most difficult part so far has been trying to debug it when it isn’t working, but I’ve managed to get assembly to run on it with video output, and also keyboard input. Next, I think I want to work on adding more extensions to the base ISA and writing more complex programs for it....
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1792849809.0681984
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1792936209.0681984
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43941
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MY GOAT WEBSITE by @shouryasharan27 | Stardance
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shouryasharan27
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1
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66.56
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T17:54:46Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "my own portfolio website", "repo": "https://github.com/shouryasharan7-netizen/shourya-portfolio", "demo": "https://www.shouryasharan.xyz"}]...
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[{"post_id": 82011, "ts": "202 [{"post_id": 82011, "ts": "2026-10-23T13:19:36Z", "hours": 14.2069, "text": "I completely changed the whole thing now. Every word is now authentic and me and I finally can say its me afterall. And yeah tbh I took a lot of time debugging issues"}, {"post_id": 74428, "ts": "2026-09-27T11:16:59Z", "hours": 16.81, "text": "i completely revamped the website"}, {"post_id": 69133, "ts": "2026-09-16T13:24:23Z", "hours": 25.5425, "text": "hi changed over the overall design"}, {"post_id": 41849, "ts": "2026-08-06T10:04:07Z", "hours": 9.7272, "text": "I made a website showcasing everything I have done like achievements, work experience etc"}]...
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Title: MY GOAT WEBSITE by @shouryasharan27 | Stard Title: MY GOAT WEBSITE by @shouryasharan27 | Stardance
Devlogs:
I made a website showcasing everything I have done like achievements, work experience etc
hi changed over the overall design
i completely revamped the website
I completely changed the whole thing now. Every word is now authentic and me and I finally can say its me afterall. And yeah tbh I took a lot of time debugging issues
Ships:
my own portfolio website...
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1792846436.5218391
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1792932836.5218391
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69200
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PDFTools by @itzdeep2 | Stardance
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itzdeep2
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4
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23.0
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146
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T13:57:40Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "🚢 Shipped: PDFTools & OpenDesign (100% Client-Side Privacy Suite) — I just launched PDFTools, a completely offline, browser-based utility suite featuring the OpenDesign Studio for visual canvas editing and document signing, along with local PDF merging, splitting, OCR text extraction, structure compression, and client-side format conversion. The core philosophy here is zero-knowledge privacy: not a single byte ever leaves your machine, ensuring sensitive documents are never uploaded to remote third-party servers. While certain experimental features like large media transcoding and heavy AI background removal push browser memory limits and may not function as seamlessly as they would on dedicated cloud farms, relying strictly on client-side WebAssembly was an intentional, non-negotiable architectural decision to protect your data sovereignty and guarantee absolute privacy.", "repo": "https://github.com/itzdeep2/PDFTools", "demo": "http://itzdeep2.github.io/PDFTools/"}, {"ship_num": 2, "ts": "2026-10-18T17:20:17Z", "hours": 8.0, "multiplier": 15.48, "payout": 123, "blessing": "neutral", "text": "this ship is not a major change but somebody said the most people think about something is the attention to detail/ the small thing and changes..!! still i tried my best to add the details i can add, everything i know that feels missing. some may recomend me that add some images but the actual problem is i want to make the site as light weight as i can so i used emojis instead of images..!! and many more things to add and still processing…!!! still if you have any openion you can give so i can make it better..!! (PLS NOTE this feature not working as intended as its under progress)", "repo": "https://github.com/itzdeep2/PDFTools", "demo": "http://itzdeep2.github.io/PDFTools/"}, {"ship_num": 3, "ts": "2026-10-13T15:36:01Z", "hours": 3.0, "multiplier": 4.22, "payout": 16, "blessing": "neutral", "text": "I made PDFTools to do basic PDF tasks in one place. You can merge and split PDFs, convert them to images, add text, and use OCR to read text from images. The hardest part was getting the different tools to work properly in the browser. I’m proud that the files are processed on the user’s device instead of being uploaded to my server. I also added separate pages and emoji buttons to make it easier to use. You can try it using the project link!", "repo": "https://github.com/itzdeep2/PDFTools", "demo": "http://itzdeep2.github.io/PDFTools/"}, {"ship_num": 4, "ts": "2026-10-12T14:18:16Z", "hours": 2.0, "multiplier": 2.82, "payout": 7, "blessing": "neutral", "text": "Built a simple PDF toolkit that runs entirely in the browser! It can merge PDFs, extract pages, convert them to JPG, add text, read text from images using OCR, and more. I used JavaScript with pdf-lib, PDF.js, and Tesseract.js. No backend or file uploads to a server needed.", "repo": "https://github.com/itzdeep2/PDFTools", "demo": "http://itzdeep2.github.io/PDFTools/"}]...
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[{"post_id": 82017, "ts": "202 [{"post_id": 82017, "ts": "2026-10-23T13:55:08Z", "hours": 2.3939, "text": "fixed all the errors and things which i could still many thing to go Remember that this is a all offine local tool some of the function is not working as intended (as some of the processing require large servers) { using server would ruin the project as it is made by keeping privacy in mind} still tried to fix…!!"}, {"post_id": 81747, "ts": "2026-10-22T10:30:09Z", "hours": 2.49, "text": "The open design and remove bg has some bugs so its currently not working i am trying to fix it…… and added a new feature rotate pdf and also universal convert only works with images/pdfs files not videos i will implement the video feature soon so stay tuned…!!!!"}, {"post_id": 81508, "ts": "2026-10-21T15:11:08Z", "hours": 2.1814, "text": "added remove background and clean audio (noise remover) but its not working i am trying to fix it but i am not getting much time as i am working somewhere else so pls don’t mind the delay..!!"}, {"post_id": 81427, "ts": "2026-10-21T07:21:04Z", "hours": 0.8461, "text": "Add the universal convert it will auto detect the file uploaded and ask the format accordingly which we want to convert…!!! Still its Pending because the download function is not working so i have to fix it… STAY TUNED…!!!"}, {"post_id": 81221, "ts": "2026-10-20T10:49:54Z", "hours": 1.855, "text": "added different colour themes and also added a universal convert which is currently in progress…!!! stay tuned..!!"}, {"post_id": 80733, "ts": "2026-10-18T17:18:34Z", "hours": 1.5733, "text": "added a opendesign like canva still i dont wanna higlight it as its under construction and many more things to add and still processing…!!! still if you have any openion you can give so i can make it better..!! (PLS NOTE this feature not working as intended as its under progress)"}, {"post_id": 80663, "ts": "2026-10-18T13:05:08Z", "hours": 0.6958, "text": "the most usable thing and the most difficult and challenging thing is to add the all direction resize pull tabs (before it can be done only using the bottom right tab) many things i had to delete and more than 100+ insertation to add and also thanks to AI for sorting out the confusing thing and helping me add the all direction resize tab without confusing the script.js which direction the user is pulling…!!!"}, {"post_id": 80651, "ts": "2026-10-18T12:09:11Z", "hours": 2.2322, "text": "tbh really frustrated with the edit pdf option rest everything didn’t took so much time. but this is causing so much error and i have to add a remove many things thanks to my computer teacher who helped a lot to edit and improve the design like the whitout had a border which i removed and also the delete option disappeared real quick so i had to fix it…!! hope you like it many more changes and features to add i am thinking to add a canva type thing locally so stay tuned…!!!!"}, {"post_id": 80355, "ts": "2026-10-17T11:51:43Z", "hours": 3.4286, "text": "in edit pdf i have added different fonts and,size and colour..!!! also added whiteout which you can whiteout anything you don’t want and also added the image adding but there is some changes to make like image crop option and size option rest everything good…!!! but still sign option is not working so i am trying to add it. REMEMBER THIS IS A LOCAL TOOL (RUNS ON YOUR BROWSER) YOUR DATA NEVER LEAVES YOU DEVICE. everything is processed in your browser so it might have some bugs depending on your device specs i am trying to fix it but i need help if anybody can help pls dm me..!!! if any more suggesstion you have pls comment"}, {"post_id": 79332, "ts": "2026-10-13T15:27:28Z", "hours": 3.0969, "text": "As many of the people in review has told about my flaws and what i can improve, i want to thank them for this honest review. I added the interactive buttons with emoji and also added indivisual pages for every action. some of you also compared my project to ILovePdf for them i want to say that in my project everything stays in your device everything is processed in your browser unlike this companies which upload your pdf to server. it gives some advantages to my project ie. safe, private, secure, fast."}, {"post_id": 78789, "ts": "2026-10-11T16:39:18Z", "hours": 2.0847, "text": "Built a simple PDF toolkit that runs entirely in the browser! It can merge PDFs, extract pages, convert them to JPG, add text, read text from images using OCR, and more. I used JavaScript with pdf-lib, PDF.js, and Tesseract.js. No backend or file uploads to a server needed."}]...
|
Title: PDFTools by @itzdeep2 | Stardance
Devlogs: Title: PDFTools by @itzdeep2 | Stardance
Devlogs:
Built a simple PDF toolkit that runs entirely in the browser! It can merge PDFs, extract pages, convert them to JPG, add text, read text from images using OCR, and more. I used JavaScript with pdf-lib, PDF.js, and Tesseract.js. No backend or file uploads to a server needed.
As many of the people in review has told about my flaws and what i can improve, i want to thank them for this honest review. I added the interactive buttons with emoji and also added indivisual pages for every action. some of you also compared my project to ILovePdf for them i want to say that in my project everything stays in your device everything is processed in your browser unlike this companies which upload your pdf to server. it gives some advantages to my project ie. safe, private, secure, fast.
in edit pdf i have added different fonts and,size and colour..!!! also added whiteout which you can whiteout anything you don’t want and also added the image adding but there is some changes to make like image crop option and size option rest everything good…!!! but still sign option is not working so i am trying to add it. REMEMBER THIS IS A LOCAL TOOL (RUNS ON YOUR BROWSER) YOUR DATA NEVER LEAVES YOU DEVICE. everything is processed in your browser so it might have some bugs depending on your device specs i am trying to fix it but i need help if anybody can help pls dm me..!!! if any more suggesstion you have pls comment
tbh really frustrated with the edit pdf option rest everything didn’t took so much time. but this is causing so much error and i have to add a remove many things thanks to my computer teacher who helped a lot to edit and improve the design like the whitout had a border which i removed and also the delete option disappeared real quick so i had to fix it…!! hope you like it many more changes and features to add i am thinking to add a canva type thing locally so stay tuned…!!!!
the most usable thing and the most difficult and challenging thing is to add the all direction resize pull tabs (before it can be done only using the bottom right tab) many things i had to delete and more than 100+ insertation to add and also thanks to AI for sorting out the confusing thing and helping me add the all direction resize tab without confusing the script.js which direction the user is pulling…!!!
added a opendesign like canva still i dont wanna higlight it as its under construction and many more things to add and still processing…!!! still if you have any openion you can give so i can make it better..!! (PLS NOTE this feature not working as intended as its under progress)
added different colour themes and also added a universal convert which is currently in progress…!!! stay tuned..!!
Add the universal convert it will auto detect the file uploaded and ask the format accordingly which we want to convert…!!! Still its Pending because the download function is not working so i have to fix it… STAY TUNED…!!!
added remove background and clean audio (noise remover) but its not working i am trying to fix it but i am not getting much time as i am working somewhere else so pls don’t mind the delay..!!
The open design and remove bg has some bugs so its currently not working i am trying to fix it…… and added a new feature rotate pdf and also universal convert only works with images/pdfs files not videos i will implement the video feature soon so stay tuned…!!!!
fixed all the errors and things which i could still many thing to go Remember that this is a all offine local tool some of the function is not working as intended (as some of the processing require large servers) { using server would ruin the project as it is made by keeping privacy in mind} still tried to fix…!!
Ships:
Built a simple PDF toolkit that runs entirely in the browser! It can merge PDFs, extract pages, convert them to JPG, add text, read text from images using OCR, and more. I used JavaScript with pdf-lib, PDF.js, and Tesseract.js. No backend or file uploads to a server needed.
I made PDFTools to do basic PDF tasks in one place. You can merge and split PDFs, convert them to images, add text, and use OCR to read text from images. The hardest part was getting the different tools to work properly in the browser. I’m proud that the files are processed on the user’s device instead of being uploaded to my server. I also added separate pages and emoji buttons to make it easier to use. You can try it using the project link!
this ship is not a major change but somebody said the most people think about something is the attention to detail/ the small thing and changes..!! still i tried my best to add the details i can add, everything i know that feels missing. some may recomend me that add some images but the actual problem is i want to make the site as light weight as i can so i used emojis instead of images..!! and many more things to add and still processing…!!! still if you have any openion you can give so i can make it better..!! (PLS NOTE this feature not working as intended as its under progress)
🚢 Shipped: PDFTools & OpenDesign (100% Client-Side Privacy Suite) — I just launched PDFTools, a completely offline, browser-based utility suite featuring the OpenDesign Studio for visual canvas editing and document signing, along with local PDF merging, splitting, OCR text extraction, structure compression, and client-side format conversion. The core philosophy here is zero-knowledge privacy: not a single byte ever leaves your machine, ensuring sensitive documents are never uploaded to remote third-party servers. While certain experimental features like large media transcoding and heavy AI background removal push browser memory limits and may not function as seamlessly as they would on dedicated cloud farms, relying strictly on client-side WebAssembly was an intentional, non-negotiable architectural decision to protect your data sovereignty and guarantee absolute privacy....
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1792817502.1616526
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1792903902.1616526
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43488
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Argo by @Pollo | Stardance
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Pollo
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1
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1.05
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T21:16:26Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Archeo-helper for archeologists! made to help carry and analyze small pieces directly in site following the experts between the trenches. Project made originally for the WRO2026 Brescia-Zagabria", "repo": "https://github.com/gismondisimone/Argo", "demo": ""}]...
|
[{"post_id": 82018, "ts": "202 [{"post_id": 82018, "ts": "2026-10-23T13:55:41Z", "hours": 1.0536, "text": "doing the thanks post"}, {"post_id": 80721, "ts": "2026-10-18T16:42:22Z", "hours": 2.8975, "text": "Classified #9 in the competition! thanks to anyone who followed the project ❤️"}, {"post_id": 79539, "ts": "2026-10-14T14:50:41Z", "hours": 4.0636, "text": "Tag is cooked Literally and figuratively. The board is shorted between 3.3v an GND, but it powers on(??), heating up in little time. SO now i have to redo half of the code due tomorrow cause we need to present the project :D kill me"}, {"post_id": 79102, "ts": "2026-10-12T17:52:02Z", "hours": 3.4464, "text": "tutto si distrugge nulla si crea We are currently in Zagabria. I’ve not logged a LOT of hours. The remote shorts randomly with no apparent motive. we are missing the candy dataset, the uwb apparently had a fight cause they won’t talk anymore for some reason?? I am losing touch with reality"}, {"post_id": 78072, "ts": "2026-10-09T14:01:41Z", "hours": 1.2258, "text": "Screen turns on!! @gismondi_simone yesterday broke our spare… i guess we have to work with that. There are still some problems about the data sending between base and tag, but i’ve come a long way from the start."}, {"post_id": 77809, "ts": "2026-10-08T11:43:09Z", "hours": 1.2964, "text": "Dataset compiler works! I’ve spent the last few days trying to figure out the problem of the compiler (that worked the last time i used it so i was kinda confused) and after 4 hours of debugging with a little help from gemini i’ve finally made it work. Now we just need to take the ne photos for the dataset."}, {"post_id": 77404, "ts": "2026-10-06T20:03:04Z", "hours": 1.5575, "text": "Back on the torturing part At least this time I don’t have to install anything for two days! :D JUST KIDDING wasted 2 days on trying to make my pc work for this bs, turns out it’s still faster on @gismondi_simone ‘s pc… but hey trial and error right Hopefully working on dataset tomorrow P.S., we solved the motor problem, turns out the driver wasn’t wired right…"}, {"post_id": 77152, "ts": "2026-10-05T19:54:11Z", "hours": 1.18, "text": "Code works. Hardware not so much. All @gismondi_simone ‘s fault . We have to figure out why the cam motor and it’s driver are overheating and not moving the arm, but at least everything in the code seems to work alright. If we are able to we’ll record the new dataset tomorrow. I forgot to take a picture of the terminal so enjoy this pic of a kitty"}, {"post_id": 77026, "ts": "2026-10-05T12:30:40Z", "hours": 2.6292, "text": "how the code folder is looking. I’m entering flow state, now is the lock in period when i have to re-read every code and combine everything to work together. Tbf it’s all going good for now, if not the fact that we cooked the two drivers for the wheels and we have to buy new ones. My part is going good, in a little we’ll be able to remake the dataset for the AI recognition model in the 2.0 version, can’t wait!"}, {"post_id": 76401, "ts": "2026-10-03T13:01:14Z", "hours": 2.6433, "text": "hello! it’s been a while a lot has changed since the last log, i made some new programs to integrate the dijkstra in the map creation and a motor tryout code to see how the motors work and to calibrate the data on the other codes. For now everything seems good, we’ll see once i actually try it with the robot. For now i hope i didn’t look over any VERY IMPORTANT detail that could set something on fire :D"}, {"post_id": 73263, "ts": "2026-09-24T18:16:01Z", "hours": 0.3972, "text": "Had to reflash the rpi cause of some fuckups i did"}, {"post_id": 70206, "ts": "2026-09-18T18:16:54Z", "hours": 1.3425, "text": "lowk don’t even wanna talk about it"}, {"post_id": 64848, "ts": "2026-09-09T15:22:48Z", "hours": 1.3528, "text": "I hate this save me pls"}, {"post_id": 61635, "ts": "2026-09-04T17:02:36Z", "hours": 0.6653, "text": "Added and adapted also p5 and p0 code I readded the code for the scanner boards, adding the bin’s stepper to be controlled by the p0."}, {"post_id": 61555, "ts": "2026-09-04T15:05:45Z", "hours": 1.1333, "text": "ESP can now manage two different receivers I made the send function better, adding logic to change the receivers and the message in order of what is needed, now i need to work on the raspberry side logic"}, {"post_id": 61494, "ts": "2026-09-04T13:14:26Z", "hours": 1.295, "text": "Beginning adapting the old code to the new hardware finally i would also add xd for now only did the ESP code, that will manage the conveyor movement and the calculation of the fullness to send to the remote. Next I’ll probably work on the communication remote-raspberry and raspberry-esp."}, {"post_id": 58746, "ts": "2026-08-31T09:38:18Z", "hours": 0.32, "text": "Adding buttons and display control for now it’s only theory, we don’t have the display yet, but i want to see how it can send and receive the button information without a added microcontroller. This would solve the internet connection lack problem."}, {"post_id": 57962, "ts": "2026-08-30T09:26:45Z", "hours": 0.6394, "text": "It can drive. (better) added a configuration mode before starting to drive. Since we have only two anchors avaliable, with no way to check if the remote is in front of the robot or in the back, i added a “configuration” that turns 45 degrees to check if the left measuration increases or decreases (clever i know (anything to avoid spending 30€ more)) oh and added an error for the turning code, so it doesn’t zigzag all the time"}, {"post_id": 57407, "ts": "2026-08-29T15:29:57Z", "hours": 0.3722, "text": "It can drive."}, {"post_id": 56686, "ts": "2026-08-28T15:26:09Z", "hours": 1.0306, "text": "Joined a collab repo with @gismondi_simone (hope your pillow is warm both sides)"}, {"post_id": 56619, "ts": "2026-08-28T13:33:08Z", "hours": 1.0058, "text": "UWB WORKING!!! im so happy. Now i need to setup the reading for the p4 and implement it for the map creating algorithm. (⊙_◎)"}, {"post_id": 53656, "ts": "2026-08-24T09:53:14Z", "hours": 0.3256, "text": "YOOOO we’re so back created the code to configure the uwbs(that finally arrived) from an esp. gonna try it and we’ll see how it goes"}, {"post_id": 42019, "ts": "2026-08-06T15:48:41Z", "hours": 0.2678, "text": "just keeping the streak today, still waiting for the boards"}, {"post_id": 41373, "ts": "2026-08-05T15:24:22Z", "hours": 0.4139, "text": "I have to change basically everything i did until now. just did some talking to myself and realized i was going into the wrong direction about this."}, {"post_id": 40701, "ts": "2026-08-04T12:08:28Z", "hours": 0.2756, "text": "My back hurts"}, {"post_id": 40623, "ts": "2026-08-04T09:07:29Z", "hours": 0.2739, "text": "Still debating if it would be worth it to put an arduino into the picture, probably not"}, {"post_id": 40615, "ts": "2026-08-04T08:41:14Z", "hours": 0.3669, "text": "Probably will need to polish this a lot and come back to change it, but for now I’m just putting down the basic logic for the array formation waiting for the boards to arrive"}, {"post_id": 40263, "ts": "2026-08-03T17:51:53Z", "hours": 0.4942, "text": "this is gonna be so hard help"}, {"post_id": 40207, "ts": "2026-08-03T16:48:20Z", "hours": 0.3653, "text": "Finally getting started on the robotic part of the project. Since I don’t yet have the boards this will be pretty difficult, but I trust imma be able to ready the code up enough to make it work when I buy them."}]...
|
Title: Argo by @Pollo | Stardance
Devlogs:
Finall Title: Argo by @Pollo | Stardance
Devlogs:
Finally getting started on the robotic part of the project. Since I don’t yet have the boards this will be pretty difficult, but I trust imma be able to ready the code up enough to make it work when I buy them.
this is gonna be so hard help
Probably will need to polish this a lot and come back to change it, but for now I’m just putting down the basic logic for the array formation waiting for the boards to arrive
Still debating if it would be worth it to put an arduino into the picture, probably not
My back hurts
I have to change basically everything i did until now. just did some talking to myself and realized i was going into the wrong direction about this.
just keeping the streak today, still waiting for the boards
YOOOO we’re so back created the code to configure the uwbs(that finally arrived) from an esp. gonna try it and we’ll see how it goes
UWB WORKING!!! im so happy. Now i need to setup the reading for the p4 and implement it for the map creating algorithm. (⊙_◎)
Joined a collab repo with @gismondi_simone (hope your pillow is warm both sides)
It can drive.
It can drive. (better) added a configuration mode before starting to drive. Since we have only two anchors avaliable, with no way to check if the remote is in front of the robot or in the back, i added a “configuration” that turns 45 degrees to check if the left measuration increases or decreases (clever i know (anything to avoid spending 30€ more)) oh and added an error for the turning code, so it doesn’t zigzag all the time
Adding buttons and display control for now it’s only theory, we don’t have the display yet, but i want to see how it can send and receive the button information without a added microcontroller. This would solve the internet connection lack problem.
Beginning adapting the old code to the new hardware finally i would also add xd for now only did the ESP code, that will manage the conveyor movement and the calculation of the fullness to send to the remote. Next I’ll probably work on the communication remote-raspberry and raspberry-esp.
ESP can now manage two different receivers I made the send function better, adding logic to change the receivers and the message in order of what is needed, now i need to work on the raspberry side logic
Added and adapted also p5 and p0 code I readded the code for the scanner boards, adding the bin’s stepper to be controlled by the p0.
I hate this save me pls
lowk don’t even wanna talk about it
Had to reflash the rpi cause of some fuckups i did
hello! it’s been a while a lot has changed since the last log, i made some new programs to integrate the dijkstra in the map creation and a motor tryout code to see how the motors work and to calibrate the data on the other codes. For now everything seems good, we’ll see once i actually try it with the robot. For now i hope i didn’t look over any VERY IMPORTANT detail that could set something on fire :D
how the code folder is looking. I’m entering flow state, now is the lock in period when i have to re-read every code and combine everything to work together. Tbf it’s all going good for now, if not the fact that we cooked the two drivers for the wheels and we have to buy new ones. My part is going good, in a little we’ll be able to remake the dataset for the AI recognition model in the 2.0 version, can’t wait!
Code works. Hardware not so much. All @gismondi_simone ‘s fault . We have to figure out why the cam motor and it’s driver are overheating and not moving the arm, but at least everything in the code seems to work alright. If we are able to we’ll record the new dataset tomorrow. I forgot to take a picture of the terminal so enjoy this pic of a kitty
Back on the torturing part At least this time I don’t have to install anything for two days! :D JUST KIDDING wasted 2 days on trying to make my pc work for this bs, turns out it’s still faster on @gismondi_simone ‘s pc… but hey trial and error right Hopefully working on dataset tomorrow P.S., we solved the motor problem, turns out the driver wasn’t wired right…
Dataset compiler works! I’ve spent the last few days trying to figure out the problem of the compiler (that worked the last time i used it so i was kinda confused) and after 4 hours of debugging with a little help from gemini i’ve finally made it work. Now we just need to take the ne photos for the dataset.
Screen turns on!! @gismondi_simone yesterday broke our spare… i guess we have to work with that. There are still some problems about the data sending between base and tag, but i’ve come a long way from the start.
tutto si distrugge nulla si crea We are currently in Zagabria. I’ve not logged a LOT of hours. The remote shorts randomly with no apparent motive. we are missing the candy dataset, the uwb apparently had a fight cause they won’t talk anymore for some reason?? I am losing touch with reality
Tag is cooked Literally and figuratively. The board is shorted between 3.3v an GND, but it powers on(??), heating up in little time. SO now i have to redo half of the code due tomorrow cause we need to present the project :D kill me
Classified #9 in the competition! thanks to anyone who followed the project ❤️
doing the thanks post
Ships:
Archeo-helper for archeologists! made to help carry and analyze small pieces directly in site following the experts between the trenches. Project made originally for the WRO2026 Brescia-Zagabria...
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1792857368.4443042
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1792943768.4443042
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64322
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NookOS by @Athannn | Stardance
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Athannn
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2
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14.16
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40
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T13:03:42Z", "hours": 8.0, "multiplier": 4.23, "payout": 35, "blessing": "neutral", "text": "Finally shipping ColorfulNook OS for WEBOS 2 !! So welcm back to ColorfulNook OS. Ywahh after saying I’d ship it like soo many times, I’m finally shipping it for WEBOS 2 :D For Reviewerss :–> This started as a super basic page with one window and basically nothing working. After that, I’ve changed the whole UI, added the ColorfulNOOK (it rerfers to a small colorful corner of room) background, and made the windows draggable, closable, and reopenable. I also added a bunch of apps: Notes app, Anime Gallery (not a NEW app btw manhy new pics), Calculator, Music, Browser (With my project Webgram as Home), and a 25-minute Timer. I am also using a custom subdomain for the project like all my other oness. And then there’s the AWESOME looking Clock widget hehe, which took me a while to get looking good, but I rlyy Love it !!! I also went through some feedback and fixed a few things that were bugging ppl (the reviewers) like the welcome text overflowing and the close button not looking like a close button lol. Small fixes, but it makes OUR OS way easier to use. That’s basically it, the NEW ColorfulNook OS !! It changed names and took way more updates than I expected, but it’s finally here. Go try it out and let’s see what you think !! Also Follow here & Star on Github if u LIKE itt :)", "repo": "https://github.com/its-techxtreme/nookos", "demo": "https://ColourfulNook-OS.techxtreme.me"}, {"ship_num": 2, "ts": "2026-09-22T05:50:06Z", "hours": 2.0, "multiplier": 1.95, "payout": 5, "blessing": "neutral", "text": "Welcome to the ship of NookOS. The name is NookOS because I’m planning something for WebOS 2 mission. Right now, it’s just a basic web OS that I’ve made. It’s got the clean colors, but a good-looking style right now, at least on the UI part, I think so it’s pretty good for a basic WebOS project :) So this is the first work that I’m shipping right now. What NookOS is, is basically it has three apps. First is the welcome screen. That is not much of an app. It’s just the welcome screen that just welcomes you into the webOS. The second is called as a scratch on the webOS screen, but it’s actually more like a scratch pad where you can basically dump text homework or anything. Yeah, basically you can just dump whatever text you want to, and it will save it. The third app is anime, that is on the screen, and also you can call it anime gallery. It basically lists some images and shows a preview of the images in the same window. Right now it has three images that are anime images. That is, first is doodle of a guy, Second is “Horimiya,” and Third is just some anime girl. So that’s basically it in this project. What I’m planning next, is something that resembles a corner of a room for WebOS 2. So let’s see. First, let’s get approved it for the WebOS 1 mission, and then I will be starting the WebOS 2 mission on the same project.", "repo": "https://github.com/its-techxtreme/nookos", "demo": "https://ColourfulNook-OS.techxtreme.me"}]...
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[{"post_id": 82023, "ts": "202 [{"post_id": 82023, "ts": "2026-10-23T14:18:39Z", "hours": 2.2069, "text": "Devloggg #10 Wlcm back to Colorful NookOS. So last time I said the main reason the ratings were kinda low was that I never really checked it on a phone, and then I just left it. So yeah this time I actually sat down and did that, plus a bunch of window stuff that was still annoying me. First thing, you can resize the windows now. Like grab the edges and the corners and pull. Before it was just drag the top bar around and that was it. And if a window was maximized and you grabbed an edge, it drops out of the big size instead of FORCING that nuh uh, I am gonna be full-sized. Also some apps have a smallest size so the calculator doesn’t turn into a tiny useless square. Then I went back to maximize because it was still weird on a few apps. The clock was the one that bugged me earlier, it was going oval, that part was already fixed so it stays a circle and just gets bigger. But the web app was the opposite problem. When you hit the green button it got a huge window and the site inside was still a skinny phone page sitting in the middle. So now the browser actually uses the width you gave it. On a normal monitor a site can be desktop. Notes do their own thing too, the cards reflow instead of getting stretched. And then the phone part, which is what I said I would do. If the screen is narrow the app icons stop being one long column and wrap into rows under the bar. The clock widget shrinks but it stays round, so that the numbers don’t fall off it. When you open an app the window comes up almost the full width, under the icons rnn. The lights are a bit easier to tap. You can also drag a window with a finger, and pull the edges. I checked it narrow and I checked it wide again so the desktop doesn’t turn into the phone layout when you have room. That’s basically it for this one. Still more I wanna do but the mobile thing was the one I kept putting off so ywahh. Tysmmmm for Reading"}, {"post_id": 78286, "ts": "2026-10-10T09:13:00Z", "hours": 1.9514, "text": "Devloggg #9 Wlcm back to Colorful NookOS. So yeah, this is a devlog after a long time. Last time, I had shipped for the WebOS 2 mission. I don’t know why, but I got really low ratings . So I’m going to work more on this project. And yeah, there was one thing maybe that I think is the main reason, that I didn’t really check it on mobile, so it wasn’t really optimized for screen touch devices. So I’m going to work on that again. And so I have planned many things for this new V3 version of the Colorful NookOS. So the first thing that I did today was I improved the window manager. Now, windows sit properly. They do not start below any widgets or anything, fixed a few bugs. And now added proper navigation buttons like the minimize, maximize, and the close buttons. They work properly, and they have the symbol, so it is more easier to see. And also I was fixing some bugs that I encountered during making it. That is the aspect ratio and the actual graphics inside. The apps were getting stretched instead of being scaled. So I fixed that also, and those are basically the main changes that I did in this devlog. Tysm for Reading"}, {"post_id": 73937, "ts": "2026-09-26T11:22:22Z", "hours": 2.6514, "text": "Devloggg #8 So welcome back to ColorfulNook OS. Yeah, I haven’t shipped it yet. I was talking about shipping it in the last devlog, btw actually, I finally finished rating 18 projects yesterday. Ywah it took me a lot of time to finish them cuz i am lazyy So because of that, I couldn’t really check the Feedback until yesterday. And after seeing the reviews, I decided to do one more go and make some changes before WebOS-2. Sooo first of all, I have finally fixed the most obv bug. That I don’t know why, but I was just procrastinating that I will fix it later, bro. That was the welcome text was leaking out of its app icon. So now it’s all fixed the container has been extended. Other than that, also the close button, which was basically a red circle just beside the window name on the top window bar. Ppl didn’t rlyy understand that it was the close button , so they thought that there was no close button. So now I shifted the red button to the right side and added a small “x” inside so that now it looks obv like a close button and ppl actually get it. Other than that, I did one more thing. The clock and day in the top bar was looking really ugly to me. I finally did was built this crazyyy looking, fully dope CLOCK widget You can just see it on the right side of the web OS. It looks so great over there. And you know what? Obviously, it got all the hand and the detailed work. But if you click the widget, it also opens an app window in which you can see the clock and the time in a digital format, as well as it disappears from the window. So, there are no duplicate clocks. The clock part took me a long time because at first when I tried building a clock, it turned out really uglyy af. Then I had to go to GitHub, and also I talked with Manus AI, and then after looking at so much clock-related code, then I was finally able to build myself this Awesomee aesthetic clock . So that was the final app addition for now. Also, some people requested that I should add more anime pictures to the anime gallery. So yeah, I have added plenty more images. Now the image count is around 11. Why 11? Because 11 is my favorite and lucky number duhhh That’s basically what I have done in this devlog. This time for sure I will be shipping it. Now let’s see what kind of a rating I get"}, {"post_id": 73134, "ts": "2026-09-24T13:34:55Z", "hours": 1.3547, "text": "Devloggg #7 Welcome back to ColorfulNook OS. So, I added two new apps in this update, and also we now have a custom subdomain. Instead of using the same Vercel again, bcz obv I like using customm subdomains, so almost all of my projects are hosted on the subdomain based on my original domain, that is techxtreme.me So now the new URL for Colorful Nuke OS is as follows: https://ColourfulNook-OS.techxtreme.me Regarding the two new apps that I have added, one of them is called web browser. I think so what it does is pretty obvious. Also the web browser’s main homepage is pointed towards https://webgram.techxtreme.me Which is one of Myy old Stardance projectss, which was for the new tab mission. It’s an Instagram theme new tab. And you can just type the URL in the top bar and press go, or also use the Webgram interface for accessing the search bar or some apps. As for the second app, it is called Timer. It’s basically a simple 25-minute timer. You can just open it, click start, and there are also a few controls to pause and reset. Rnn there’s a fixed time set, u can’t change the time of the timer. Its set to 25 only, so you can only use it to count 25 minutes Other than that, you can’t do much on the app. Last one thing I would like to say, I hv also updated the README with the new featuress, and probably, I will be shipping it for WebOS 2 now. Let’s see what happens next !!"}, {"post_id": 72676, "ts": "2026-09-23T13:55:19Z", "hours": 1.2358, "text": "Devloggg #6 So welcome back to Colorful Nuke OS. This time I got the name rytt. Ywahh so basically in this devlog, what I did was added one more new app. This app is called the Music app, and obvious from the name, what it does is plays music. It’s basically a music playerrr nothing that Great. Rn I have used the images from the anime gallery as the album cover, and the music is actually from some website that I don’t remember the name exactly rn…. btw yahh the same website that I pointed the URL to during the Webgram project. I’m basically using the same songs. Btw it’s the Music app is over here. I have also added some more operators like the bracket and percentage operators to the calculator and changed the layout of the calculator. So now the calculator’s keypad is a perfect rectangle. The single key out of the rectangle was kind of bugging me, so I made it so that all the keys are filled now. Other than that, nothing else much. Next I will be adding some more things to the music player, like probably a Spotify embed and something more. Let’s see. That’s it, basically for now tho"}, {"post_id": 72541, "ts": "2026-09-23T05:14:49Z", "hours": 0.7667, "text": "Devloggg #5 Welcome back to NookOS. So yeah, our ship did get approved, and now I have added one more app into the ColorfulNook OS. Sorry, my bad. I again forgot that the name has been changed Welcome to ColorfulNook OS. So I added one more app, and that app is something that we all know, obviously, that is calculator. Now, we all know what a calculator does, so I’m not going to explain what exactly it is hehe So, I have added it, and here’s a picture of the Coool calculator. And so it works pretty good. It can also give you errors properly. It shows that it’s an error, and it also shows infinity when the answer is infinity. So ywahhh That’s basically it for this devlog. Cya Nextt Timee !"}, {"post_id": 72257, "ts": "2026-09-22T15:21:02Z", "hours": 2.2944, "text": "Devloggg #4 Welcome to devlog 4 of NookOS, Actually, the name has been changed nowww it’s ColorfulNook OS So basically, I changed the whole UI. Earlier it was just a plain color, normal. And it was more like the similar code that I did for CypherOS. And I don’t know why? My most guess is that bcz the design was very simple and plain. Shipwright thought that it was fully AI-made, but no, it was my CipherOS like (not a copy). Even though it’s no longer a Stardance project, the CipherOS is no longer a Stardance project, it’s still on my GitHub repo, and it was approved because it was human-made =_=. btw still, I went ahead anywayy. I was going to do some changes for the WebOS 2 machine. So I started with that. So now I have finally started making it look like a actual theme. So yeah, I added the colorful house nook, (that means the corner of a rooom) background. Added some blurs so the text and windows are actually more visible. And alsooo I scrapped the Scratch app and added a new app instead +_+ that is the normal notepad that we generally use in such projectss, and got rid of the curved window endings and made it more cubic and robustt. That’s basically what I have done. It’s a major UI upgrade. And yeah, obviously then I had to update the README too. Now I will continue working on more changes on NookOS after I click to recertify."}, {"post_id": 72107, "ts": "2026-09-22T05:42:07Z", "hours": 0.82, "text": "Devloggg #3 So in NukeOS, I have made new changes, and the new changes includes adding a new app that is called Anime Gallery. Just “anime” on the WebOS screen, but it’s basically an anime gallery. Right now, it stores three anime pics selected by me. So one of them is a sketch of a anime guy doodle, the second one is a pic of Horimiya, and the third one is just some cute anime idol iggg :) That’s the main app that I added. Other than that, I have also made a proper README for the project now and also pushed it to Vercel and GitHub. So the repository is live, as well as the live pages over there. And now I’m thinking that the project is ready for WebOS 1 mission, and maybe I should ship it."}, {"post_id": 72048, "ts": "2026-09-22T02:09:12Z", "hours": 0.9942, "text": "Devloggg #2 So now Nook OS is somewhat usable, you can sayy ig. So finally, I made the windows draggable. The welcome window is now draggable, closable, and also added a few text buttons to open it easily, and also added one more app called Scratch. This is basically like Notepad, but you can’t make separate notes. You basically just paste whatever you want to dump over there. And ywah It does not save it after refresh right now, but that is what I’m going to do next. Now the windows are movable, draggable, and closable, and also reopenable. So ywahh, That’s basically it."}, {"post_id": 71846, "ts": "2026-09-21T17:16:17Z", "hours": 0.6356, "text": "Devloggg #1 Welcome to the first devlog of NookOS. Yeah, I am starting the web OS again. And ywahh Cypher OS is no more, unfortunately. Most of my projects are gone btw this is a new beginning. Let’s keep it strong. Ywahh there are onlyy 9 days remaining for Stardance, but I am going to try to do my best again and lock in. So welcome to Nuke OS | Basically, right now what I just built is three files, index.html, some style.css, and a script.js. So yeah, that’s basically it. I made some little bit of code. So obviously nothing works yet. It’s just a static page with like a plain simple background, and a window with some text. So we will now make it into a basic webOS step by step."}]...
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Title: NookOS by @Athannn | Stardance
Devlogs:
De Title: NookOS by @Athannn | Stardance
Devlogs:
Devloggg #1 Welcome to the first devlog of NookOS. Yeah, I am starting the web OS again. And ywahh Cypher OS is no more, unfortunately. Most of my projects are gone btw this is a new beginning. Let’s keep it strong. Ywahh there are onlyy 9 days remaining for Stardance, but I am going to try to do my best again and lock in. So welcome to Nuke OS | Basically, right now what I just built is three files, index.html, some style.css, and a script.js. So yeah, that’s basically it. I made some little bit of code. So obviously nothing works yet. It’s just a static page with like a plain simple background, and a window with some text. So we will now make it into a basic webOS step by step.
Devloggg #2 So now Nook OS is somewhat usable, you can sayy ig. So finally, I made the windows draggable. The welcome window is now draggable, closable, and also added a few text buttons to open it easily, and also added one more app called Scratch. This is basically like Notepad, but you can’t make separate notes. You basically just paste whatever you want to dump over there. And ywah It does not save it after refresh right now, but that is what I’m going to do next. Now the windows are movable, draggable, and closable, and also reopenable. So ywahh, That’s basically it.
Devloggg #3 So in NukeOS, I have made new changes, and the new changes includes adding a new app that is called Anime Gallery. Just “anime” on the WebOS screen, but it’s basically an anime gallery. Right now, it stores three anime pics selected by me. So one of them is a sketch of a anime guy doodle, the second one is a pic of Horimiya, and the third one is just some cute anime idol iggg :) That’s the main app that I added. Other than that, I have also made a proper README for the project now and also pushed it to Vercel and GitHub. So the repository is live, as well as the live pages over there. And now I’m thinking that the project is ready for WebOS 1 mission, and maybe I should ship it.
Devloggg #4 Welcome to devlog 4 of NookOS, Actually, the name has been changed nowww it’s ColorfulNook OS So basically, I changed the whole UI. Earlier it was just a plain color, normal. And it was more like the similar code that I did for CypherOS. And I don’t know why? My most guess is that bcz the design was very simple and plain. Shipwright thought that it was fully AI-made, but no, it was my CipherOS like (not a copy). Even though it’s no longer a Stardance project, the CipherOS is no longer a Stardance project, it’s still on my GitHub repo, and it was approved because it was human-made =_=. btw still, I went ahead anywayy. I was going to do some changes for the WebOS 2 machine. So I started with that. So now I have finally started making it look like a actual theme. So yeah, I added the colorful house nook, (that means the corner of a rooom) background. Added some blurs so the text and windows are actually more visible. And alsooo I scrapped the Scratch app and added a new app instead +_+ that is the normal notepad that we generally use in such projectss, and got rid of the curved window endings and made it more cubic and robustt. That’s basically what I have done. It’s a major UI upgrade. And yeah, obviously then I had to update the README too. Now I will continue working on more changes on NookOS after I click to recertify.
Devloggg #5 Welcome back to NookOS. So yeah, our ship did get approved, and now I have added one more app into the ColorfulNook OS. Sorry, my bad. I again forgot that the name has been changed Welcome to ColorfulNook OS. So I added one more app, and that app is something that we all know, obviously, that is calculator. Now, we all know what a calculator does, so I’m not going to explain what exactly it is hehe So, I have added it, and here’s a picture of the Coool calculator. And so it works pretty good. It can also give you errors properly. It shows that it’s an error, and it also shows infinity when the answer is infinity. So ywahhh That’s basically it for this devlog. Cya Nextt Timee !
Devloggg #6 So welcome back to Colorful Nuke OS. This time I got the name rytt. Ywahh so basically in this devlog, what I did was added one more new app. This app is called the Music app, and obvious from the name, what it does is plays music. It’s basically a music playerrr nothing that Great. Rn I have used the images from the anime gallery as the album cover, and the music is actually from some website that I don’t remember the name exactly rn…. btw yahh the same website that I pointed the URL to during the Webgram project. I’m basically using the same songs. Btw it’s the Music app is over here. I have also added some more operators like the bracket and percentage operators to the calculator and changed the layout of the calculator. So now the calculator’s keypad is a perfect rectangle. The single key out of the rectangle was kind of bugging me, so I made it so that all the keys are filled now. Other than that, nothing else much. Next I will be adding some more things to the music player, like probably a Spotify embed and something more. Let’s see. That’s it, basically for now tho
Devloggg #7 Welcome back to ColorfulNook OS. So, I added two new apps in this update, and also we now have a custom subdomain. Instead of using the same Vercel again, bcz obv I like using customm subdomains, so almost all of my projects are hosted on the subdomain based on my original domain, that is techxtreme.me So now the new URL for Colorful Nuke OS is as follows: https://ColourfulNook-OS.techxtreme.me Regarding the two new apps that I have added, one of them is called web browser. I think so what it does is pretty obvious. Also the web browser’s main homepage is pointed towards https://webgram.techxtreme.me Which is one of Myy old Stardance projectss, which was for the new tab mission. It’s an Instagram theme new tab. And you can just type the URL in the top bar and press go, or also use the Webgram interface for accessing the search bar or some apps. As for the second app, it is called Timer. It’s basically a simple 25-minute timer. You can just open it, click start, and there are also a few controls to pause and reset. Rnn there’s a fixed time set, u can’t change the time of the timer. Its set to 25 only, so you can only use it to count 25 minutes Other than that, you can’t do much on the app. Last one thing I would like to say, I hv also updated the README with the new featuress, and probably, I will be shipping it for WebOS 2 now. Let’s see what happens next !!
Devloggg #8 So welcome back to ColorfulNook OS. Yeah, I haven’t shipped it yet. I was talking about shipping it in the last devlog, btw actually, I finally finished rating 18 projects yesterday. Ywah it took me a lot of time to finish them cuz i am lazyy So because of that, I couldn’t really check the Feedback until yesterday. And after seeing the reviews, I decided to do one more go and make some changes before WebOS-2. Sooo first of all, I have finally fixed the most obv bug. That I don’t know why, but I was just procrastinating that I will fix it later, bro. That was the welcome text was leaking out of its app icon. So now it’s all fixed the container has been extended. Other than that, also the close button, which was basically a red circle just beside the window name on the top window bar. Ppl didn’t rlyy understand that it was the close button , so they thought that there was no close button. So now I shifted the red button to the right side and added a small “x” inside so that now it looks obv like a close button and ppl actually get it. Other than that, I did one more thing. The clock and day in the top bar was looking really ugly to me. I finally did was built this crazyyy looking, fully dope CLOCK widget You can just see it on the right side of the web OS. It looks so great over there. And you know what? Obviously, it got all the hand and the detailed work. But if you click the widget, it also opens an app window in which you can see the clock and the time in a digital format, as well as it disappears from the window. So, there are no duplicate clocks. The clock part took me a long time because at first when I tried building a clock, it turned out really uglyy af. Then I had to go to GitHub, and also I talked with Manus AI, and then after looking at so much clock-related code, then I was finally able to build myself this Awesomee aesthetic clock . So that was the final app addition for now. Also, some people requested that I should add more anime pictures to the anime gallery. So yeah, I have added plenty more images. Now the image count is around 11. Why 11? Because 11 is my favorite and lucky number duhhh That’s basically what I have done in this devlog. This time for sure I will be shipping it. Now let’s see what kind of a rating I get
Devloggg #9 Wlcm back to Colorful NookOS. So yeah, this is a devlog after a long time. Last time, I had shipped for the WebOS 2 mission. I don’t know why, but I got really low ratings . So I’m going to work more on this project. And yeah, there was one thing maybe that I think is the main reason, that I didn’t really check it on mobile, so it wasn’t really optimized for screen touch devices. So I’m going to work on that again. And so I have planned many things for this new V3 version of the Colorful NookOS. So the first thing that I did today was I improved the window manager. Now, windows sit properly. They do not start below any widgets or anything, fixed a few bugs. And now added proper navigation buttons like the minimize, maximize, and the close buttons. They work properly, and they have the symbol, so it is more easier to see. And also I was fixing some bugs that I encountered during making it. That is the aspect ratio and the actual graphics inside. The apps were getting stretched instead of being scaled. So I fixed that also, and those are basically the main changes that I did in this devlog. Tysm for Reading
Devloggg #10 Wlcm back to Colorful NookOS. So last time I said the main reason the ratings were kinda low was that I never really checked it on a phone, and then I just left it. So yeah this time I actually sat down and did that, plus a bunch of window stuff that was still annoying me. First thing, you can resize the windows now. Like grab the edges and the corners and pull. Before it was just drag the top bar around and that was it. And if a window was maximized and you grabbed an edge, it drops out of the big size instead of FORCING that nuh uh, I am gonna be full-sized. Also some apps have a smallest size so the calculator doesn’t turn into a tiny useless square. Then I went back to maximize because it was still weird on a few apps. The clock was the one that bugged me earlier, it was going oval, that part was already fixed so it stays a circle and just gets bigger. But the web app was the opposite problem. When you hit the green button it got a huge window and the site inside was still a skinny phone page sitting in the middle. So now the browser actually uses the width you gave it. On a normal monitor a site can be desktop. Notes do their own thing too, the cards reflow instead of getting stretched. And then the phone part, which is what I said I would do. If the screen is narrow the app icons stop being one long column and wrap into rows under the bar. The clock widget shrinks but it stays round, so that the numbers don’t fall off it. When you open an app the window comes up almost the full width, under the icons rnn. The lights are a bit easier to tap. You can also drag a window with a finger, and pull the edges. I checked it narrow and I checked it wide again so the desktop doesn’t turn into the phone layout when you have room. That’s basically it for this one. Still more I wanna do but the mobile thing was the one I kept putting off so ywahh. Tysmmmm for Reading
Ships:
Welcome to the ship of NookOS. The name is NookOS because I’m planning something for WebOS 2 mission. Right now, it’s just a basic web OS that I’ve made. It’s got the clean colors, but a good-looking style right now, at least on the UI part, I think so it’s pretty good for a basic WebOS project :) So this is the first work that I’m shipping right now. What NookOS is, is basically it has three apps. First is the welcome screen. That is not much of an app. It’s just the welcome screen that just welcomes you into the webOS. The second is called as a scratch on the webOS screen, but it’s actually more like a scratch pad where you can basically dump text homework or anything. Yeah, basically you can just dump whatever text you want to, and it will save it. The third app is anime, that is on the screen, and also you can call it anime gallery. It basically lists some images and shows a preview of the images in the same window. Right now it has three images that are anime images. That is, first is doodle of a guy, Second is “Horimiya,” and Third is just some anime girl. So that’s basically it in this project. What I’m planning next, is something that resembles a corner of a room for WebOS 2. So let’s see. First, let’s get approved it for the WebOS 1 mission, and then I will be starting the WebOS 2 mission on the same project.
Finally shipping ColorfulNook OS for WEBOS 2 !! So welcm back to ColorfulNook OS. Ywahh after saying I’d ship it like soo many times, I’m finally shipping it for WEBOS 2 :D For Reviewerss :–> This started as a super basic page with one window and basically nothing working. After that, I’ve changed the whole UI, added the ColorfulNOOK (it rerfers to a small colorful corner of room) background, and made the windows draggable, closable, and reopenable. I also added a bunch of apps: Notes app, Anime Gallery (not a NEW app btw manhy new pics), Calculator, Music, Browser (With my project Webgram as Home), and a 25-minute Timer. I am also using a custom subdomain for the project like all my other oness. And then there’s the AWESOME looking Clock widget hehe, which took me a while to get looking good, but I rlyy Love it !!! I also went through some feedback and fixed a few things that were bugging ppl (the reviewers) like the welcome text overflowing and the close button not looking like a close button lol. Small fixes, but it makes OUR OS way easier to use. That’s basically it, the NEW ColorfulNook OS !! It changed names and took way more updates than I expected, but it’s finally here. Go try it out and let’s see what you think !! Also Follow here & Star on Github if u LIKE itt :)...
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webos by @darbens | Stardance
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T22:02:06Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "at first i js made a ai named Ella but after that i flashed a laptop with windows and they have a ai helper that walks u through the steps so i decided what not make my own OS and code my ai into it. so orbit is a webOS that will house my AI Ella in the feature join me on this journey of experimenting creating a debugging. Thankss!!", "repo": "https://github.com/airshift1/OrbitOS", "demo": "https://orbit-os-drab.vercel.app/"}]...
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[{"post_id": 82034, "ts": "202 [{"post_id": 82034, "ts": "2026-10-23T15:09:18Z", "hours": 29.0625, "text": "I’ve continued working on OrbitOS and making progress on my project. I’ve been focusing on improving the experience and building toward my vision of a customizable operating system that can run on different devices. What I’ve been working on Continuing development of OrbitOS. Working on the interface and user experience. Exploring ideas for more customization and features. Testing and improving existing functionality. Planning future improvements and fixes. What’s next My next steps are to continue developing features, fix any remaining bugs, and improve the overall stability and usability of OrbitOS. I’m excited to keep building OrbitOS and turn more of my ideas into working features! Project: OrbitOS Status: In active development"}, {"post_id": 73742, "ts": "2026-09-25T20:20:07Z", "hours": 1.0478, "text": "tryed to get Bluetooth working but no success yet"}, {"post_id": 73578, "ts": "2026-09-25T12:55:42Z", "hours": 1.1044, "text": "td i js updated read.me"}, {"post_id": 73338, "ts": "2026-09-24T22:25:26Z", "hours": 0.6283, "text": "OrbitOS Settings & PersonalizationWhat’s New?I worked on the OrbitOS Settings experience and continued improving the overall look of the WebOS interface.Settings gives users a central place to control and personalize their OrbitOS experience instead of having system options spread across different applications.I also started adding more color throughout the interface while keeping the OrbitOS design consistent. I focused on areas such as windows, menus, buttons, taskbar elements, system controls, and selected states.What Was Challenging?The biggest challenge was adding more personality and color without making the interface feel messy.I wanted OrbitOS to have its own visual identity while still keeping the interface easy to read and navigate.I also had to make sure the changes worked across the different applications instead of only changing one screen.What I LearnedI learned that a consistent theme system is important when building an operating-system-style interface. Small changes to colors, buttons, windows, and menus can affect the entire user experience.Current StatusThe WebOS version is the main playable version and is being prepared for public testing.The downloadable computer software is still unfinished and under development. I am continuing to build the desktop version separately from the WebOS account system."}, {"post_id": 72865, "ts": "2026-09-23T21:52:19Z", "hours": 1.9808, "text": "Devlog 1 — OrbitOS Login ScreenWhat’s New?I worked on the OrbitOS WebOS login screen and the startup experience.The goal was to make OrbitOS feel like an actual operating system from the moment it opens instead of immediately dropping the user onto the desktop.The login experience gives WebOS its own identity and creates a clear starting point before entering the operating system.What Was Challenging?I had to make the login system work with the rest of the WebOS interface while keeping the account features separate from the future downloadable computer version.ResultOrbitOS now has a dedicated WebOS login/startup experience that leads into the operating system.The desktop/computer version is still unfinished and is being developed separately."}]...
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Title: webos by @darbens | Stardance
Devlogs:
Dev Title: webos by @darbens | Stardance
Devlogs:
Devlog 1 — OrbitOS Login ScreenWhat’s New?I worked on the OrbitOS WebOS login screen and the startup experience.The goal was to make OrbitOS feel like an actual operating system from the moment it opens instead of immediately dropping the user onto the desktop.The login experience gives WebOS its own identity and creates a clear starting point before entering the operating system.What Was Challenging?I had to make the login system work with the rest of the WebOS interface while keeping the account features separate from the future downloadable computer version.ResultOrbitOS now has a dedicated WebOS login/startup experience that leads into the operating system.The desktop/computer version is still unfinished and is being developed separately.
OrbitOS Settings & PersonalizationWhat’s New?I worked on the OrbitOS Settings experience and continued improving the overall look of the WebOS interface.Settings gives users a central place to control and personalize their OrbitOS experience instead of having system options spread across different applications.I also started adding more color throughout the interface while keeping the OrbitOS design consistent. I focused on areas such as windows, menus, buttons, taskbar elements, system controls, and selected states.What Was Challenging?The biggest challenge was adding more personality and color without making the interface feel messy.I wanted OrbitOS to have its own visual identity while still keeping the interface easy to read and navigate.I also had to make sure the changes worked across the different applications instead of only changing one screen.What I LearnedI learned that a consistent theme system is important when building an operating-system-style interface. Small changes to colors, buttons, windows, and menus can affect the entire user experience.Current StatusThe WebOS version is the main playable version and is being prepared for public testing.The downloadable computer software is still unfinished and under development. I am continuing to build the desktop version separately from the WebOS account system.
td i js updated read.me
tryed to get Bluetooth working but no success yet
I’ve continued working on OrbitOS and making progress on my project. I’ve been focusing on improving the experience and building toward my vision of a customizable operating system that can run on different devices. What I’ve been working on Continuing development of OrbitOS. Working on the interface and user experience. Exploring ideas for more customization and features. Testing and improving existing functionality. Planning future improvements and fixes. What’s next My next steps are to continue developing features, fix any remaining bugs, and improve the overall stability and usability of OrbitOS. I’m excited to keep building OrbitOS and turn more of my ideas into working features! Project: OrbitOS Status: In active development
Ships:
at first i js made a ai named Ella but after that i flashed a laptop with windows and they have a ai helper that walks u through the steps so i decided what not make my own OS and code my ai into it. so orbit is a webOS that will house my AI Ella in the feature join me on this journey of experimenting creating a debugging. Thankss!!...
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1792814214.9027426
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1792900614.9027426
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67043
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COSMIC LENS! by @vashi_21 | Stardance
|
vashi_21
|
1
|
11.19
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T15:34:07Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Cosmic Lens, a custom space picture viewer using vanilla JavaScript and VITE that fetches data directly from NASA’s Astronomy Picture of the Day (APOD) API. The most challenging part was managing dynamic API fetching, handling edge cases like YouTube video embeds versus regular image renders, and resolving scope bugs with the date selector variable. I’m most proud of designing the space-themed UI with custom CSS stars and smooth interactive controls. To test it, open the live link and select any past date from the date picker to load that day’s official NASA space photo with explanation! If you can’t think of a date , use the random button and have fun !!!", "repo": "https://github.com/wizard21-sudo/cosmic-lens", "demo": "https://wizard21-sudo.github.io/cosmic-lens/"}]...
|
[{"post_id": 82035, "ts": "202 [{"post_id": 82035, "ts": "2026-10-23T15:13:48Z", "hours": 3.4556, "text": "Spent today polishing up the stylesheet to ensure the starry background animation and button hover effects render smoothly. Fixed a couple of small typos in the CSS properties that were stopping image scaling from working properly. Switched over to main.js to track down a trick variable capitalization bug that broke the random date generator. Cleaned up the API fetch logic to handle 404 errors gracefully without crashing the UI. Finally tested everything locally and pushed the clean code to GitHub Pages."}, {"post_id": 81233, "ts": "2026-10-20T12:06:33Z", "hours": 1.6819, "text": "Today I fixed the audio and non-YouTube videos which were glitching out because my conditional logic lumped them together incorrectly. Fixed it by cleaning up the tags, swapping the colon, and splitting videos into their own separate condition. Booted it up on localhost and everything is finally rendering clean cards and working media links. Hope this is the final ship for this project. 💫"}, {"post_id": 80416, "ts": "2026-10-17T15:55:20Z", "hours": 2.0514, "text": "Added a custom greetings popup to give Cosmic Lens a warm, personal touch! Fixed a CSS bug where the popup styling was trapped inside a mobile media query. I also resolved a JavaScript selector typo and removed it from JavaScript so the popup only depended on index.HTML so the close button works smoothly. Also cleaned up robotic AI comments and removed divider lines from the code. Finally ready to reship with a personalized README and an authentic codebase!"}, {"post_id": 77611, "ts": "2026-10-07T16:48:22Z", "hours": 0.6575, "text": "Cosmic Lens is LIVE! And… we’re done! 🚀 Today I gave Cosmic Lens its final touches, cleaned up the project, added the README, pushed everything to GitHub, and made sure the live deployment was working properly. The best part? The site is actually LIVE now! I also tested the date picker and Random NASA Image feature one last time, and everything is working as it should. From debugging API issues to fighting with Git and deployment 😭, this project definitely had its moments — but seeing it running online makes it all worth it. 🔗 Live: https://wizard21-sudo.github.io/cosmic-lens/ I’m officially calling it SHIPPED! 🚀 Keep looking up. 🌠"}, {"post_id": 77335, "ts": "2026-10-06T16:10:33Z", "hours": 1.2447, "text": "Redesigned the UI with twinkling CSS stars and neon space elements. Formatted theme colors and input controls to match the cosmic dark look. Fixed index.html font imports and CSS pathing for VITE compatibility. Added DEMO-KEY fallback for live NASA APOD fetches on GitHub Pages. This alone took almost 1 hours and the basic site isn’t even working properly, still got a long way to go . P.S can’t find the emojis so upside down smiley face at the end."}, {"post_id": 77107, "ts": "2026-10-05T17:26:29Z", "hours": 0.5842, "text": "Today built a responsive dark-mode layout with smooth flexbox centering. Added custom zig-zag side borders using CSS pseudo-elements. Styled typography using Google Fonts ( Oswald and Black Ops One ). Used @media queries to hide side accents on mobile screens. Although having fun, the progress is so slow ."}, {"post_id": 76779, "ts": "2026-10-04T15:34:38Z", "hours": 0.5897, "text": "Today, I fetched live space data using custom API requests for my NASA APOD web. I also built smart media logic that automatically detects images YouTube embeds, or video players. To keep the app smooth and reliable, I added safe loading states and a catch-block for error handling. I debugged JavaScript syntax issues as well. Finally, I completed almost all the steps of the guide and I am satisfied by my progress. <3"}, {"post_id": 76472, "ts": "2026-10-03T17:06:22Z", "hours": 0.3836, "text": "Finished setting up environment variables for NASA API and secured sensitive keys using GitHub secrets. Also resolved a GitHub Actions build failure caused by placing my directory under the wrong folder. Also fixed a syntax error in vite.config.js . Learned so much by fixing my mistakes. Finally published the app to GitHub pages!!!"}, {"post_id": 76452, "ts": "2026-10-03T16:04:11Z", "hours": 0.3317, "text": "Started new project. Just finished linking my repository to VS JavaScript and CSS. <3"}]...
|
Title: COSMIC LENS! by @vashi_21 | Stardance
Devl Title: COSMIC LENS! by @vashi_21 | Stardance
Devlogs:
Started new project. Just finished linking my repository to VS JavaScript and CSS. <3
Finished setting up environment variables for NASA API and secured sensitive keys using GitHub secrets. Also resolved a GitHub Actions build failure caused by placing my directory under the wrong folder. Also fixed a syntax error in vite.config.js . Learned so much by fixing my mistakes. Finally published the app to GitHub pages!!!
Today, I fetched live space data using custom API requests for my NASA APOD web. I also built smart media logic that automatically detects images YouTube embeds, or video players. To keep the app smooth and reliable, I added safe loading states and a catch-block for error handling. I debugged JavaScript syntax issues as well. Finally, I completed almost all the steps of the guide and I am satisfied by my progress. <3
Today built a responsive dark-mode layout with smooth flexbox centering. Added custom zig-zag side borders using CSS pseudo-elements. Styled typography using Google Fonts ( Oswald and Black Ops One ). Used @media queries to hide side accents on mobile screens. Although having fun, the progress is so slow .
Redesigned the UI with twinkling CSS stars and neon space elements. Formatted theme colors and input controls to match the cosmic dark look. Fixed index.html font imports and CSS pathing for VITE compatibility. Added DEMO-KEY fallback for live NASA APOD fetches on GitHub Pages. This alone took almost 1 hours and the basic site isn’t even working properly, still got a long way to go . P.S can’t find the emojis so upside down smiley face at the end.
Cosmic Lens is LIVE! And… we’re done! 🚀 Today I gave Cosmic Lens its final touches, cleaned up the project, added the README, pushed everything to GitHub, and made sure the live deployment was working properly. The best part? The site is actually LIVE now! I also tested the date picker and Random NASA Image feature one last time, and everything is working as it should. From debugging API issues to fighting with Git and deployment 😭, this project definitely had its moments — but seeing it running online makes it all worth it. 🔗 Live: https://wizard21-sudo.github.io/cosmic-lens/ I’m officially calling it SHIPPED! 🚀 Keep looking up. 🌠
Added a custom greetings popup to give Cosmic Lens a warm, personal touch! Fixed a CSS bug where the popup styling was trapped inside a mobile media query. I also resolved a JavaScript selector typo and removed it from JavaScript so the popup only depended on index.HTML so the close button works smoothly. Also cleaned up robotic AI comments and removed divider lines from the code. Finally ready to reship with a personalized README and an authentic codebase!
Today I fixed the audio and non-YouTube videos which were glitching out because my conditional logic lumped them together incorrectly. Fixed it by cleaning up the tags, swapping the colon, and splitting videos into their own separate condition. Booted it up on localhost and everything is finally rendering clean cards and working media links. Hope this is the final ship for this project. 💫
Spent today polishing up the stylesheet to ensure the starry background animation and button hover effects render smoothly. Fixed a couple of small typos in the CSS properties that were stopping image scaling from working properly. Switched over to main.js to track down a trick variable capitalization bug that broke the random date generator. Cleaned up the API fetch logic to handle 404 errors gracefully without crashing the UI. Finally tested everything locally and pushed the clean code to GitHub Pages.
Ships:
I built Cosmic Lens, a custom space picture viewer using vanilla JavaScript and VITE that fetches data directly from NASA’s Astronomy Picture of the Day (APOD) API. The most challenging part was managing dynamic API fetching, handling edge cases like YouTube video embeds versus regular image renders, and resolving scope bugs with the date selector variable. I’m most proud of designing the space-themed UI with custom CSS stars and smooth interactive controls. To test it, open the live link and select any past date from the date picker to load that day’s official NASA space photo with explanation! If you can’t think of a date , use the random button and have fun !!!...
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1792817376.3266356
|
1792903776.3266356
|
|
40406
|
part-of.my.id revived by @satr14 | Stardance
|
satr14
|
3
|
47.19
|
430
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T03:56:39Z", "hours": 15.0, "multiplier": 10.93, "payout": 165, "blessing": "neutral", "text": "okay a LOT OF NEW FEATURES and improvements from last devlog feedback: subdomain service: NEW record: REDIRECT, a CloudFlare Single Redirect Rule powered robust tests using bun’s built in jest compatible testing API website & docs: NEW docs: /services, listing all known tested and working services tldr in the docs and README for quick registration support for REDIRECT records in webui editor short consice guide for registering", "repo": "https://github.com/partofmyid/register", "demo": "https://part-of.my.id/docs/domains101"}, {"ship_num": 2, "ts": "2026-09-15T09:35:30Z", "hours": 4.0, "multiplier": 13.65, "payout": 60, "blessing": "neutral", "text": "this should have improvements from last ship’s suggestions and feedback /record and /success page for generating json fixed broken links (no /d or /q anymore) added background elements to make website feel more alive", "repo": "https://github.com/partofmyid/register", "demo": "https://part-of.my.id/docs/domains101"}, {"ship_num": 3, "ts": "2026-08-16T05:45:34Z", "hours": 14.0, "multiplier": 14.89, "payout": 205, "blessing": "neutral", "text": "VERSION 2.0 IS LIVE Registration instructions are available on the website. part-of.my.id is a free subdomain service that allows you to get a sleek lookin your-name.part-of.my.id domain instead of a the boring old one that hosting providers provide like pages.dev, github.io, etc. This rewrite brings to you: Multi apex domain support for the new domain: is-my.id A sleek redesigned main website and documentation", "repo": "https://github.com/partofmyid/register", "demo": "https://part-of.my.id/docs/domains101"}]...
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[{"post_id": 82051, "ts": "202 [{"post_id": 82051, "ts": "2026-10-23T16:39:48Z", "hours": 2.9956, "text": "well more time without devlogs, but i didnt work on anything massive anyways so should be fine. last commit hashes: website: 6fee809e77174f42e3ece9c71d2d8b6a95120d69 register: 4c1860c68904c5378a761a100013ce3da8836771 this is gonna be the last devlog before i ship for the last time. or not, but ill most likely work on other projects. i do still have 1 more thing to do which i might or might not do. depending on how hard it ends up being. then again i am paid by the hour sooo….. but school is starting to get busy again so ig we’ll see register: completed the draft /docs/domains101.md doc for introduction to the service website: add handler for /docs/[empty] to redirect to first in line defined doc moved loadDoc helper function to $lib added a loading bar for indicating page load in progress add previous and next buttons to the bottom of docs page added domains101 doc entry"}, {"post_id": 80984, "ts": "2026-10-19T14:46:48Z", "hours": 1.7822, "text": "this is when im starting to head bang a lot, because of an undocumented github feature ive been relying on for web ui editor. last commit hashes: website: f1e3a4387e6780d61bc55feeead37ead03ec3b0a register: 5625239d30e691ace298336953d663b6e396c0e3 so ive been using github’s REPO/new/branch/PATH?filenam=A&value=B query params for prefilling records in the web ui editor form. during testing, i noticed that for some reason JSON.stringify isnt formatting the json when i open it on github. after a bit of testing, turns out github minifies valid json input. when i tried some string concats with JSON.stringify output that produced invalid json then the indentation returns. this is rather confusing and frustrating. even tho the ci now handles formatting, its still a pain for pr reviewing to review unformatted, one-line json files. due to github not really documenting this feature well, i suppose we have to live with it. i do have plans later to possibly use octokit instead for pr generation, but thats a lot more work i dont have time for. anyways, i didnt feel like writing changelog so ill just say it in brief. i added email regex checks to the ci as well as formatting warnings. and for the web ui, i made an advanced view to show raw json and the file path in case someone is willing to do it themselves. i also fixed a lot of the unserious things i threw around the success page like the ??? step"}, {"post_id": 80413, "ts": "2026-10-17T15:47:36Z", "hours": 0.7022, "text": "genuinely so tired for some reason. prob from playing mc recently and dying and lossing my stuff to despawn timer. OKAY! enough trauma dumping. we got work to do last commit hashes: website: e4e59479ec953dcfb63e0965518d35906ab625e8 register: mostly a lot of janitor work: code cleanup and directory reordering. but theres also an auto formatter in the workflow now! website: fix heading centering from last devlog, found bug after testing mobile view register: move dnsconfig.js to /scripts/bin for organization installed oxfmt for formatting files added bun fmt script to package.json added oxfmt config file with exclusion rule on everything but /domains formatted every domain file using oxfmt added notes for cf tunnels in /docs/services.md (unsupported services) add prettify/formatting workflow for every push code cleanup: remove unused nodejs step in workflow file, were using bun anyways code cleanup: whitespace and newline removal add tip and caution alerts in quickstart guide regarding pr checklist and prettify formatting"}, {"post_id": 80168, "ts": "2026-10-16T15:08:22Z", "hours": 1.3353, "text": "all my energy went into working at the weekdays 😭 now im hella tired. either that or im procrastinating more. last commit hashes: website: e4e59479ec953dcfb63e0965518d35906ab625e8 im still hopping i can at least reach 11h a week for my goal. training before i switch to another ysws when stardance ends fr website: code cleanup, add missing semicolons and remove unused imports added common issues help guides with screenshots to next steps page added back to query link for record editor page unified box styling across the site for consistent design made edit button in record editor yellow if subdomain taken grammar fix to landing page paragraph :p query page: moved announcement to the bottom of the page minor styling changes to borders, seperators, text selection, and cursors"}, {"post_id": 79810, "ts": "2026-10-15T14:39:47Z", "hours": 2.6617, "text": "i forgot to devlog yesterday ;-; also i was supposed to work on other important aspects like the tutorial and barely finished pages. but ngl looking at the existing pages and adding small improvements and tiny details just feels more relaxing for me. but i still need to do that tutorial because stardance said so ;-; last commit hashes: website: 2de11547f2cc7e0b8ad3c107fbee8d44e0a97682 register: 2e183b224fdce4811b05c89b9f594551c13a7dad lowk idk when but i got mystery motivation and im racking up good amount of hours/day. i do have a goal rn to try and buy an bambu lab 3d printer so thats prob a contributor to my motivation. website: code cleanup, remove unused typescript code import use tables in record forum page for consistent spacing fix hover confusion on disabled inputs by disabling hover background color change remove unnecesarry label (just please research about dns 😭 ) added more dividers to records form page add clarification that subdomain descriptions are optional make pfp previews link to github profiles bug fix to REDIRECT records on read only mode improve table of contents styling to tree like stem made toc and md parser function also generate heading numbering (e.g. 1.2.3) (unused for now) code cleanup, remove empty new lines to compact code made table of contents entry highlight depending on view (js required) close table of contents in docs by default tweaked query page styles for showing borders set disabled state as default in records form hide checkmark if input is disabled added fork warning in records page added the ability to edit registered subdomain hide table inputs if empty register: clarity to reference docs regarding CNAME and REDIRECT changed heading level in Terms of Service AI section"}, {"post_id": 79335, "ts": "2026-10-13T15:29:43Z", "hours": 1.45, "text": "a bit of a rant before anything, PLEASE JUST DO YOUR RESEARCH BEFORE RATTING MY PROJECT. may come off as mean but please. yall asked for detailed and concrete docs and end up saying its “too long” like bro 😭. i do have one more plan for tutorials to make it easy. but if this doesnt help then go rtfm last commit hashes: website: 122e3777c7c52e7bf05a8a32f7e4f91b11d09ada register: d7ac98d86913daad3c18260120e41dda2873f8ef got stacks of homework today so i cant really do my 2 hour daily goal rn unfortunately :( but trust me, i will get that 11 hour weekly website: rename doc link “requirements” to “terms” new favicon of indonesian flag (using emoji variation from discord/twitter) might use this for a logo later code cleanup and simplification remove unused variables in code query page with ssr optimizations moved /query/[query] to /query handled passing subdomain query to form body changed landing and query page to use sveltekit form actions made readme announcement fetching ssr hide subdomains when query is empty made apex listing ssr register: fixed github actions workflow labeler created issue templates for bug report, abuse report, and support questions added abuse report information and email to main readme changed query url to match website"}, {"post_id": 79068, "ts": "2026-10-12T15:48:11Z", "hours": 2.2858, "text": "last commit hashes: website: d27e3b5f90cfcb4a59d39a6fe507c45388a323ec register: 24080879b4fbb1bb8c9e436dc8f2bdefce64af4f energy on mondays to work on this phew website: added doc entry for faq page added support email in website footer adjusted spacing and sizing on containers to make other elements visible handle disabled js for forum and counter integrate lavender theme throughout landing page added table of contents to docs page via marked plugin for gfm heading ids mobile input layout fixes for records web ui page register: added domain configurations for google search console and cloudflare email routing for support email added ignore directive to dnscontrol for cloudflare managed records added extra rules against vibe coded websites github workflow file fix causing some checks to skip grammar fix across markdown files (thank you claude copilot) added pr labeling automation for detecting non domain changes in a pr quickly modified dnscontrol script to add incrementing mx priorities based on order of entry clarify rough points within documentations added draft beginner guide docs added new documentation for frequently asked questions code cleanup: remove comments, fix indentation reorganizing files and directories to put images in appropriate locations fix gfm blockquote alert usages added all full records to example file contents in reference documentation"}, {"post_id": 78696, "ts": "2026-10-11T10:29:20Z", "hours": 0.9756, "text": "last commit hashes: website: a4917bbdf5899623b6dfcae356e01572dfbceb05 realized there were some issues after shipping so im fixing them now. got a near perfect lighthouse score :D fix responsive size on landing page cards added missing meta tags for SEO added banner for meta tags handle github rate limiting on landing page fix accessibility on landing page buttons optimized github avatar images fetching to fixed size fix document heading hierarchy code cleanup removing unused comments font optimizations with preconnect hints and preload tricks"}, {"post_id": 78247, "ts": "2026-10-10T03:53:00Z", "hours": 1.5075, "text": "last commit hashes: website: f04e761e0557d7c5c7bfd6a680bec5a6cfbca44a register: 154bfb712857b9000d00ba0e6ea613064f367246 last devlog before shipping :D website: added REDIRECT record support to web ui editor (thanks claude) minor ux and styling fixes with labels and lists purely and only server side render docs page reworked steps section to be more appealing register: added small note to docs in the supported services section for when you want to add a supported service thats not listed"}, {"post_id": 78113, "ts": "2026-10-09T16:25:13Z", "hours": 2.5431, "text": "last commit hashes: website: 8410efa3debca260451e80b206b2ec8923a45c7c register: a1aefd289360a874e40e09c9b2817501d3b2590f i again forgot to devlog so heres more category based changelogs. after this im gonna add support for redirect record in the web ui website: added table of supported services docs added styling for article tables adjust minor ux tweaks for a better experience maintenance: run bun update to update deps and lockfile add a short 4 step tldr on the website landing page add a short tldr in the quickstart guide register: added new record type: REDIRECT, a cloudflare single redirect rule powered 302 redirect implemented tests for redirect wrote docs in references.md about new REDIRECT record migrate hardcoded extracommits into their own domain files added brief registration guide in README wrote new docs for supported services table add tldr for quickstart guide adapted from brief guide in main README register misc: fixed some names in github actions workflow files"}, {"post_id": 78022, "ts": "2026-10-09T07:10:39Z", "hours": 3.5436, "text": "last commit hash: 72f864ff282701585c5d43d5818a5ee22c29e168 supposed to be 3 separate devlogs but i genuinely forgot to. so im gonna split this changelog to categories. bun test validation: add github helpers for fetching diff and raw files from commit and raw urls implemented tests for checking changed file owners against pr author added a bypass label for ownership transfer extra types and functiong tweaks to existing library apis skipped pr author check if pr number for checking isnt present remove uneeded exports in some files as most are internal use optional chaining for clearer error messages in ci project structuring: split deep.test.ts to multiple focused files instead of relying on describe() grouping split helpers, constants, and types into a their own library file move tests and shared libs into /scripts/lib and /script/tests respectively github actions: wire bun tests into ci updated ci triggers for prs, manual, and push settings removed step for validating with json schema in favor of bun tests rename a couple of step and job names for clarity misc: add some missing semicolons tab space consistency fix a couple of variable names"}, {"post_id": 76291, "ts": "2026-10-03T03:10:53Z", "hours": 1.1539, "text": "last commit hash: 2d191fa190db7b3904256e96b27dd6608d42af56 fix existing record files failing the test fix test to exclude .json extension during name length test add a check for unknown and typoed keys added draft tests for website reachability made draft/empty tests fail on purpose check subdomain if containing any apexes minify some parts of the code to one liners made ownership checks per level (a.b.c.json checks for b.c.json and c.json instead of just c.json) added safeguards to not print multiple failures if root cause is erroring out to make sure errors are readable reorder some tests to run first than others used node:path’s path.join for path handling moved json parsing expect calls to helper function for reading json to eliminate repeated code made most of the error messages clearer to follow"}, {"post_id": 75789, "ts": "2026-10-01T04:41:44Z", "hours": 1.0119, "text": "made a new field in the getDomainRecords helper function to check for file existance and handle json parse fails made a new helper function to generate subdomain file path based of apex and subdomain changed tests to use the new implementation of getDomainRecords implemented tests for cloudflare proxied rules implemented tests for dns limitation rules implemented tests for root and nested subdomain ownership"}, {"post_id": 75593, "ts": "2026-09-30T14:57:47Z", "hours": 1.2486, "text": "ts is me with random lock in phases: still not fully implemented to be included with the testing workflow, i have a lot of features planned but i prefer to finish this first. better error messages for expect fails extra checks for empty objects, arrays, and strings made most/all tests use testing api specifics rather than a conditional check if expression is true (for better error messages) add a check for capping filenames to less than 245 characters (as per dns hostname rules) checks for nested apex in filenames (example: steve.is-my.id.json is invalid) reorder some tests add a check for uppercase letters (one of the existing subdomains violated this rule so i fixed it manually) add a check for repeated dashes (–) as the current regex doesnt catch this and i didnt feel like changing it created empty tests as drafts for later to be implemented remove unused ALIAS record handling as it was used internally but not needed anymore"}, {"post_id": 75220, "ts": "2026-09-29T14:41:31Z", "hours": 1.475, "text": "so mostly focused on improving the register repo and docs experience as i feel like the website is established and complete at this point. i am still learning the bun/jest api on writing test code so this may not be perfect, but its a start! made a wrapper function for looping through subdomain files using callbacks and bun fs api improve regex checks for ipv4, ipv6, and fqdns based on ajv-formats npm package (regex is copied pasted from source code rather than installing the package directly as that introduces bloat and dependency management) slight fixed to tests handling promises (still rather broken but ill fix that later) add new constants for looping though records made a helper function to read subdomain file and parse the json. both using bun fs api update all test fail messages to print file paths for easy tracing new test to check schema structure and record values using ip and domain regexes"}, {"post_id": 74331, "ts": "2026-09-27T05:47:48Z", "hours": 1.6714, "text": "split time between writing docs (uncommited, might be discarded due to low quality) and writing tests leveraging bun apis. these tests are not completed, therefore they wont be used for github actions pr check workflows (yet). wrote docs: beginners guide (partial) and unsupported services (empty) extracted typescript types and constant to schema.ts for use in test units initialized bun for package management in the future if needed created deep.test.ts wrote test for checking unknown files outside of the /domains/[apex] directories wrote test for checking file names valid subdomain fqdns wrote test for checking if json is valid and parse-able"}, {"post_id": 69643, "ts": "2026-09-17T14:04:10Z", "hours": 0.9692, "text": "okay well ships on this project isnt really doing the best in terms of stardance output, so i really need to address a lot of these critics if i want good multipliers. anyways so most of the time here is spent on writing ci tests for the register repo. however, i decided to scratch the majority of this code due to poor implementation execution. so this devlog will only have commits resolving some critics. website: fix z-index header bug where some elements would appear above the bar add a warning tip to the website repo readme for anyone who ends up there instead of the register repo changed the view source link for this project on stardance to redirect to the register repo updated the readme (adapted from my personal website repo readme) register: (scratched) test framework with raw js and bun add a tip for registering via web ui last commits from git repos (pinpoint for writing the next devlogs): register: 1564638a6d7eccc495a89948145898d0e4a1ddfc a1e2b4e4cf511f921ffc6b78bca260133afe4e7d okay a bit of a rant but school is starting to burn me out again. honestly i already got my certificate but now my motivator is gonna be the shop items. (i havent spent anything yet, not even for domain grants) im saving up and will spend after stardance ends. i am planning to hopefully do at least 1 - 1.5 hours on weekdays and hopefully overtime on weekends. we’ll see how that turns out i guess."}, {"post_id": 68541, "ts": "2026-09-15T09:17:00Z", "hours": 1.2439, "text": "edit: okay so i forgot some other changes but i cant really add those minutes to this devlog so ill just put the change here: added a character limit to the homepage search input (register repo) add a tip in quickstart doc about webui registering end of edit add warning texts for empty records and submit button pretty format resulting json enforced populated records instead of allowing empty domain registration form layout styling tweaks and fixes to inconsistency spacing add a success page that waits 5 seconds before opening github and displays next steps change submit functionality to redirect to success page code cleanup from unused variables and inconsistent spacings"}, {"post_id": 67994, "ts": "2026-09-14T10:36:43Z", "hours": 1.8175, "text": "almost forgot to devlog! anyways website: made a draft object for the form, should make interactivity easier to implement styling for checkbox, hr, and disabled input elements made an ARRAY_RECORDS string for supported records in type of string[] implemented form for registering subdomain records made readonly if subdomain is taken"}, {"post_id": 66670, "ts": "2026-09-12T15:11:06Z", "hours": 1.3625, "text": "changes are half complete but i decided to devlog rn to keep things short. please note these changes arent pushed yet as im writing this website: rename /q and /d to /query and /docs change redirect links to the new routes add background stars from my personal website made a records page for creating subdomains and editing existing records (incomplete) implemented fetch function for getting records change query link to redirect to record page register: replace /docs/*.md code blocks to actual doc links only resolvable when viewed from the main website"}, {"post_id": 47895, "ts": "2026-08-16T05:16:20Z", "hours": 0.5, "text": "added important links polished org readme added a profile picture for the org and website add a nametag gimmick on the website (desktop only)"}, {"post_id": 47881, "ts": "2026-08-16T04:27:20Z", "hours": 1.2019, "text": "fix wrong key on website add discord domain verification record for is-my.id wrote website requirement docs fixed grammar errors and typos (thanks claude) remove outdated docs notice replaced part-of.my.id’s v1 website with placeholder for v2 last final touch ups v2 website should be live now"}, {"post_id": 47536, "ts": "2026-08-15T14:44:42Z", "hours": 2.2581, "text": "mostly spent fiddling with a bit of ai and doing finishing touches before deployment. this was supposed to be 2 devlogs but i forgot to post and just continued coding but oh well. a lot of styling tweaks for markdown displays and forms install marked alert plugin for gfm alert blockquotes scrollbar, article, disabled button, and other element styling made footer stick to the bottom regardless of content height move loaddoc function to lib for use in other pages such as query function to remove apex domains from query if present implement subdomain suggestions html structure readme display for announcements loading indicator texts change nav link from config to query after this im gonna write docs/requirement.md and polish the github org a bit before shipping (hopefully) tomorrow"}, {"post_id": 47253, "ts": "2026-08-15T01:50:28Z", "hours": 1.3742, "text": "split time between website and register docs, bc i keep going back and forth and cant decide whether the website or the docs are more important. anyways register: create base doc files for quickstart and requirements write docs for quickstart guide remove cringy line on the register repo readme website-v2: made a base domain query page (unfinished) new page-container class in global styles used for consistent margin and padding fix link styles in docs handle form submission for homepage subdomain search better query param handling for docs loaddoc function tweaks for handling input styling changes to docs"}, {"post_id": 45763, "ts": "2026-08-12T13:47:31Z", "hours": 1.5139, "text": "felt productive again somehow during a school night made docs page under /d/[document name] implement markdown fetching from github raw api implement docs nav via hardcoded object for paths installed marked styled docs markdown render using tailwind typography plugin updated whole website to use lora font fixed some homepage paragraph wordings fixed some elements to use correct cursor move some styles to global app.css fixed mobile spacing for header and footer"}, {"post_id": 43670, "ts": "2026-08-09T02:03:31Z", "hours": 1.1919, "text": "thats a pretty good amount of time accumulated purely writing docs new markdown files under /docs for documentation and usage guides wrote raw references for filesystem structure and json schemas"}, {"post_id": 43375, "ts": "2026-08-08T16:04:06Z", "hours": 0.6681, "text": "small devlog but prob worth mentioning well the actions script failed due to worker routes being read only. i decided to use dnscontrol’s built in CF_REDIRECT record for this instead and also update it due to missmatch TTL from dev with prod. apparently this caused an error because actions kept failing to deploy due to missing creds. after a while of debugging and headbanging, i folded and attempted to use github copilot agent to try and fix it (hehe pr number 67) but that didnt do the trick. it was only when i checked the repo secrets that i realized the env variable is called CF_API_TOKEN and not CLOUDFLARE_API_TOKEN. that was like hours of my time spent away debugging instead of working on the website like i planned but oh well no changelog list because im gen tired rn like its 11.00pm wiuriuhewuhfiuwhfihewiuhih"}, {"post_id": 43319, "ts": "2026-08-08T14:49:31Z", "hours": 1.8528, "text": "took longer than expected, now im rewriting the dnscontrol script for deploying dns records to support multiple apex domains. this was rather challenging due to dnscontrol’s heavily limited dsl and language features, but eventually it works and now i just need to add documentation in markdown. fix type errors and cleanup code in dnscontrol.js before rewrite cleanup unused scripts and nix files remove nix branch (previous plan but support was too limited to be reliable) modified json schema so now “record” key is “records” (plural) update github action yaml files as well as fix old file paths"}, {"post_id": 43146, "ts": "2026-08-08T07:52:31Z", "hours": 1.4406, "text": "mhm not bad so to say reordered fetch function calls for stats display adjusted the typing and count functions for smootheness use lavender as the primary color complete homepage sections (mostly copied from the old site) add a footer and yes i made the github logo cyan but cmon we need some colors here"}, {"post_id": 41933, "ts": "2026-08-06T13:42:52Z", "hours": 1.1564, "text": "back after a long procrastination and burn out period. made stats counter increment one by one when loaded using js function by copilot made main title typing using js function by copilot added a little info bar indicating new subdomain available for registration added forum/search bar for registering new domains added grid dot background from my personal site added a nav bar added small about me, wip for continuation on the main landing page"}, {"post_id": 35748, "ts": "2026-07-27T11:57:51Z", "hours": 0.595, "text": "humble beginnings :D init sveltekit with tailwind installed tailwind typography and forums plugins installed catppuccin color theme made initial base home page design"}]...
|
Title: part-of.my.id revived by @satr14 | Stardanc Title: part-of.my.id revived by @satr14 | Stardance
Devlogs:
humble beginnings :D init sveltekit with tailwind installed tailwind typography and forums plugins installed catppuccin color theme made initial base home page design
back after a long procrastination and burn out period. made stats counter increment one by one when loaded using js function by copilot made main title typing using js function by copilot added a little info bar indicating new subdomain available for registration added forum/search bar for registering new domains added grid dot background from my personal site added a nav bar added small about me, wip for continuation on the main landing page
mhm not bad so to say reordered fetch function calls for stats display adjusted the typing and count functions for smootheness use lavender as the primary color complete homepage sections (mostly copied from the old site) add a footer and yes i made the github logo cyan but cmon we need some colors here
took longer than expected, now im rewriting the dnscontrol script for deploying dns records to support multiple apex domains. this was rather challenging due to dnscontrol’s heavily limited dsl and language features, but eventually it works and now i just need to add documentation in markdown. fix type errors and cleanup code in dnscontrol.js before rewrite cleanup unused scripts and nix files remove nix branch (previous plan but support was too limited to be reliable) modified json schema so now “record” key is “records” (plural) update github action yaml files as well as fix old file paths
small devlog but prob worth mentioning well the actions script failed due to worker routes being read only. i decided to use dnscontrol’s built in CF_REDIRECT record for this instead and also update it due to missmatch TTL from dev with prod. apparently this caused an error because actions kept failing to deploy due to missing creds. after a while of debugging and headbanging, i folded and attempted to use github copilot agent to try and fix it (hehe pr number 67) but that didnt do the trick. it was only when i checked the repo secrets that i realized the env variable is called CF_API_TOKEN and not CLOUDFLARE_API_TOKEN. that was like hours of my time spent away debugging instead of working on the website like i planned but oh well no changelog list because im gen tired rn like its 11.00pm wiuriuhewuhfiuwhfihewiuhih
thats a pretty good amount of time accumulated purely writing docs new markdown files under /docs for documentation and usage guides wrote raw references for filesystem structure and json schemas
felt productive again somehow during a school night made docs page under /d/[document name] implement markdown fetching from github raw api implement docs nav via hardcoded object for paths installed marked styled docs markdown render using tailwind typography plugin updated whole website to use lora font fixed some homepage paragraph wordings fixed some elements to use correct cursor move some styles to global app.css fixed mobile spacing for header and footer
split time between website and register docs, bc i keep going back and forth and cant decide whether the website or the docs are more important. anyways register: create base doc files for quickstart and requirements write docs for quickstart guide remove cringy line on the register repo readme website-v2: made a base domain query page (unfinished) new page-container class in global styles used for consistent margin and padding fix link styles in docs handle form submission for homepage subdomain search better query param handling for docs loaddoc function tweaks for handling input styling changes to docs
mostly spent fiddling with a bit of ai and doing finishing touches before deployment. this was supposed to be 2 devlogs but i forgot to post and just continued coding but oh well. a lot of styling tweaks for markdown displays and forms install marked alert plugin for gfm alert blockquotes scrollbar, article, disabled button, and other element styling made footer stick to the bottom regardless of content height move loaddoc function to lib for use in other pages such as query function to remove apex domains from query if present implement subdomain suggestions html structure readme display for announcements loading indicator texts change nav link from config to query after this im gonna write docs/requirement.md and polish the github org a bit before shipping (hopefully) tomorrow
fix wrong key on website add discord domain verification record for is-my.id wrote website requirement docs fixed grammar errors and typos (thanks claude) remove outdated docs notice replaced part-of.my.id’s v1 website with placeholder for v2 last final touch ups v2 website should be live now
added important links polished org readme added a profile picture for the org and website add a nametag gimmick on the website (desktop only)
changes are half complete but i decided to devlog rn to keep things short. please note these changes arent pushed yet as im writing this website: rename /q and /d to /query and /docs change redirect links to the new routes add background stars from my personal website made a records page for creating subdomains and editing existing records (incomplete) implemented fetch function for getting records change query link to redirect to record page register: replace /docs/*.md code blocks to actual doc links only resolvable when viewed from the main website
almost forgot to devlog! anyways website: made a draft object for the form, should make interactivity easier to implement styling for checkbox, hr, and disabled input elements made an ARRAY_RECORDS string for supported records in type of string[] implemented form for registering subdomain records made readonly if subdomain is taken
edit: okay so i forgot some other changes but i cant really add those minutes to this devlog so ill just put the change here: added a character limit to the homepage search input (register repo) add a tip in quickstart doc about webui registering end of edit add warning texts for empty records and submit button pretty format resulting json enforced populated records instead of allowing empty domain registration form layout styling tweaks and fixes to inconsistency spacing add a success page that waits 5 seconds before opening github and displays next steps change submit functionality to redirect to success page code cleanup from unused variables and inconsistent spacings
okay well ships on this project isnt really doing the best in terms of stardance output, so i really need to address a lot of these critics if i want good multipliers. anyways so most of the time here is spent on writing ci tests for the register repo. however, i decided to scratch the majority of this code due to poor implementation execution. so this devlog will only have commits resolving some critics. website: fix z-index header bug where some elements would appear above the bar add a warning tip to the website repo readme for anyone who ends up there instead of the register repo changed the view source link for this project on stardance to redirect to the register repo updated the readme (adapted from my personal website repo readme) register: (scratched) test framework with raw js and bun add a tip for registering via web ui last commits from git repos (pinpoint for writing the next devlogs): register: 1564638a6d7eccc495a89948145898d0e4a1ddfc a1e2b4e4cf511f921ffc6b78bca260133afe4e7d okay a bit of a rant but school is starting to burn me out again. honestly i already got my certificate but now my motivator is gonna be the shop items. (i havent spent anything yet, not even for domain grants) im saving up and will spend after stardance ends. i am planning to hopefully do at least 1 - 1.5 hours on weekdays and hopefully overtime on weekends. we’ll see how that turns out i guess.
split time between writing docs (uncommited, might be discarded due to low quality) and writing tests leveraging bun apis. these tests are not completed, therefore they wont be used for github actions pr check workflows (yet). wrote docs: beginners guide (partial) and unsupported services (empty) extracted typescript types and constant to schema.ts for use in test units initialized bun for package management in the future if needed created deep.test.ts wrote test for checking unknown files outside of the /domains/[apex] directories wrote test for checking file names valid subdomain fqdns wrote test for checking if json is valid and parse-able
so mostly focused on improving the register repo and docs experience as i feel like the website is established and complete at this point. i am still learning the bun/jest api on writing test code so this may not be perfect, but its a start! made a wrapper function for looping through subdomain files using callbacks and bun fs api improve regex checks for ipv4, ipv6, and fqdns based on ajv-formats npm package (regex is copied pasted from source code rather than installing the package directly as that introduces bloat and dependency management) slight fixed to tests handling promises (still rather broken but ill fix that later) add new constants for looping though records made a helper function to read subdomain file and parse the json. both using bun fs api update all test fail messages to print file paths for easy tracing new test to check schema structure and record values using ip and domain regexes
ts is me with random lock in phases: still not fully implemented to be included with the testing workflow, i have a lot of features planned but i prefer to finish this first. better error messages for expect fails extra checks for empty objects, arrays, and strings made most/all tests use testing api specifics rather than a conditional check if expression is true (for better error messages) add a check for capping filenames to less than 245 characters (as per dns hostname rules) checks for nested apex in filenames (example: steve.is-my.id.json is invalid) reorder some tests add a check for uppercase letters (one of the existing subdomains violated this rule so i fixed it manually) add a check for repeated dashes (–) as the current regex doesnt catch this and i didnt feel like changing it created empty tests as drafts for later to be implemented remove unused ALIAS record handling as it was used internally but not needed anymore
made a new field in the getDomainRecords helper function to check for file existance and handle json parse fails made a new helper function to generate subdomain file path based of apex and subdomain changed tests to use the new implementation of getDomainRecords implemented tests for cloudflare proxied rules implemented tests for dns limitation rules implemented tests for root and nested subdomain ownership
last commit hash: 2d191fa190db7b3904256e96b27dd6608d42af56 fix existing record files failing the test fix test to exclude .json extension during name length test add a check for unknown and typoed keys added draft tests for website reachability made draft/empty tests fail on purpose check subdomain if containing any apexes minify some parts of the code to one liners made ownership checks per level (a.b.c.json checks for b.c.json and c.json instead of just c.json) added safeguards to not print multiple failures if root cause is erroring out to make sure errors are readable reorder some tests to run first than others used node:path’s path.join for path handling moved json parsing expect calls to helper function for reading json to eliminate repeated code made most of the error messages clearer to follow
last commit hash: 72f864ff282701585c5d43d5818a5ee22c29e168 supposed to be 3 separate devlogs but i genuinely forgot to. so im gonna split this changelog to categories. bun test validation: add github helpers for fetching diff and raw files from commit and raw urls implemented tests for checking changed file owners against pr author added a bypass label for ownership transfer extra types and functiong tweaks to existing library apis skipped pr author check if pr number for checking isnt present remove uneeded exports in some files as most are internal use optional chaining for clearer error messages in ci project structuring: split deep.test.ts to multiple focused files instead of relying on describe() grouping split helpers, constants, and types into a their own library file move tests and shared libs into /scripts/lib and /script/tests respectively github actions: wire bun tests into ci updated ci triggers for prs, manual, and push settings removed step for validating with json schema in favor of bun tests rename a couple of step and job names for clarity misc: add some missing semicolons tab space consistency fix a couple of variable names
last commit hashes: website: 8410efa3debca260451e80b206b2ec8923a45c7c register: a1aefd289360a874e40e09c9b2817501d3b2590f i again forgot to devlog so heres more category based changelogs. after this im gonna add support for redirect record in the web ui website: added table of supported services docs added styling for article tables adjust minor ux tweaks for a better experience maintenance: run bun update to update deps and lockfile add a short 4 step tldr on the website landing page add a short tldr in the quickstart guide register: added new record type: REDIRECT, a cloudflare single redirect rule powered 302 redirect implemented tests for redirect wrote docs in references.md about new REDIRECT record migrate hardcoded extracommits into their own domain files added brief registration guide in README wrote new docs for supported services table add tldr for quickstart guide adapted from brief guide in main README register misc: fixed some names in github actions workflow files
last commit hashes: website: f04e761e0557d7c5c7bfd6a680bec5a6cfbca44a register: 154bfb712857b9000d00ba0e6ea613064f367246 last devlog before shipping :D website: added REDIRECT record support to web ui editor (thanks claude) minor ux and styling fixes with labels and lists purely and only server side render docs page reworked steps section to be more appealing register: added small note to docs in the supported services section for when you want to add a supported service thats not listed
last commit hashes: website: a4917bbdf5899623b6dfcae356e01572dfbceb05 realized there were some issues after shipping so im fixing them now. got a near perfect lighthouse score :D fix responsive size on landing page cards added missing meta tags for SEO added banner for meta tags handle github rate limiting on landing page fix accessibility on landing page buttons optimized github avatar images fetching to fixed size fix document heading hierarchy code cleanup removing unused comments font optimizations with preconnect hints and preload tricks
last commit hashes: website: d27e3b5f90cfcb4a59d39a6fe507c45388a323ec register: 24080879b4fbb1bb8c9e436dc8f2bdefce64af4f energy on mondays to work on this phew website: added doc entry for faq page added support email in website footer adjusted spacing and sizing on containers to make other elements visible handle disabled js for forum and counter integrate lavender theme throughout landing page added table of contents to docs page via marked plugin for gfm heading ids mobile input layout fixes for records web ui page register: added domain configurations for google search console and cloudflare email routing for support email added ignore directive to dnscontrol for cloudflare managed records added extra rules against vibe coded websites github workflow file fix causing some checks to skip grammar fix across markdown files (thank you claude copilot) added pr labeling automation for detecting non domain changes in a pr quickly modified dnscontrol script to add incrementing mx priorities based on order of entry clarify rough points within documentations added draft beginner guide docs added new documentation for frequently asked questions code cleanup: remove comments, fix indentation reorganizing files and directories to put images in appropriate locations fix gfm blockquote alert usages added all full records to example file contents in reference documentation
a bit of a rant before anything, PLEASE JUST DO YOUR RESEARCH BEFORE RATTING MY PROJECT. may come off as mean but please. yall asked for detailed and concrete docs and end up saying its “too long” like bro 😭. i do have one more plan for tutorials to make it easy. but if this doesnt help then go rtfm last commit hashes: website: 122e3777c7c52e7bf05a8a32f7e4f91b11d09ada register: d7ac98d86913daad3c18260120e41dda2873f8ef got stacks of homework today so i cant really do my 2 hour daily goal rn unfortunately :( but trust me, i will get that 11 hour weekly website: rename doc link “requirements” to “terms” new favicon of indonesian flag (using emoji variation from discord/twitter) might use this for a logo later code cleanup and simplification remove unused variables in code query page with ssr optimizations moved /query/[query] to /query handled passing subdomain query to form body changed landing and query page to use sveltekit form actions made readme announcement fetching ssr hide subdomains when query is empty made apex listing ssr register: fixed github actions workflow labeler created issue templates for bug report, abuse report, and support questions added abuse report information and email to main readme changed query url to match website
i forgot to devlog yesterday ;-; also i was supposed to work on other important aspects like the tutorial and barely finished pages. but ngl looking at the existing pages and adding small improvements and tiny details just feels more relaxing for me. but i still need to do that tutorial because stardance said so ;-; last commit hashes: website: 2de11547f2cc7e0b8ad3c107fbee8d44e0a97682 register: 2e183b224fdce4811b05c89b9f594551c13a7dad lowk idk when but i got mystery motivation and im racking up good amount of hours/day. i do have a goal rn to try and buy an bambu lab 3d printer so thats prob a contributor to my motivation. website: code cleanup, remove unused typescript code import use tables in record forum page for consistent spacing fix hover confusion on disabled inputs by disabling hover background color change remove unnecesarry label (just please research about dns 😭 ) added more dividers to records form page add clarification that subdomain descriptions are optional make pfp previews link to github profiles bug fix to REDIRECT records on read only mode improve table of contents styling to tree like stem made toc and md parser function also generate heading numbering (e.g. 1.2.3) (unused for now) code cleanup, remove empty new lines to compact code made table of contents entry highlight depending on view (js required) close table of contents in docs by default tweaked query page styles for showing borders set disabled state as default in records form hide checkmark if input is disabled added fork warning in records page added the ability to edit registered subdomain hide table inputs if empty register: clarity to reference docs regarding CNAME and REDIRECT changed heading level in Terms of Service AI section
all my energy went into working at the weekdays 😭 now im hella tired. either that or im procrastinating more. last commit hashes: website: e4e59479ec953dcfb63e0965518d35906ab625e8 im still hopping i can at least reach 11h a week for my goal. training before i switch to another ysws when stardance ends fr website: code cleanup, add missing semicolons and remove unused imports added common issues help guides with screenshots to next steps page added back to query link for record editor page unified box styling across the site for consistent design made edit button in record editor yellow if subdomain taken grammar fix to landing page paragraph :p query page: moved announcement to the bottom of the page minor styling changes to borders, seperators, text selection, and cursors
genuinely so tired for some reason. prob from playing mc recently and dying and lossing my stuff to despawn timer. OKAY! enough trauma dumping. we got work to do last commit hashes: website: e4e59479ec953dcfb63e0965518d35906ab625e8 register: mostly a lot of janitor work: code cleanup and directory reordering. but theres also an auto formatter in the workflow now! website: fix heading centering from last devlog, found bug after testing mobile view register: move dnsconfig.js to /scripts/bin for organization installed oxfmt for formatting files added bun fmt script to package.json added oxfmt config file with exclusion rule on everything but /domains formatted every domain file using oxfmt added notes for cf tunnels in /docs/services.md (unsupported services) add prettify/formatting workflow for every push code cleanup: remove unused nodejs step in workflow file, were using bun anyways code cleanup: whitespace and newline removal add tip and caution alerts in quickstart guide regarding pr checklist and prettify formatting
this is when im starting to head bang a lot, because of an undocumented github feature ive been relying on for web ui editor. last commit hashes: website: f1e3a4387e6780d61bc55feeead37ead03ec3b0a register: 5625239d30e691ace298336953d663b6e396c0e3 so ive been using github’s REPO/new/branch/PATH?filenam=A&value=B query params for prefilling records in the web ui editor form. during testing, i noticed that for some reason JSON.stringify isnt formatting the json when i open it on github. after a bit of testing, turns out github minifies valid json input. when i tried some string concats with JSON.stringify output that produced invalid json then the indentation returns. this is rather confusing and frustrating. even tho the ci now handles formatting, its still a pain for pr reviewing to review unformatted, one-line json files. due to github not really documenting this feature well, i suppose we have to live with it. i do have plans later to possibly use octokit instead for pr generation, but thats a lot more work i dont have time for. anyways, i didnt feel like writing changelog so ill just say it in brief. i added email regex checks to the ci as well as formatting warnings. and for the web ui, i made an advanced view to show raw json and the file path in case someone is willing to do it themselves. i also fixed a lot of the unserious things i threw around the success page like the ??? step
well more time without devlogs, but i didnt work on anything massive anyways so should be fine. last commit hashes: website: 6fee809e77174f42e3ece9c71d2d8b6a95120d69 register: 4c1860c68904c5378a761a100013ce3da8836771 this is gonna be the last devlog before i ship for the last time. or not, but ill most likely work on other projects. i do still have 1 more thing to do which i might or might not do. depending on how hard it ends up being. then again i am paid by the hour sooo….. but school is starting to get busy again so ig we’ll see register: completed the draft /docs/domains101.md doc for introduction to the service website: add handler for /docs/[empty] to redirect to first in line defined doc moved loadDoc helper function to $lib added a loading bar for indicating page load in progress add previous and next buttons to the bottom of docs page added domains101 doc entry
Ships:
VERSION 2.0 IS LIVE Registration instructions are available on the website. part-of.my.id is a free subdomain service that allows you to get a sleek lookin your-name.part-of.my.id domain instead of a the boring old one that hosting providers provide like pages.dev, github.io, etc. This rewrite brings to you: Multi apex domain support for the new domain: is-my.id A sleek redesigned main website and documentation
this should have improvements from last ship’s suggestions and feedback /record and /success page for generating json fixed broken links (no /d or /q anymore) added background elements to make website feel more alive
okay a LOT OF NEW FEATURES and improvements from last devlog feedback: subdomain service: NEW record: REDIRECT, a CloudFlare Single Redirect Rule powered robust tests using bun’s built in jest compatible testing API website & docs: NEW docs: /services, listing all known tested and working services tldr in the docs and README for quick registration support for REDIRECT records in webui editor short consice guide for registering...
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1792849958.0301204
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1792936358.0301204
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54643
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GeastureClick by @MoonRock | Stardance
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MoonRock
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0
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15.45
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0
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[]
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[{"post_id": 82055, "ts": "202 [{"post_id": 82055, "ts": "2026-10-23T16:53:25Z", "hours": 1.5764, "text": "devog #21:: finally completed the normalisation process after such a long time. rotational invarience was a real pain."}, {"post_id": 80472, "ts": "2026-10-17T19:28:20Z", "hours": 0.7881, "text": "devlog #20:: completed scale_normalisation ."}, {"post_id": 79961, "ts": "2026-10-15T18:13:31Z", "hours": 0.8292, "text": "Devlog 19: Got back on track and am locking in from today. I’ve finally organised my thoughts and set up my workspace on my laptop. I won’t miss a day from now on."}, {"post_id": 76774, "ts": "2026-10-04T15:16:28Z", "hours": 0.3453, "text": "DEYLOG #18 :: setup on other laptop and basic normalisation configuration"}, {"post_id": 76402, "ts": "2026-10-03T13:02:41Z", "hours": 1.2678, "text": "devlog#17:: Finally some progress. Started with normalisation . in simple terms: i selected a reference value and found of the measure of each landmarks from this value.thus making the entire system independent from other variables."}, {"post_id": 76170, "ts": "2026-10-02T15:47:50Z", "hours": 0.7189, "text": "devlog #16: finally exams are over and i can again my project.today i just settled in and studied the code for a bit"}, {"post_id": 66495, "ts": "2026-09-12T10:27:59Z", "hours": 0.5492, "text": "devlog#15::started the normalization process."}, {"post_id": 65469, "ts": "2026-09-10T16:58:03Z", "hours": 0.8347, "text": "devlog#14:: feed the ai with a data base ,organised the training data and created a loop for the program to be feed."}, {"post_id": 64311, "ts": "2026-09-08T16:29:28Z", "hours": 0.2811, "text": "devlog #13 :: my exams are starting from next week so i couldn’t work more today anyways got a basic training set and made some tweeks"}, {"post_id": 63707, "ts": "2026-09-07T17:14:36Z", "hours": 0.3817, "text": "devlog#12::basic clean up and final touchup for the file"}, {"post_id": 63042, "ts": "2026-09-06T16:44:08Z", "hours": 0.8858, "text": "devlog#11::finally finished the 2 intermediate file.now i can analyise images for gestures and get required prediction . i have also added a function to display it using a cv window"}, {"post_id": 62314, "ts": "2026-09-05T16:52:05Z", "hours": 0.6514, "text": "devlog#10 ::added the visuallisation function(temporary).i can only work for 3 days more as my exams are coming -_-"}, {"post_id": 61616, "ts": "2026-09-04T16:27:58Z", "hours": 0.7956, "text": "devlog#9:: finally created the 2 file , still there are some problems and i need to do some debugging but the pace is good. i have my exams from tommorrow though :("}, {"post_id": 60954, "ts": "2026-09-03T17:12:06Z", "hours": 0.5889, "text": "devlog #8 :: consistency persists . I have now got everything completed for the media_pipe model. From here, now to pathstraightforwardward"}, {"post_id": 60310, "ts": "2026-09-02T16:22:42Z", "hours": 0.5897, "text": "devlog#7 : my exams are coming and hence i can only work for 30 mins a day. i installed the model and have set it up.only need to create the class"}, {"post_id": 59572, "ts": "2026-09-01T13:54:27Z", "hours": 0.5661, "text": "devlog#6 : furnished the framework and clearly specified the pipeline ;did little work on the 2 component but the clarity i have gained is well worth of ."}, {"post_id": 59044, "ts": "2026-08-31T17:07:21Z", "hours": 0.5864, "text": "devlog#5!! research work is more tiring then programming ; if only i could record those. i have completed 1component ,the camera-feed part and have started with gesture-landmark."}, {"post_id": 57982, "ts": "2026-08-30T09:59:10Z", "hours": 0.9319, "text": "devlog#4 . almost there to reach my time threshold but had to go somewhere. i have kinda completed my main camera-feed class ;with some quirks to tinkle yet but still i am good on my schedule."}, {"post_id": 57465, "ts": "2026-08-29T16:49:28Z", "hours": 1.12, "text": "Devlog #3, worked for an hour and am close to complete one part of my project. Completed half of the CV class and will soon start working on the main Neural Network"}, {"post_id": 56726, "ts": "2026-08-28T16:25:29Z", "hours": 0.6461, "text": "Getting started with the first file , configured the requirements and figured out a suitable version to work upon . i was then falling asleep ;so thats all for nowGetting started with the first file , configured the requirements and figured out a suitable version to work upon . i was then falling asleep ;so thats all for now"}, {"post_id": 55681, "ts": "2026-08-27T17:24:08Z", "hours": 0.5167, "text": "gathered my shit together and had a start on what i suppose would take me afar. Started with the basics made the folders and the files ,organised stuff ;filled the readme and made a mission statement"}]...
|
Title: GeastureClick by @MoonRock | Stardance
Dev Title: GeastureClick by @MoonRock | Stardance
Devlogs:
gathered my shit together and had a start on what i suppose would take me afar. Started with the basics made the folders and the files ,organised stuff ;filled the readme and made a mission statement
Getting started with the first file , configured the requirements and figured out a suitable version to work upon . i was then falling asleep ;so thats all for nowGetting started with the first file , configured the requirements and figured out a suitable version to work upon . i was then falling asleep ;so thats all for now
Devlog #3, worked for an hour and am close to complete one part of my project. Completed half of the CV class and will soon start working on the main Neural Network
devlog#4 . almost there to reach my time threshold but had to go somewhere. i have kinda completed my main camera-feed class ;with some quirks to tinkle yet but still i am good on my schedule.
devlog#5!! research work is more tiring then programming ; if only i could record those. i have completed 1component ,the camera-feed part and have started with gesture-landmark.
devlog#6 : furnished the framework and clearly specified the pipeline ;did little work on the 2 component but the clarity i have gained is well worth of .
devlog#7 : my exams are coming and hence i can only work for 30 mins a day. i installed the model and have set it up.only need to create the class
devlog #8 :: consistency persists . I have now got everything completed for the media_pipe model. From here, now to pathstraightforwardward
devlog#9:: finally created the 2 file , still there are some problems and i need to do some debugging but the pace is good. i have my exams from tommorrow though :(
devlog#10 ::added the visuallisation function(temporary).i can only work for 3 days more as my exams are coming -_-
devlog#11::finally finished the 2 intermediate file.now i can analyise images for gestures and get required prediction . i have also added a function to display it using a cv window
devlog#12::basic clean up and final touchup for the file
devlog #13 :: my exams are starting from next week so i couldn’t work more today anyways got a basic training set and made some tweeks
devlog#14:: feed the ai with a data base ,organised the training data and created a loop for the program to be feed.
devlog#15::started the normalization process.
devlog #16: finally exams are over and i can again my project.today i just settled in and studied the code for a bit
devlog#17:: Finally some progress. Started with normalisation . in simple terms: i selected a reference value and found of the measure of each landmarks from this value.thus making the entire system independent from other variables.
DEYLOG #18 :: setup on other laptop and basic normalisation configuration
Devlog 19: Got back on track and am locking in from today. I’ve finally organised my thoughts and set up my workspace on my laptop. I won’t miss a day from now on.
devlog #20:: completed scale_normalisation .
devog #21:: finally completed the normalisation process after such a long time. rotational invarience was a real pain....
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1792799247.8951142
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1793404047.8951142
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12569
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NeneUI (@neneys/ui) by @pksmkwe26 | Stardance
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pksmkwe26
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1
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81.11
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687
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T15:35:04Z", "hours": 38.0, "multiplier": 18.11, "payout": 687, "blessing": "neutral", "text": "I made an Server-Side Rendering Library for Flutter, You write the Code in TypeScript and the Flutter Renderer (i named it Daikon) parses it into Native Code, Without WebViews! Completely Native. The Challenges i faced were, how to like index the widgets to be used while JSON becomes parsed and the handling of #ids and most importantly, ForEach Option and the JS Option. I used shadcn_flutter for UI Elements that were rendered, i really like shadcn_flutter’s Design. it’s really cool. I tried to keep it as much as user-friendly as possible, by adding TypeScript Types so VSCode Auto-complete could work. I have also added File Uploads feature with In-Memory Image Display too, if it’s an Image, it is really helpful, even with Server Callbacks and such things Theese are necessary for an production application. And Actions such as TOAST, DIALOG, NAVIGATE, etc. This is the intresting part too!! You can try out the library at https://www.npmjs.com/@neneys/ui for testing it out! While the docs is still not complete, i hope that the documented Widgets could work for your expirment too! I plan to continue this Library even after the program ends!! Love you all! 🥰", "repo": "https://github.com/kwe26/neneui", "demo": "https://www.npmjs.com/@neneys/ui"}]...
|
[{"post_id": 82065, "ts": "202 [{"post_id": 82065, "ts": "2026-10-23T17:57:50Z", "hours": 3.3633, "text": "Devlog (No.27) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere JavascriptEngine JavaScriptEngine({…}) which could control Whether JS should be enabled or not and how much stackSize should be specified. xhr should be enabled or disabled SEO Support for Flutter Web With the Help of PHP to Render Text, Image and some minimal data. PHP can provide basic Page to Crawlers requesting the site. So that SEO could be utilised. However, PHP Version Selection is limited to only allow the recently patched PHP versions for Security Reasons. Github Actions Added Nene Desktop Runtime to be built in Github Actions Bug FIxes @neneys /ui had a Critical Memory and GPU Leak issue which kept the GPU usage at constant high even when not being used and being left Idle. Docs Updates JavaScript Execution and SEO Setup are now documented in the Docs and pub.dev and npmjs packages are now updated NeneUI Testing Kit NeneUI Testing Kit are now available on Web https://kwe26.github.io/neneui/tester However It could only open HTTPS and Cors (*) Apps only and is kind of limited with some JS Execution Issues. The User Interface of Testing Kit is also quite updated. Close to Release NeneUI is now Close to being 1.0.0 Release finally! Within 1-2 devlogs i’ll be shipping soon.!! Thanks for reading! Love you <3!"}, {"post_id": 81857, "ts": "2026-10-22T19:16:50Z", "hours": 1.7314, "text": "Devlog (No.26) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Web - Platform Support Finally, @neneys /ui is now supported on Web (Flutter Web). The Inconsistencies are now managed making @neneys /ui work directly on Web Too. *Limitations on Web * Same as Flutter Web - It’s hard for crawlers to idenitfy content of web pages. I’m trying to fix that issue by double-rendering. Mostly by Setting-up an PHP to Interept the UI into HTML for Crawlers Making SEO work good! README.md Changes FAQ Added into README (Address the Linux Compile Issue in FAQ related to quickjs_engine) More Decorative Elements Github Actions Nene UI Testing Kit finally compiles on all 5 (Windows, Linux, Android, iOS, macOS) successfuly. Linux, macOS - May require libmpv to be installed or available on system path We seem to be very close to first v1 Release with maximum widgets and support. Thanks for Reading!! I love you all 3<.!!!"}, {"post_id": 81525, "ts": "2026-10-21T16:05:35Z", "hours": 4.5514, "text": "Devlog (No.25) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Widget Layouts Layout Layouts and Layout It helps you make an Layout on Screen as show in Screenshot. And It can be arranged via an Handle too, It supports unlimited Layout on Screen as much as space is there. Removed Removed Skeleton Widget from Docs as it was no-longer rendering properly README.md The README.md is now updated with some Images and Decorative Work for looking more nicer and attractive New Action New Action such as ACTION.SET_DISPLAY_INDEX and ACTION.CLOSE_OVERLAY AlertDialog is now documented under FeedBack Section Nene Desktop Runtime Nene Desktop Runtime is half-done and still has some issues, will try to fix it and make it install and run Apps soon! Thanks for reading!! I love you all >3"}, {"post_id": 80207, "ts": "2026-10-16T18:56:50Z", "hours": 2.6222, "text": "Devlog (No.24) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere WebSocket Support NeneUI now supports WebSocket Rendering and Execution WebSocket ({ url : \" ws://localhost:3500/ws/home \" , }) What Can it Do? Show Widgets Over WebSockets Execute Actions Use Cases? ChatBots Live News? Messaging? New Action Action.SEND_SOCKET Uses FormSubmitAction as Parameter with :socket: as the callbackPath New Functions SendWidget(socket, Widget) SendAction(socket, DoAction) Thanks for Reading! Love you all readers >3!"}, {"post_id": 79450, "ts": "2026-10-14T01:34:11Z", "hours": 2.6942, "text": "Devlog (No.23) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Features Shared Preferences ReqType Action.SOFT_RELOAD SharedPreferences You can use SET_PREFS and REM_PREFS Action to Set or Remove and PREF_EXISTS with exists and not parameters for functions GetPrefs When ReqType.POST is present you could use GetPrefs to get the preference value in UI/Callback Route GetFile Returns File Uploaded’s Path as in uploads/file.extension only works in Callback as that’s the place where you could recieve file. Action.SOFT_RELOAD Reloads the Screen without Changing any State or Position of Page. Other Changes :- Remove Old docs/ folder and SKILL.md for AI Agents to utilise NeneUI properly Thanks for reading. love you all 🥰🥰"}, {"post_id": 77906, "ts": "2026-10-08T18:28:36Z", "hours": 0.7811, "text": "Devlog (No.22) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere NeneWorld - An Sample App NeneWorld is an Sample App for @neneys /ui Showcasing some Little Things of NeneUI. *Who Made It? : * Claude! Yes SKILL.md is coming soon to everyone, where the AI can read SKILL.md and create an App using NeneUI Library. Features? of this Sample App Demo of NeneBottomnav, NeneDisplay Images Buttons and Callback Pokedex Dw, Only the Sample is AI-written, The Main Project @neneys /ui Library is still an human-made project. And i do not want AI to take over NeneUI and write it itself, that would ruin this Library Why Skill.MD? So, that Users Can make an App using NeneUI and also ask AI For Help where they feel stuck. Tho it consumes tokens alot, cus NeneUI is becoming an more larger library Excuz me what is NeneUI? As i told earlier, NeneUI allows you to write the entire App UI in TypeScript and Render it Server-Side and produce in front of User. AND NO NENEUI IS NOT A WEBVIEW. It translates TypeScript into NATIVE Flutter Widgets. So the Interface feels native and uses Less RAM in this RAM Crisis Economy. Status? NeneUI is still in early stages, as i consider it. It still lacks many things such as an shared_preferences Implementation, WebSockets and proper Secure JavaScript Execution System. Conclusion I love if i get even tiny support for NeneUI and the people reading this devlog, I love you all who support me ;) Love you >3… Thanks for reading…!!!!"}, {"post_id": 77561, "ts": "2026-10-07T14:14:36Z", "hours": 1.3781, "text": "Devlog (No.21) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Widget & Major Feature Added NeneDisplay to Change the Area of the Screen with a custom route, Like we see on normal apps. NeneDisplay It follows the index of bottomNavbar (or prescribed Variable) and loads the corresponding Page on the Area specified. Only Scaffold Body as a whole is supported as of now. NeneDisplay ({ urlMap : { 0 : \" /ui/route_a \" , 1 : \" /ui/route_b \" } }) It has urlMap and followIndex arguments only. Quick Note: It does not create a complete new Nene IDDB, It exists on top of the existing one so the variables do not disappear that were assigned by previous page . Thanks for reading today!! I hope your day goes well Love you all >3"}, {"post_id": 77257, "ts": "2026-10-06T09:21:43Z", "hours": 1.04, "text": "Devlog (No.20) - A tiny update NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere CUSTOM WIDGET YAY!!!! NeneBottomNavbar Bottom Navigation Bar for NeneUI Apps! With Two Types for Now normal , float About NeneNavbottom and NeneNavItem are the new widgets added. Any New Widget? Yes, NeneSidebar as well and NeneDisplay for Route and SPA System THANKS for Reading !!! Love you all."}, {"post_id": 76497, "ts": "2026-10-03T19:12:05Z", "hours": 1.4064, "text": "Devlog (No.19) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Changes Added a Mouse Hover Effect like in Inspect Element for Debug Bar Docs Changes Added Docs about SingleChildScrollView Compare & Variables Documentation Breadcrumbs Future Changes Custom Widgets Layout Widgets mostly Custom BottomNavBar Possible WebUI for SEO Purposes I’ve planned with PHP, Next.js but i have to yet choose which one would be easier to implement and best SEO. I’m having a slight fever, so i’m unable to update many things i’ve planned in my mind, i apologise for it. Anyways Thanks everyone, Love you for the support ❤️"}, {"post_id": 74963, "ts": "2026-09-28T18:21:51Z", "hours": 2.1094, "text": "Devlog (No.18) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Feature & Changes Changed Overlay Circular Progress Indicator to LinearProgressIndicator near AppBar for Form Submit New Action RELOAD UI (Soft-reloads UI) DebugBar (A.k.a Orb) Stays always active Docs Changes Add Layouts Docs (Column,Row) Avatar Widget Docs Button, ButtonGroup MainAxis, CrossAxis Documented That’s it for today, Thanks for Reading!!"}, {"post_id": 74142, "ts": "2026-09-26T19:17:54Z", "hours": 2.5919, "text": "Devlog (No.17) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Bug Fixes Fix where Height/Width of Image’s Default Value was always 0. Docs Progress Added Content Documentation Added Feedback Widgets Docs such as Progress, CircularProgressIndicator, etc. Experiment Tried to Experiment with Rust Renderer, It did not work as i don’t know rust much properly Desktop Apps - Planning Update I’ve planned to make the Desktop Apps be static but built from TypeScript and Bundle Flutter + Bun Shipping Desktop Apps. Stardance Example In the Stardance Example, I’ve added Banner Images Support if available and Creation Date and Devlog Count. More to come on the way. Thanks for reading everyone Love you all >3….."}, {"post_id": 73495, "ts": "2026-09-25T07:31:02Z", "hours": 2.2736, "text": "Devlog (No.16) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Bug Fixes in NeneUI Fixed a Bug where Padding caused Null Error in Some Widgets Fixed Card not having color passed down to UI Renderer Docs Updates The Documentation of Actions and Forms is now Complete!! Next Up Feedback and more! Example App (WIP) The Example app is located in stardance_ui.ts <– It’s an utilisation of Stardance API to show something and render it in NeneUI! (It’s in very very early stage also it’s letting me discover more stability bugs along with it.) Info on Plugins I’m planning to pause on Plugins development and not include the @neneys /payments plugin in Testing Kit for Now. Desktop App (Electron-like Solution) - [Planned] I’m planning to make an Electron-like Framework but instead of Chromium we’ll use NeneUI to render the Desktop App. Thank you for reading!! I love the readers ;)"}, {"post_id": 72332, "ts": "2026-09-22T17:57:30Z", "hours": 2.1519, "text": "Devlog (No.15) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere What’s New in Docs? -> I’ve Separated Base Components and Form Components -> TextField, ColorPicker, CheckBox Docs Added -> Sample Callback has been added What’s Next? Add Actions and DoAction Docs and Explaining Callbacks Navigation System What did i discover? Appearently if you do not have Scaffold in a new page, Flutter makes it completly black page. It seems like Scaffold is required to be defined from NeneUI Server-Side. Plans in NeneUI Implement More Controlled JavaScript Environment and Allow Enabling and Disabling JavaScript. Restrictions and More Functions to Manipulate Widgets One More thing Apparently, The NPM Package and Flutter Package is recieving alot of Downloads in week, idk how, But I’m very happy and i really want to thank them. . Anyways . Thank you for reading my devlog. Love you all!!!! 🥰🥰"}, {"post_id": 70646, "ts": "2026-09-19T14:48:32Z", "hours": 3.0544, "text": "Devlog (No.14) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Docs, Finally! Tho it’s not complete but foundation is now laid! Using Docsaurus for the Docs Changes in NeneUI? Upgrade Sample App Version Publish 0.0.6 to Dart for Combability Docs is available at https://kwe26.github.io/neneui/ NeneUI is becoming more and more productional! New Features & Bug Fixes Coming on the WAY!!! NOTE: Only a few components are documented as of now! Thanks for Reading Love you all 😘😘"}, {"post_id": 69490, "ts": "2026-09-17T04:53:57Z", "hours": 7.1178, "text": "Devlog (No.13) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Bug Fixes And Improvements Fix Bug where FormSubmit would .pop the context out Upgrade flutter_js to flutter_quickjs Improve NeneUI Testing Kit for Android Setup Plugins Support New Features @neneys /payments - Yes, You can Accept Payments from NeneUI now too! Docs - Working on a Documentation based on Docusaurus What’s Next? Improving JS Execution and Making it More Secure Working on Form Submission to fix some issues An Proper Docs for every Humans! Making @neneys /payments on Flutter to use url_launcher or Native Plugins instead of rendering it in Web, would be better. More Plugins!! Hey, i’ve been thinking would it be good idea, if we make it an Electron like Windows/Linux/macOS App Making too but instead of Chromium it’ll be flutter render?? Thanks, kwee26 Love you all 🥰"}, {"post_id": 67573, "ts": "2026-09-13T18:27:12Z", "hours": 1.0572, "text": "Devlog (No.12) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Bug Fixes & Improvements Larger Files Now Do not Freeze The Entire App It can now process Large Files (e.g. Ubuntu ISO) A Single Error in Widget (exclusion of RenderOverflows) now don’t block entire app, As seen in Screenshot (2) below Error Handling has been improved. Re-Designed: NeneUI Testing Tool It has been Renamed into NeneUI Testing Kit It now has a Nice Looking UI with Nene in Right! Links to Project now included and Confirmation of Launch App and Plugins Selection Anyways, That’s it for Today! Thank you! Love you all 🤞🥰"}, {"post_id": 67046, "ts": "2026-09-13T02:51:26Z", "hours": 2.0111, "text": "Devlog (No.11) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Widget (as a plugin) : VideoFrame Widget, Currently this is an prototype and i don’t gurantee complete stableness in this VideoFrame. Other Major Changes Migrated to Latest Flutter SDK Removed Material Mentions Upgraded shadcn_flutter New Fatal Error When Starting up I have re-designed the Fatal Error when NeneUI couldn’t be initialized for some reason, now you can Try Again or even copy the Stacktrace on why is it happening What are the plans? Improve Stability & Performance Focus more on Documentation Theese Suggestions were given by Anon in Review, and i think i should focus on them more. And that’s it for now Thank you, for reading Love you all 😘😘"}, {"post_id": 65523, "ts": "2026-09-10T18:36:33Z", "hours": 1.1789, "text": "Devlog (No.10) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Here are the changes that were made and are planned NeneUI Tester Pre-hosted NeneUI Examples @neneys /payments system Video, Audio Players Custom Widget SharedPreferences Please suggest more changes that can be added to @neneys /ui Love you all ❤️"}, {"post_id": 51713, "ts": "2026-08-21T15:22:14Z", "hours": 5.1417, "text": "Devlog (No.9) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere I hope this is the last Devlog, before shipping the first version Here’s the List of Changes made Added an Sample Project Extended Docs and Readme.md Fixed Bugs in TS Library Themes Support! showDialog -> showOverlay Package Renamed to as @neneys /ui I really love this project, i always hoped for an Remote Server Side Native UI Rendering, And here we are with first release!!! I hope for your genuine support and love for this project! Thanks, I love everyone ❤️ !"}, {"post_id": 30251, "ts": "2026-07-17T17:55:58Z", "hours": 6.4769, "text": "Devlog (No.8) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere I’ve thought of more useful features and added them as well, and you will love it Here are the list of the features i’ve added File Uploads!! Breadcrumbs PropsReplacement Improved Nene HTTP ColorPickers! Some Docs Image Memory File uploads was the hardest part to do, it took a lot of time debugging and working around then there was loading image from memory i had to figure out what to do, so i just made it to load the selected file from memory Known Funny Issue: Please don’t try uploading a GB worth of file, it freezes up your system, i think i may try writing an exception that prevents 500MB+ file being uploaded otherwise it’s disaster I’m planning to ship 1st release by next blog soon enough, working on it from now on so it would be easier for everyone to use it Here’s the Screenshot"}, {"post_id": 15198, "ts": "2026-06-24T18:20:21Z", "hours": 5.385, "text": "Devlog (No.7) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere I’ve been thinking and working on new features which would make it possible for NeneUI to be used productionally by all the developers New Features ForEach Widget Support to ForEach Terms Column ( ' #forEachTest ' , { mainAxisAlignment : MainAxis . start , crossAxisAlignment : CrossAxis . start , foreach : true , children : ForEach ( ' #forEachW ' , { varToForEach : \" testMap \" , namespaceVar : \" testMap \" , child : Row ( ' #roWCh ' , { children : [ Text ( ' #TextABC ' , { text : Var ({ template : \" Hello, %1 (%2) \" , variable : \" for.title,for.gender \" }) }) ] }) }) }) The Code ForEach will only work inside children:[] where multiple widgets can be rendered Such as Row, Flex, Table Frame Widget Frame ( ' #frame ' , { framePath : \" /ui/test \" }) This Widget Functions just like IFrames in HTML to render something inside another page Table Widgets The Table Widgets Include Table , TableCell , TableFooter , TableRow , TableSize DatePicker Widget DatePicker ( ' #dtp ' , { mode : PromptMode . dialog , defaultDate : DateTime . now () }) PromptMode and DateTime are now integrated within Core.ts JavaScript Code Execution!! YOU CAN NOW EXECUTE JAVASCRIPT CODE TOO!! DoAction ( Action . JAVASCRIPT , `console.log(\"Var: \"+getVariable(\"#userName.controller\")); action(' ${ Action . SHOW_TOAST } ', Date.now() + ' Hello World ' + getVariable(\"#userName.controller\"));` ) Currently Using flutter_js which in turn uses QJS behind the scenes Modifications Image now supports Variable URL Support as well showScaffold Flag has been added to Daikon Renderer for Frame Planned Stuffs ListView and GridView Support in Future Updates Usable JS Features OTP Input and More Shadcn_flutter Widgets Thanks for Reading!!!!"}, {"post_id": 8648, "ts": "2026-06-14T11:32:13Z", "hours": 5.4906, "text": "Devlog 7 . Context: it is an Server-Side Rendering Library for Flutter Apps so the UI can be updated without even touching flutter’s code or re-compiling the app. . . New Features Added NeneHTTP and NeneCallback for Callback (IPC-like) Add AlertDialog Support Add HoverCard Widget Improve Types of Widgets to Ensure Easy Integration Remove Unused Imports Half-Done ForEach Support, Quite Difficult but will try to implement it soon. FormSubmit Button Widget Added Widget Props Manipulation as well to Manipulate or Replace Widget at any place. . I’m working on more new features to integrate, hopefully they get integrated with ease."}, {"post_id": 7465, "ts": "2026-06-12T13:27:31Z", "hours": 5.6386, "text": "Devlog 6 . . Context: It is an Server Side Rendering Library for Flutter Apps so the UI can be updated without even touching flutter’s code and re-compiling the entire app. . New Features Introduced CheckBox and TextField widgets with state reading support Added Context Menu functionality for various widgets Added NavigationItem, NavigationGroup, and NavigationDivider components Implemented Compare() for conditional UI rendering Added Refresh Interface option in Daikon Debug Integrated Iconify API for dynamic icon resolution and rendering . . I Plan to add More Features sooner enough. Completing NeneUI."}, {"post_id": 6281, "ts": "2026-06-10T15:43:26Z", "hours": 2.4778, "text": "Devlog #5 . Project Context: . This is a Server Side Rendering Library for Flutter that allows you to update the User Interface of app without completely re-building the app granting control from server-side and natively render all widgets instead of WIdget. . . In This Update I’ve added Image Widget Complete Support in Daikon Renderer along with SVG Support Daikon Debugger Variable Display and Setting ButtonGroup Widget too! You can see the attached video!!."}, {"post_id": 5810, "ts": "2026-06-09T18:58:11Z", "hours": 1.1883, "text": "Devlog #4 . Context for thoose who don’t know: I’m making an Server Side Rendering Library, Where You can Update your App without updating the entire app everywhere. Write in JS, Works in FLutter . Updates: Add New Widgets such as Card, Image, Feedback Widget (CircularProgressIndicator, LinearProgressIndicator, Button), Add Actions for Simple Reactivity . It uses the ID_Database to Manage Visibility of Widgets (Demo Given), The Actions can also invoke Navigation Push and Push Replace. and Also Show TOAST!! . Hope to see more coming changes soon to make it productional use ;) 😋. Thanks Kiwi"}, {"post_id": 5536, "ts": "2026-06-09T10:51:53Z", "hours": 2.0575, "text": "Devlog #3.1 . Context for thoose who don’t know: I’m making a library that can render user interface for flutter from JavaScript, You can also refer it as Server Side UI Rendering, Where you can update your flutter apps without Updating the entire app. . I’ve added Some More Widgets such as Card, Image, Expanded, Container support to Flutter Render too! . Some Feedback Widgets are also added such as CircularProgressIndicator and LinearProgressIndicator . I’m also planning on idDatabase Manipulation and doAction() to perform actions as well. . I’m planning on to adding more and also an Tiny JS Runtime as well for Reactivvity (i’ve planend it for now) . More things Coming ;) 🥰"}, {"post_id": 5395, "ts": "2026-06-09T04:36:02Z", "hours": 1.1511, "text": "Devlog #3 . Context for thoose who don’t know: I’m making a library that can render user interface for flutter from JavaScript, You can also refer it as Server Side UI Rendering, Where you can update your flutter apps without Updating the entire app. . I’ve finally made it to parse and render the User Interface in Flutter, I’ts really minimal right now. . I’m focusing to add more Widgets and stuff and reactivity of widgets in the end. . There’s lot more things coming ;;33😉"}, {"post_id": 5041, "ts": "2026-06-08T18:19:18Z", "hours": 1.4267, "text": "I have partially done the flutter renderer, haven’t tested it yet. will continue working tomorrow."}, {"post_id": 4852, "ts": "2026-06-08T11:53:22Z", "hours": 1.4711, "text": "Hi there, I’m working on a Server Side UI Rendering Linking Flutter and JavaScript. . You will write the code in javascript and it will be converted into JSON, which the flutter will parse and render. it is much more effective than WebView Apps. . And Since it’s Native means Native Performance too. . Currently I’ve only added few widgets in TypeScript only. . Scaffold, Center, Container, EdgeInsets, Expanded, Padding, SizedBox, Column, Row, SingleChildScrollView, Flex, Text, TextStyle . And Some Enums as well. . I’ve not made Flutter Renderer Yet. The lib/* currently looks like."}]...
|
Title: NeneUI (@neneys/ui) by @pksmkwe26 | Stardan Title: NeneUI (@neneys/ui) by @pksmkwe26 | Stardance
Devlogs:
Hi there, I’m working on a Server Side UI Rendering Linking Flutter and JavaScript. . You will write the code in javascript and it will be converted into JSON, which the flutter will parse and render. it is much more effective than WebView Apps. . And Since it’s Native means Native Performance too. . Currently I’ve only added few widgets in TypeScript only. . Scaffold, Center, Container, EdgeInsets, Expanded, Padding, SizedBox, Column, Row, SingleChildScrollView, Flex, Text, TextStyle . And Some Enums as well. . I’ve not made Flutter Renderer Yet. The lib/* currently looks like.
I have partially done the flutter renderer, haven’t tested it yet. will continue working tomorrow.
Devlog #3 . Context for thoose who don’t know: I’m making a library that can render user interface for flutter from JavaScript, You can also refer it as Server Side UI Rendering, Where you can update your flutter apps without Updating the entire app. . I’ve finally made it to parse and render the User Interface in Flutter, I’ts really minimal right now. . I’m focusing to add more Widgets and stuff and reactivity of widgets in the end. . There’s lot more things coming ;;33😉
Devlog #3.1 . Context for thoose who don’t know: I’m making a library that can render user interface for flutter from JavaScript, You can also refer it as Server Side UI Rendering, Where you can update your flutter apps without Updating the entire app. . I’ve added Some More Widgets such as Card, Image, Expanded, Container support to Flutter Render too! . Some Feedback Widgets are also added such as CircularProgressIndicator and LinearProgressIndicator . I’m also planning on idDatabase Manipulation and doAction() to perform actions as well. . I’m planning on to adding more and also an Tiny JS Runtime as well for Reactivvity (i’ve planend it for now) . More things Coming ;) 🥰
Devlog #4 . Context for thoose who don’t know: I’m making an Server Side Rendering Library, Where You can Update your App without updating the entire app everywhere. Write in JS, Works in FLutter . Updates: Add New Widgets such as Card, Image, Feedback Widget (CircularProgressIndicator, LinearProgressIndicator, Button), Add Actions for Simple Reactivity . It uses the ID_Database to Manage Visibility of Widgets (Demo Given), The Actions can also invoke Navigation Push and Push Replace. and Also Show TOAST!! . Hope to see more coming changes soon to make it productional use ;) 😋. Thanks Kiwi
Devlog #5 . Project Context: . This is a Server Side Rendering Library for Flutter that allows you to update the User Interface of app without completely re-building the app granting control from server-side and natively render all widgets instead of WIdget. . . In This Update I’ve added Image Widget Complete Support in Daikon Renderer along with SVG Support Daikon Debugger Variable Display and Setting ButtonGroup Widget too! You can see the attached video!!.
Devlog 6 . . Context: It is an Server Side Rendering Library for Flutter Apps so the UI can be updated without even touching flutter’s code and re-compiling the entire app. . New Features Introduced CheckBox and TextField widgets with state reading support Added Context Menu functionality for various widgets Added NavigationItem, NavigationGroup, and NavigationDivider components Implemented Compare() for conditional UI rendering Added Refresh Interface option in Daikon Debug Integrated Iconify API for dynamic icon resolution and rendering . . I Plan to add More Features sooner enough. Completing NeneUI.
Devlog 7 . Context: it is an Server-Side Rendering Library for Flutter Apps so the UI can be updated without even touching flutter’s code or re-compiling the app. . . New Features Added NeneHTTP and NeneCallback for Callback (IPC-like) Add AlertDialog Support Add HoverCard Widget Improve Types of Widgets to Ensure Easy Integration Remove Unused Imports Half-Done ForEach Support, Quite Difficult but will try to implement it soon. FormSubmit Button Widget Added Widget Props Manipulation as well to Manipulate or Replace Widget at any place. . I’m working on more new features to integrate, hopefully they get integrated with ease.
Devlog (No.7) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere I’ve been thinking and working on new features which would make it possible for NeneUI to be used productionally by all the developers New Features ForEach Widget Support to ForEach Terms Column ( ' #forEachTest ' , { mainAxisAlignment : MainAxis . start , crossAxisAlignment : CrossAxis . start , foreach : true , children : ForEach ( ' #forEachW ' , { varToForEach : " testMap " , namespaceVar : " testMap " , child : Row ( ' #roWCh ' , { children : [ Text ( ' #TextABC ' , { text : Var ({ template : " Hello, %1 (%2) " , variable : " for.title,for.gender " }) }) ] }) }) }) The Code ForEach will only work inside children:[] where multiple widgets can be rendered Such as Row, Flex, Table Frame Widget Frame ( ' #frame ' , { framePath : " /ui/test " }) This Widget Functions just like IFrames in HTML to render something inside another page Table Widgets The Table Widgets Include Table , TableCell , TableFooter , TableRow , TableSize DatePicker Widget DatePicker ( ' #dtp ' , { mode : PromptMode . dialog , defaultDate : DateTime . now () }) PromptMode and DateTime are now integrated within Core.ts JavaScript Code Execution!! YOU CAN NOW EXECUTE JAVASCRIPT CODE TOO!! DoAction ( Action . JAVASCRIPT , `console.log("Var: "+getVariable("#userName.controller")); action(' ${ Action . SHOW_TOAST } ', Date.now() + ' Hello World ' + getVariable("#userName.controller"));` ) Currently Using flutter_js which in turn uses QJS behind the scenes Modifications Image now supports Variable URL Support as well showScaffold Flag has been added to Daikon Renderer for Frame Planned Stuffs ListView and GridView Support in Future Updates Usable JS Features OTP Input and More Shadcn_flutter Widgets Thanks for Reading!!!!
Devlog (No.8) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere I’ve thought of more useful features and added them as well, and you will love it Here are the list of the features i’ve added File Uploads!! Breadcrumbs PropsReplacement Improved Nene HTTP ColorPickers! Some Docs Image Memory File uploads was the hardest part to do, it took a lot of time debugging and working around then there was loading image from memory i had to figure out what to do, so i just made it to load the selected file from memory Known Funny Issue: Please don’t try uploading a GB worth of file, it freezes up your system, i think i may try writing an exception that prevents 500MB+ file being uploaded otherwise it’s disaster I’m planning to ship 1st release by next blog soon enough, working on it from now on so it would be easier for everyone to use it Here’s the Screenshot
Devlog (No.9) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere I hope this is the last Devlog, before shipping the first version Here’s the List of Changes made Added an Sample Project Extended Docs and Readme.md Fixed Bugs in TS Library Themes Support! showDialog -> showOverlay Package Renamed to as @neneys /ui I really love this project, i always hoped for an Remote Server Side Native UI Rendering, And here we are with first release!!! I hope for your genuine support and love for this project! Thanks, I love everyone ❤️ !
Devlog (No.10) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Here are the changes that were made and are planned NeneUI Tester Pre-hosted NeneUI Examples @neneys /payments system Video, Audio Players Custom Widget SharedPreferences Please suggest more changes that can be added to @neneys /ui Love you all ❤️
Devlog (No.11) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Widget (as a plugin) : VideoFrame Widget, Currently this is an prototype and i don’t gurantee complete stableness in this VideoFrame. Other Major Changes Migrated to Latest Flutter SDK Removed Material Mentions Upgraded shadcn_flutter New Fatal Error When Starting up I have re-designed the Fatal Error when NeneUI couldn’t be initialized for some reason, now you can Try Again or even copy the Stacktrace on why is it happening What are the plans? Improve Stability & Performance Focus more on Documentation Theese Suggestions were given by Anon in Review, and i think i should focus on them more. And that’s it for now Thank you, for reading Love you all 😘😘
Devlog (No.12) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Bug Fixes & Improvements Larger Files Now Do not Freeze The Entire App It can now process Large Files (e.g. Ubuntu ISO) A Single Error in Widget (exclusion of RenderOverflows) now don’t block entire app, As seen in Screenshot (2) below Error Handling has been improved. Re-Designed: NeneUI Testing Tool It has been Renamed into NeneUI Testing Kit It now has a Nice Looking UI with Nene in Right! Links to Project now included and Confirmation of Launch App and Plugins Selection Anyways, That’s it for Today! Thank you! Love you all 🤞🥰
Devlog (No.13) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Bug Fixes And Improvements Fix Bug where FormSubmit would .pop the context out Upgrade flutter_js to flutter_quickjs Improve NeneUI Testing Kit for Android Setup Plugins Support New Features @neneys /payments - Yes, You can Accept Payments from NeneUI now too! Docs - Working on a Documentation based on Docusaurus What’s Next? Improving JS Execution and Making it More Secure Working on Form Submission to fix some issues An Proper Docs for every Humans! Making @neneys /payments on Flutter to use url_launcher or Native Plugins instead of rendering it in Web, would be better. More Plugins!! Hey, i’ve been thinking would it be good idea, if we make it an Electron like Windows/Linux/macOS App Making too but instead of Chromium it’ll be flutter render?? Thanks, kwee26 Love you all 🥰
Devlog (No.14) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Docs, Finally! Tho it’s not complete but foundation is now laid! Using Docsaurus for the Docs Changes in NeneUI? Upgrade Sample App Version Publish 0.0.6 to Dart for Combability Docs is available at https://kwe26.github.io/neneui/ NeneUI is becoming more and more productional! New Features & Bug Fixes Coming on the WAY!!! NOTE: Only a few components are documented as of now! Thanks for Reading Love you all 😘😘
Devlog (No.15) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere What’s New in Docs? -> I’ve Separated Base Components and Form Components -> TextField, ColorPicker, CheckBox Docs Added -> Sample Callback has been added What’s Next? Add Actions and DoAction Docs and Explaining Callbacks Navigation System What did i discover? Appearently if you do not have Scaffold in a new page, Flutter makes it completly black page. It seems like Scaffold is required to be defined from NeneUI Server-Side. Plans in NeneUI Implement More Controlled JavaScript Environment and Allow Enabling and Disabling JavaScript. Restrictions and More Functions to Manipulate Widgets One More thing Apparently, The NPM Package and Flutter Package is recieving alot of Downloads in week, idk how, But I’m very happy and i really want to thank them. . Anyways . Thank you for reading my devlog. Love you all!!!! 🥰🥰
Devlog (No.16) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Bug Fixes in NeneUI Fixed a Bug where Padding caused Null Error in Some Widgets Fixed Card not having color passed down to UI Renderer Docs Updates The Documentation of Actions and Forms is now Complete!! Next Up Feedback and more! Example App (WIP) The Example app is located in stardance_ui.ts <– It’s an utilisation of Stardance API to show something and render it in NeneUI! (It’s in very very early stage also it’s letting me discover more stability bugs along with it.) Info on Plugins I’m planning to pause on Plugins development and not include the @neneys /payments plugin in Testing Kit for Now. Desktop App (Electron-like Solution) - [Planned] I’m planning to make an Electron-like Framework but instead of Chromium we’ll use NeneUI to render the Desktop App. Thank you for reading!! I love the readers ;)
Devlog (No.17) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Bug Fixes Fix where Height/Width of Image’s Default Value was always 0. Docs Progress Added Content Documentation Added Feedback Widgets Docs such as Progress, CircularProgressIndicator, etc. Experiment Tried to Experiment with Rust Renderer, It did not work as i don’t know rust much properly Desktop Apps - Planning Update I’ve planned to make the Desktop Apps be static but built from TypeScript and Bundle Flutter + Bun Shipping Desktop Apps. Stardance Example In the Stardance Example, I’ve added Banner Images Support if available and Creation Date and Devlog Count. More to come on the way. Thanks for reading everyone Love you all >3…..
Devlog (No.18) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Feature & Changes Changed Overlay Circular Progress Indicator to LinearProgressIndicator near AppBar for Form Submit New Action RELOAD UI (Soft-reloads UI) DebugBar (A.k.a Orb) Stays always active Docs Changes Add Layouts Docs (Column,Row) Avatar Widget Docs Button, ButtonGroup MainAxis, CrossAxis Documented That’s it for today, Thanks for Reading!!
Devlog (No.19) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Changes Added a Mouse Hover Effect like in Inspect Element for Debug Bar Docs Changes Added Docs about SingleChildScrollView Compare & Variables Documentation Breadcrumbs Future Changes Custom Widgets Layout Widgets mostly Custom BottomNavBar Possible WebUI for SEO Purposes I’ve planned with PHP, Next.js but i have to yet choose which one would be easier to implement and best SEO. I’m having a slight fever, so i’m unable to update many things i’ve planned in my mind, i apologise for it. Anyways Thanks everyone, Love you for the support ❤️
Devlog (No.20) - A tiny update NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere CUSTOM WIDGET YAY!!!! NeneBottomNavbar Bottom Navigation Bar for NeneUI Apps! With Two Types for Now normal , float About NeneNavbottom and NeneNavItem are the new widgets added. Any New Widget? Yes, NeneSidebar as well and NeneDisplay for Route and SPA System THANKS for Reading !!! Love you all.
Devlog (No.21) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Widget & Major Feature Added NeneDisplay to Change the Area of the Screen with a custom route, Like we see on normal apps. NeneDisplay It follows the index of bottomNavbar (or prescribed Variable) and loads the corresponding Page on the Area specified. Only Scaffold Body as a whole is supported as of now. NeneDisplay ({ urlMap : { 0 : " /ui/route_a " , 1 : " /ui/route_b " } }) It has urlMap and followIndex arguments only. Quick Note: It does not create a complete new Nene IDDB, It exists on top of the existing one so the variables do not disappear that were assigned by previous page . Thanks for reading today!! I hope your day goes well Love you all >3
Devlog (No.22) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere NeneWorld - An Sample App NeneWorld is an Sample App for @neneys /ui Showcasing some Little Things of NeneUI. *Who Made It? : * Claude! Yes SKILL.md is coming soon to everyone, where the AI can read SKILL.md and create an App using NeneUI Library. Features? of this Sample App Demo of NeneBottomnav, NeneDisplay Images Buttons and Callback Pokedex Dw, Only the Sample is AI-written, The Main Project @neneys /ui Library is still an human-made project. And i do not want AI to take over NeneUI and write it itself, that would ruin this Library Why Skill.MD? So, that Users Can make an App using NeneUI and also ask AI For Help where they feel stuck. Tho it consumes tokens alot, cus NeneUI is becoming an more larger library Excuz me what is NeneUI? As i told earlier, NeneUI allows you to write the entire App UI in TypeScript and Render it Server-Side and produce in front of User. AND NO NENEUI IS NOT A WEBVIEW. It translates TypeScript into NATIVE Flutter Widgets. So the Interface feels native and uses Less RAM in this RAM Crisis Economy. Status? NeneUI is still in early stages, as i consider it. It still lacks many things such as an shared_preferences Implementation, WebSockets and proper Secure JavaScript Execution System. Conclusion I love if i get even tiny support for NeneUI and the people reading this devlog, I love you all who support me ;) Love you >3… Thanks for reading…!!!!
Devlog (No.23) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Features Shared Preferences ReqType Action.SOFT_RELOAD SharedPreferences You can use SET_PREFS and REM_PREFS Action to Set or Remove and PREF_EXISTS with exists and not parameters for functions GetPrefs When ReqType.POST is present you could use GetPrefs to get the preference value in UI/Callback Route GetFile Returns File Uploaded’s Path as in uploads/file.extension only works in Callback as that’s the place where you could recieve file. Action.SOFT_RELOAD Reloads the Screen without Changing any State or Position of Page. Other Changes :- Remove Old docs/ folder and SKILL.md for AI Agents to utilise NeneUI properly Thanks for reading. love you all 🥰🥰
Devlog (No.24) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere WebSocket Support NeneUI now supports WebSocket Rendering and Execution WebSocket ({ url : " ws://localhost:3500/ws/home " , }) What Can it Do? Show Widgets Over WebSockets Execute Actions Use Cases? ChatBots Live News? Messaging? New Action Action.SEND_SOCKET Uses FormSubmitAction as Parameter with :socket: as the callbackPath New Functions SendWidget(socket, Widget) SendAction(socket, DoAction) Thanks for Reading! Love you all readers >3!
Devlog (No.25) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere New Widget Layouts Layout Layouts and Layout It helps you make an Layout on Screen as show in Screenshot. And It can be arranged via an Handle too, It supports unlimited Layout on Screen as much as space is there. Removed Removed Skeleton Widget from Docs as it was no-longer rendering properly README.md The README.md is now updated with some Images and Decorative Work for looking more nicer and attractive New Action New Action such as ACTION.SET_DISPLAY_INDEX and ACTION.CLOSE_OVERLAY AlertDialog is now documented under FeedBack Section Nene Desktop Runtime Nene Desktop Runtime is half-done and still has some issues, will try to fix it and make it install and run Apps soon! Thanks for reading!! I love you all >3
Devlog (No.26) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere Web - Platform Support Finally, @neneys /ui is now supported on Web (Flutter Web). The Inconsistencies are now managed making @neneys /ui work directly on Web Too. *Limitations on Web * Same as Flutter Web - It’s hard for crawlers to idenitfy content of web pages. I’m trying to fix that issue by double-rendering. Mostly by Setting-up an PHP to Interept the UI into HTML for Crawlers Making SEO work good! README.md Changes FAQ Added into README (Address the Linux Compile Issue in FAQ related to quickjs_engine) More Decorative Elements Github Actions Nene UI Testing Kit finally compiles on all 5 (Windows, Linux, Android, iOS, macOS) successfuly. Linux, macOS - May require libmpv to be installed or available on system path We seem to be very close to first v1 Release with maximum widgets and support. Thanks for Reading!! I love you all 3<.!!!
Devlog (No.27) NeneUI is an Server Side User Interface Rendering Library allowing developers to design user interface purely server-side without worrying about updating the code everywhere JavascriptEngine JavaScriptEngine({…}) which could control Whether JS should be enabled or not and how much stackSize should be specified. xhr should be enabled or disabled SEO Support for Flutter Web With the Help of PHP to Render Text, Image and some minimal data. PHP can provide basic Page to Crawlers requesting the site. So that SEO could be utilised. However, PHP Version Selection is limited to only allow the recently patched PHP versions for Security Reasons. Github Actions Added Nene Desktop Runtime to be built in Github Actions Bug FIxes @neneys /ui had a Critical Memory and GPU Leak issue which kept the GPU usage at constant high even when not being used and being left Idle. Docs Updates JavaScript Execution and SEO Setup are now documented in the Docs and pub.dev and npmjs packages are now updated NeneUI Testing Kit NeneUI Testing Kit are now available on Web https://kwe26.github.io/neneui/tester However It could only open HTTPS and Cors (*) Apps only and is kind of limited with some JS Execution Issues. The User Interface of Testing Kit is also quite updated. Close to Release NeneUI is now Close to being 1.0.0 Release finally! Within 1-2 devlogs i’ll be shipping soon.!! Thanks for reading! Love you <3!
Ships:
I made an Server-Side Rendering Library for Flutter, You write the Code in TypeScript and the Flutter Renderer (i named it Daikon) parses it into Native Code, Without WebViews! Completely Native. The Challenges i faced were, how to like index the widgets to be used while JSON becomes parsed and the handling of #ids and most importantly, ForEach Option and the JS Option. I used shadcn_flutter for UI Elements that were rendered, i really like shadcn_flutter’s Design. it’s really cool. I tried to keep it as much as user-friendly as possible, by adding TypeScript Types so VSCode Auto-complete could work. I have also added File Uploads feature with In-Memory Image Display too, if it’s an Image, it is really helpful, even with Server Callbacks and such things Theese are necessary for an production application. And Actions such as TOAST, DIALOG, NAVIGATE, etc. This is the intresting part too!! You can try out the library at https://www.npmjs.com/@neneys/ui for testing it out! While the docs is still not complete, i hope that the documented Widgets could work for your expirment too! I plan to continue this Library even after the program ends!! Love you all! 🥰...
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1792810526.7853796
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1792896926.7853796
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69693
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Stardust Incremental by @craicrat | Stardance
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craicrat
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0
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9.28
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0
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[]
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[{"post_id": 82077, "ts": "202 [{"post_id": 82077, "ts": "2026-10-23T19:09:00Z", "hours": 3.4603, "text": "FOURTH DEVLOG wow the time keeps getting larger in each devlog! Changes: (first screenshot at 50percent zoom btw) (second one is a snippet) Total Prestige counter : Counts total prestiges done Super Stars (pls dont copywrite strike me): a ** prestige currency**, gained everytime you prestige, used to buy prestige upgrades the word “upgrades” in all capitals and an exclamation mark, right under Super Stars counter…thingy… FIVE prestige upgrades, out of which THREE have been set and are working as intended Working on the last 2 prestige upgrades, a way to add a “,” to seperate units, hundred, thousands a whole lot other things(surprise surprise) yap(can skip) im so happy with what ive done so far, i think ive unlocked a new hobby!: staring at code trying to figure out what to do next. I do want to spend some dedicated time stylizing the game, since…currently its not so eye catchy, and Ive had a lot of reviews on other projects about people saying to make presentation better using smth called ReactJS nodeJS, which ill have to learn… but WHO HAS TIME FOR THAT? I bet i can make something prettier without that…right?"}, {"post_id": 81544, "ts": "2026-10-21T17:06:46Z", "hours": 2.9656, "text": "Third Devlog! wow first time going 2h+ before doing a devlog Changes: added CSS; Stardance-like background color, Ship-project Rocket ship(for the click to get stardust button), other visible changes using JavaScript to control CSS properties , to slowly reveal certain upgrades as you progress through the game. wow CSS takes a lot of time, especially paired with all the testing and decidings Working on… Prestige system and Prestige upgrades !! current version released to github is broken (tons of stardust at start because i was playtesting) but if you are still interested here it is! https://syedumerasim.github.io/Stardust-Incremental-1.0/"}, {"post_id": 80200, "ts": "2026-10-16T18:15:54Z", "hours": 2.2483, "text": "Second Devlog!! 2 days since my last devlog, ALREADY??, woah time flies. Changes! THREE NEW UPGRADES. Buy Helpers , the first one being yourself(help yourself…get it?) each helper multiplies Stardust gain by 2x! coffee chug some coffee down, watch your helpers do the same, and experience a further 2x Stardust gain! get Blessed?? ( stardance reference? ) Make the team at Hackclub VERY happy, get a 1.2x multiplier ontop of everything else! Working on! i want numbers to look more neater, will look into how to get big numbers to get smaller, using scientific notation, along with commas seperating for smaller but bigger numbers (e.g: 1,000,000) a PRESTIGE system, which i gen1ly have no idea how im gonna implement… a bit of CSS: although ive planned no CSS until game almost complete so i dont run into alignment and format kinda issues."}, {"post_id": 79624, "ts": "2026-10-14T18:57:56Z", "hours": 0.6033, "text": "My First Game!!! I have been an incremental type games fan for a long while, and now I’ve finally decided to make my OWN game. The idea: a Stardance Themed text based, browser based incremental game. Since its my first ever incremental game(AND first ever game), i want to keep it simple. so far, ive made a simple counter 0 stardust that goes up everytime you click upload project button , and a small upgrade system, to get more stardust perclick after reaching the required stardust threshold. FRICTION??! I do NOT know how to to Javascript, and its a pretty big long language, I asked for help in a discord server of the popular incremental game website “Galaxy.click” where the OWNER HIMSELF(yhvr) sent me his tutorial on how to make an incremental game. heres the link: https://www.reddit.com/r/incremental_games/comments/ahf6nx/how_to_make_an_incremental_game/ Please Read I read through the tutorial, and made the outline of my own game, I learnt through it how everything works and did my best not to copy it entirely. However im sure the rest of my game is now completely up to me, my knowledge, and my own shenanigans. Not so important, just some context, can skip you may be wondering, how did a complete beginner write all that big code in 36minutes and claim he didnt copy? well my Friend, that is because i had to make this project 2 EXTRA TIMES earlier. because in one of them, i cant remember but something went wrong with my page alignment and made me crashout and delete everything, the second time…my hackatime logged my 3 HOURS of work put into this, into the old file that i THOUGHT i deleted. sooo..then i made a third file, and typed my code and everything again."}]...
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Title: Stardust Incremental by @craicrat | Stardan Title: Stardust Incremental by @craicrat | Stardance
Devlogs:
My First Game!!! I have been an incremental type games fan for a long while, and now I’ve finally decided to make my OWN game. The idea: a Stardance Themed text based, browser based incremental game. Since its my first ever incremental game(AND first ever game), i want to keep it simple. so far, ive made a simple counter 0 stardust that goes up everytime you click upload project button , and a small upgrade system, to get more stardust perclick after reaching the required stardust threshold. FRICTION??! I do NOT know how to to Javascript, and its a pretty big long language, I asked for help in a discord server of the popular incremental game website “Galaxy.click” where the OWNER HIMSELF(yhvr) sent me his tutorial on how to make an incremental game. heres the link: https://www.reddit.com/r/incremental_games/comments/ahf6nx/how_to_make_an_incremental_game/ Please Read I read through the tutorial, and made the outline of my own game, I learnt through it how everything works and did my best not to copy it entirely. However im sure the rest of my game is now completely up to me, my knowledge, and my own shenanigans. Not so important, just some context, can skip you may be wondering, how did a complete beginner write all that big code in 36minutes and claim he didnt copy? well my Friend, that is because i had to make this project 2 EXTRA TIMES earlier. because in one of them, i cant remember but something went wrong with my page alignment and made me crashout and delete everything, the second time…my hackatime logged my 3 HOURS of work put into this, into the old file that i THOUGHT i deleted. sooo..then i made a third file, and typed my code and everything again.
Second Devlog!! 2 days since my last devlog, ALREADY??, woah time flies. Changes! THREE NEW UPGRADES. Buy Helpers , the first one being yourself(help yourself…get it?) each helper multiplies Stardust gain by 2x! coffee chug some coffee down, watch your helpers do the same, and experience a further 2x Stardust gain! get Blessed?? ( stardance reference? ) Make the team at Hackclub VERY happy, get a 1.2x multiplier ontop of everything else! Working on! i want numbers to look more neater, will look into how to get big numbers to get smaller, using scientific notation, along with commas seperating for smaller but bigger numbers (e.g: 1,000,000) a PRESTIGE system, which i gen1ly have no idea how im gonna implement… a bit of CSS: although ive planned no CSS until game almost complete so i dont run into alignment and format kinda issues.
Third Devlog! wow first time going 2h+ before doing a devlog Changes: added CSS; Stardance-like background color, Ship-project Rocket ship(for the click to get stardust button), other visible changes using JavaScript to control CSS properties , to slowly reveal certain upgrades as you progress through the game. wow CSS takes a lot of time, especially paired with all the testing and decidings Working on… Prestige system and Prestige upgrades !! current version released to github is broken (tons of stardust at start because i was playtesting) but if you are still interested here it is! https://syedumerasim.github.io/Stardust-Incremental-1.0/
FOURTH DEVLOG wow the time keeps getting larger in each devlog! Changes: (first screenshot at 50percent zoom btw) (second one is a snippet) Total Prestige counter : Counts total prestiges done Super Stars (pls dont copywrite strike me): a ** prestige currency**, gained everytime you prestige, used to buy prestige upgrades the word “upgrades” in all capitals and an exclamation mark, right under Super Stars counter…thingy… FIVE prestige upgrades, out of which THREE have been set and are working as intended Working on the last 2 prestige upgrades, a way to add a “,” to seperate units, hundred, thousands a whole lot other things(surprise surprise) yap(can skip) im so happy with what ive done so far, i think ive unlocked a new hobby!: staring at code trying to figure out what to do next. I do want to spend some dedicated time stylizing the game, since…currently its not so eye catchy, and Ive had a lot of reviews on other projects about people saying to make presentation better using smth called ReactJS nodeJS, which ill have to learn… but WHO HAS TIME FOR THAT? I bet i can make something prettier without that…right?...
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1792857326.4292798
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1793462126.4292798
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50489
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Fluetro OS by @TonyStark965 | Stardance
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TonyStark965
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2
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91.59
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669
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T19:26:09Z", "hours": 36.0, "multiplier": 18.53, "payout": 669, "blessing": "neutral", "text": "I have now made Fluetro OS into a much more complete OS experience. It now has a working Browser, AI Brief, and some games, along with the previous Paint, Memo and Calculator apps. It now also includes a Boot screen and a Restart function, along with automatic and more consistent Accent Color theming throughout the UI. Also, the UI is now much more consistent with its icons and design. The biggest challenge for me was trying to “not” make silly mistakes, I’d forget a comma or a semi-colon somewhere or misspell something and it’d break the whole system. I especially had trouble with the animations and different app states. I am especially proud of how much the OS has evolved through the span of only a month, I tried my best to make it feel usable and interactive. To test it, just click try project and use it. The AI Brief feature will ask you for your location permission and if denied will resort to IP-based location, but the built-in weather system of the OS will require you to add your own location from the Quick Settings.", "repo": "https://github.com/TonyStark965-404/Fluetro-OS", "demo": "https://fluetro-os.vercel.app"}, {"ship_num": 2, "ts": "2026-08-18T18:02:07Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A WebOS inspired heavily from the Metro aesthetic from Windows 8/8.1 and Fluent Design aesthetic from Windows 11. Has multiple working apps, working login screen and desktop elements. Will get an update in the future for WebOS 2, with a working Start Screen inspired menu.", "repo": "https://github.com/TonyStark965-404/Fluetro-OS", "demo": "https://fluetro-os.vercel.app"}]...
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[{"post_id": 82079, "ts": "202 [{"post_id": 82079, "ts": "2026-10-23T19:37:19Z", "hours": 3.6169, "text": "Fluetro OS DevLog 062 I said I’d work slowly and post one DevLog a day, I guess one of them was a lie New stuff/changelog Removed the toggle to show them from settings and scrapped the idea Added the OS logo to the About section in Settings Added a macOS Finder-like search bar, called “Find” Added a toggle for “Find” in the quick settings Made “Find” actually work Made “Find” actually update the suggestions with the app you last opened via it at the top Made the toggle functionality stay even after a restart/shutdown using localStorage Added an option in settings to clear recent searched apps during a restart/shutdown Changed the icons in the Quick Settings panel to use images of Windows 11’s Fluent Emojis, before they used Emojis which looked good on my end, but probably won’t on Linux or macOS. And yes, the search bar has animations, but its position is fixed cuz it looks good over there Fixes Fixed an issue, where checking the option to clear memo on shutdown/restart would clear it instantly Fixed multiple issues noticed regarding “Find” during its development Changed Daily Brief to load Dynamically when the app opens, to preserve Privacy further unless someone decides to open it manually rather than it just running in the background all INVISIBLE style. Current bugs/issues “Find” can’t browse through the File system, this is intended cuz “Find” is supposed to be a launcher for your apps There’s another issue, but it is going to be an easter egg"}, {"post_id": 81842, "ts": "2026-10-22T18:10:01Z", "hours": 2.5019, "text": "Fluetro OS DevLog 061 File system complete, but still much more is left New stuff/changelog Added some sample video files (these are a surprise, I already ruined it for the images, but won’t for the videos) Added a working video player, but unfortunately, it doesn’t have a queue, so you open a video file and it plays that file Added a Pomodoro timer, based on cutepomodorotimer.com All music, images, and videos are now cloud-based, and thus will not be uploaded to the Project’s GitHub page The text at the top left now responds to the currently open and focused app Added icons for User folders Added an indicator when refreshing in the Files app Fixes Fixed an issue where the Dock would remain stretched if you closed an app while it was maximized Fixed an issue where you couldn’t name 2 different files of different types the same, so if a Folder is named “F1” you couldn’t name a file in the same directory as “F1” Fixed another issue in which naming a file the same as an app’s executable file would give it the same icon Sort option is now disabled in the Gallery and Home page of the Files app Photo viewer no longer uses random arrangement of photos, instead uses an ascending alphabetical order Current issues/bugs None encountered at this point in time"}, {"post_id": 81637, "ts": "2026-10-21T20:43:24Z", "hours": 3.0775, "text": "Fluetro OS DevLog 060 More stuff, but nothing major New stuff/changelog So, the Photo Viewer app now supports moving between images inside the same folder, and it’s like that cuz it’s inspired by Windows Photo Viewer, and yes, it also supports your keyboard’s arrow keys There’s now a Text Editor embedded inside the Files app to edit your Text Files that you create There’re now some sample images in the Images folder, and thus in the gallery Gallery elements can now be selected and have their own context menus, which is literally the same as all the preloaded folders and files Fixes The Navigation pane in the Settings app now reacts to you scrolling in the app, so it highlights the corresponding panel button Current issues/bugs The sort button in the gallery does nothing, so it’s deprecated for that area, and gallery will be arranged by order of importance"}, {"post_id": 80967, "ts": "2026-10-19T12:42:55Z", "hours": 4.0289, "text": "Fluetro OS DevLog 059 Settings app almost complete, only 2 settings left New stuff/changelog Navigation for the Settings app works now Custom accent no longer allows pure black/pure white and only allows 6-digit Hex codes All settings are now persistent throughout restarts and shutdowns Stretch dock to max width when an app is maximized works, even with multiple apps open Clear memo on Shutdown/Restart works too Added working Stardance and Github Page links to About section Show highlight for open apps option works too, so you can turn it off to get only a sleek border around the running app icon in the dock, instead of the full background The reset option works now too, and it also asks for confirmation Added tick marks to options that are turned on Added calculation logic to get the nice gradient in the lock screen according to the Custom accent too Fixes Fixed an issue where the running app highlight would appear even when the option was unchecked Fixed an issue with setting persistence which was caused due to some options being on by default Fixed an issue where the dock would get an awkward position when being stretched due to a maximized app Fixed an issue where multiple windows with some being maximized would glitch out the dock and make it toggle between its stretched and unstretched state Fixed an issue where the Window wouldn’t take up all of the screen when maximized if stretch dock option was checked Fixed an issue where the error windows would appear in the dock between Gaming Hub and Music player instead of appearing at the end of the dock Fixed the Songs in Music Player queue so they appear alphabetically Fixed an issue where you could put transparency values into hex for the accent to get a transparent color Fixed another issue with the clock Flyout which caused the Calendar to appear slightly off Fixed the issue from my previous DevLog which talked about the Lock Screen Gradient not being coded properly Current issues/bugs I haven’t implemented the Desktop icons yet, so the option in Settings remains unusable I also haven’t done the Privacy Policy or the Window for it, so that option remains unused too"}, {"post_id": 80221, "ts": "2026-10-16T19:47:20Z", "hours": 3.18, "text": "Fluetro OS DevLog 058 More settings that actually work New stuff/changelog All the settings in the Personalization area work, including custom Accent colors and custom wallpapers All the settings in the Time and Date area work (24-hr format added from feedback) Only the double-click title bar to maximize option works in the Interface section Multiple changes in HTML to accommodate the custom wallpapers and CSS designs for different areas Fixes Fixed an issue where the settings window would lag when trying to do anything with it, like resize/maximize/minimize/close etc. Fixed an issue with the margins and padding in the Clock Flyout caused by the weird CSS code that I did for the it during the initial stages since I didn’t know that much about CSS yet Current issues/bugs If you select a custom wallpaper, then switch back to a preloaded wallpaper, and then try to go back to your custom one, you’ll be prompted to choose a new one, but you can just close the window if you don’t want to choose a new one Some of the settings in the Interface and Time & Date sections aren’t retained after a Fluetro restart The gradient in the left side lock screen isn’t coded properly so a section of it uses the default colors, resulting in weird gradients according to the custom accent used, this doesn’t happen in the case of Automatic Accents though Note: The Automatic Accent system is reserved only for the preloaded wallpapers and is disabled for custom ones"}, {"post_id": 79390, "ts": "2026-10-13T19:39:21Z", "hours": 1.5175, "text": "Fluetro OS DevLog 057 Finally finished adding all the settings options New stuff added/changelog Added settings for Interface, Privacy & Security and the About sections Did the CSS for all the above-mentioned areas Made the Location bar work using JS and made it sync with the one in Quick Settings (shown in video) Fixes Fixed the weird gaps and padding in some areas of the settings app Current issues/bugs Most of the settings are not yet functional Note The Personalization area might get Radio buttons (or menus) while the other sections will get checkboxes"}, {"post_id": 78834, "ts": "2026-10-11T18:39:29Z", "hours": 1.9053, "text": "Fluetro OS DevLog 056 More Settings New Stuff added/changelog Added some more settings Did the JS for the Wallpapers so they actually work now Fixes Found an issue that causes lag and no animations when trying to open the wallpaper change menu from quick settings or the settings app, it’s now fixed, I did it by rendering the options beforehand. I tried to fix this issue thinking it was settings app-only but had to give up on it since none of my attempts to fix it worked, then I found out the same was happening in the quick settings wallpaper picker, this was probably because it goes through the code and tries to render the image using JS, and it can’t do it before the app opening animation finishes. Current issues/bugs There is no CSS for the new settings areas that have been added There’s no JS for the new settings areas that have been added Note I am thinking of making a pack that can make Windows 11 feel like Fluetro, so please let me know if anyone would like that."}, {"post_id": 78291, "ts": "2026-10-10T09:45:59Z", "hours": 2.3794, "text": "Fluetro OS DevLog 055 CSS stuff New stuff added/changelog Did the CSS for the Settings app Revamped some designs for the Gaming Hub and Settings when maximized so they don’t look weird Did a roadmap for all the settings to add Fixes Fixed some of the jumpy and jittery elements in the UI Current issues/bugs I still haven’t done anything about the JavaScript part of the Settings app so for now, everything is only visual Fun Fact The UI for this project was inspired by a leaked screenshot of a concept Windows version that surfaced online, I tried to remake that in my Windows 11 system and had a screenshot, finally found it and it’s attached below. The dock is inspired by a DeviantArt Post I saw a few years ago (I think it was called Fluent Big Sur). The top Bar UI of the OS is inspired by the new “Dock” feature added to Microsoft PowerToys and how I arranged it when I first enabled it (image attached)"}, {"post_id": 77915, "ts": "2026-10-08T19:01:41Z", "hours": 2.3003, "text": "Fluetro OS DevLog 054 Mostly improvements New stuff added Maximizing/restoring down now has animations and they don’t interfere with the resizing scenario like earlier, this took so long to implement because my first ever project that involved JavaScript was just this year, so I am still learning. Revamped the Gaming Hub Added a Settings app, and hooked it to the Quick Settings panel so it can also be opened from there Fixes For some reason the animations weren’t working for all the windows, so I checked and tried lots of different stuff, and then found out that there was no height and width parameters for most of the windows, so I added some and that fixed the animations Current bugs/issues I just started working on the Settings app, so it’s really unfinished (shown in the video)"}, {"post_id": 77783, "ts": "2026-10-08T08:24:58Z", "hours": 2.73, "text": "Fluetro OS DevLog 053 Music to my ears New stuff added Added a Music Player with working Play/Pause, seekBar, Previous/Next and Queue Added music in Audio Folder in the Files App Redid almost all the Files App icons with higher quality versions Changed the Details Pane text to a more appropriate one Added a Supabase fetch system for the Music Clicking “Previous” while being on the 1st music in the Queue results in restarting that song Clicking “Next” while being on the last music in the Queue results in restarting that song Fixes Fixed some issues with the un-resizable windows, which could be resized earlier, they just didn’t show the custom cursors Fixed jumpy windows Fixed Music Player issues that I encountered along the way, like the Play/Pause buttons not rendering properly or the SeekBar jumping Current issues/bugs The Music takes some time to load, but it mostly depends on your internet connection The Queue is still custom arranged, and not alphabetically sorted"}, {"post_id": 76238, "ts": "2026-10-02T20:12:22Z", "hours": 1.7733, "text": "Fluetro OS DevLog 052 Well, this is embarrassing New Stuff added Browser has its own custom accent color now (like how browsers on Windows have) The Photo Viewer icon stuck in the dock is now gone and appears only when Photo Viewer is called Fixes Fixed the issue with the dock padding when Photo Viewer wasn’t called Stuff that happened Tried to add a dynamic accent color sync system for the browser, it worked to some extent, but it won’t instantly sync if you changed the wallpaper to change the accent color, but would sync that accent color after a restart, so I had to remove it. Will try to implement it later though. I have been working on a Music Player app (as I said that there will be one in a future update), wasted a lot of time debugging it trying to find out why the music wasn’t playing, turns out, the Integrated Browser in VS Code doesn’t allow intregated <audio> elements. Tried in my default browser (and brave), works as intended. (Please ignore the bright blue background, it’s just a placeholder)"}, {"post_id": 75373, "ts": "2026-09-29T21:32:07Z", "hours": 1.0592, "text": "Fluetro OS DevLog 051 Lost my 25-day Streak New Stuff added Photo viewer that can open photos from the gallery and adjusts according to image size Fixes Fixed the Delete system, so now it deletes only what you want to delete, and it’s now persistent so it stays that way even after a page refresh/restart Current bugs/issues The issue with the sub-folders not opening after the parent folder is renamed still exists"}, {"post_id": 75005, "ts": "2026-09-28T20:36:29Z", "hours": 1.6364, "text": "Fluetro OS DevLog 050 Half-century DevLog? Really? New Stuff added The rename function works now Delete button kinda works Yeah that’s about it Fixes The rename function was really hard to implement, so there were lots of glitches and issues and stuff, I did manage to fix most of them, the rename box was originally meant to show over the existing file name, I did do some research to see if I could get it to work this way, but since I couldn’t get it working, I had to improvise and do the separate rename section. Tried to make the rename system be inside one single eventListener but couldn’t get it to work that way, had to create a separate function to call along with Pressing the rename and delete buttons no longer remove the selected state from the item. Current bugs/issues Clicking delete doesn’t dismiss the context menu (easy fix but it’s here because it’s just my current progress) Clicking delete for one item deletes all the items in the folder Delete is temporary and resets on refresh (for now at least) Nested Folders don’t work if you rename the parent folder (for example, in the video I rename a folder, then the folder inside it doesn’t open. This is fixed on a restart/webpage refresh)"}, {"post_id": 73741, "ts": "2026-09-25T20:19:36Z", "hours": 1.6108, "text": "Fluetro OS DevLog 049 Very little progress, since most of the time just went into debugging and fixing stuff, tried using Copilot in VS Code but it’s New stuff The context menu is finally aligned The context menu got icons now Made the delete button have a red icon and red text The open button in the context menu finally works Had to redo the file handling system so the open button system can be implemented easier Fixes Broke everything, yeah, literally the whole OS, while trying to redo the file handler because I was removing some lines (individual EventListeners) and putting them under one roof, but I forgot some brackets, since I couldn’t fix it easily, I tried to use Copilot (the one inside VS Code) to find out what’s causing the error, dude literally said that there’s an error in these lines, no elaboration or fix so I had to get the code from my backup and redo everything very carefully, so now it’s ok I have never positioned an element inside another element that can be resized, so this was new and challenging for me to align the context menu nicely with respect to the files window and its variable size system, it took some time, but I did it. Current issues/bugs Rename and Delete buttons are still to be implemented"}, {"post_id": 72767, "ts": "2026-09-23T18:21:02Z", "hours": 2.7964, "text": "Fluetro OS DevLog 048 Late DevLog, couple of improvements, mostly fixes Was supposed to upload a DevLog yesterday but had some issues with the internet (had to ditch the router), probably some coding time isn’t event logged New Features added/changelog Revamped the File Management system so now the sub directory system actually works, like you create a “New Folder” in one directory, and one in another, and now they both don’t overlap/refer to the same directory Added icons inside the Sort Menu Added a context menu for files/folders (the positioning is broken since the css isn’t done correctly, because I’ll probably be using some inspiration from Fluent New Tab for the dynamic positioning) The context menu for files/folders behaves differently according to if the Folder/File mentioned is a System one or User Created You can now un-select items by clicking somewhere else inside the app, this even updates the details pane accordingly Added custom “Date modified” parameters, so they correspond to when the file/folder was created Internal Storage now shows Size as 23.4 GB / 512 GB Removed Trash Changed the animation for the details bar (“Name | Size ….” bar) at the top to just minimize in height and not width too. Fixes As I said in changelog, the folder directories don’t overlap now I made lots of errors while trying to get this new directory system to work, like the folder numbering not working correctly, like there’s a folder: “Internal Storage\\New Folder (2)”, and then you try to go to downloads and create a folder, and then it’s named “New Folder (3)” There was also an issue where the address bar pointed to somewhere else rather than the original path for that directory (so I had to combine multiple arrays for directory system to one, which is part of the Revamped file system) Fixed a background size inconsistency in the gallery section Fixed the status bar in gallery saying “undefined items” Fixed the context menus being transparent instead of blurry (for Files and Browser), so now they’re opaque like Chrome or Edge or Safari Removed all pointer events from the details bar at the top, so it no longer shows the hand pointing cursor when hovering Current issues/bugs The file/folder context menu is positioned oddly and doesn’t have any icons The details pane icons are blurred since it uses the 32x32 icons I used in the file/folder icons"}, {"post_id": 71945, "ts": "2026-09-21T20:29:43Z", "hours": 2.5697, "text": "Fluetro OS DevLog 047 One step closer to finishing the Files app New Features added New File and New Folder options that actually work (with icons BTW) New File can only be used to create text files, and the get the Type as Text File, and a .txt extension User Created files/folders now stay even after a restart/page refresh (like in your browser, not the files or browser app of Fluetro) Removed the size detail for folders since most OSes don’t even show it Sorting actually works, but it’s only Ascending or Descending, only based off of the Item name Clicking the dock icon now instantly focus the corresponding window, except for errors Added an actually working address bar, inspired by the older Windows (like XP), which can also take user input to go to said location Putting in an invalid location in the address bar gives an error box, like the System or unsupported file type errors Fixes Fixed issues that I faced while implementing the Dynamic Naming Process for the User Created files, like adding the extension for the Text Files Fixed an issue with the sorting logic, where, since I copied most of the logic from the ascending system to the descending system, I left the button click listener for the ascending system, in the descending system, so for some time, clicking ascending just sorted the items in descending Current issues/bugs The Sort and New Menus don’t close if I click anywhere else in the files app You can’t unselect an item The Gallery Status bar shows “undefined items” Note Added the Gallery Screenshot promised in my last DevLog"}, {"post_id": 71137, "ts": "2026-09-20T10:43:54Z", "hours": 1.8961, "text": "Fluetro OS DevLog 046 Frequency of DevLogs has plummeted, but Files app is almost complete## New Features Added Preview Pane changed to Details Pane Details Pane actually works No Details Pane in Gallery .exe files open the corresponding app Added a scrollbar for the apps folder since it has way too many items Made the Files Status bar independent of the files body, so it doesn’t go away when scrolling Made the Details area on top (Name, Size etc.) independent of the files body, so they don’t go away when scrolling Added a select system which triggers the details pane Details pane won’t show up after coming back from gallery if you disabled it previously, otherwise it will Fixes Made a mess while trying to move the Status and Details areas, noticed it was because I had a part of js coded into the details area for future purposes(sorting), so I removed it and now it’s just cosmetic and does nothing else, and the status bar was appended to the main files body, which I changed to another div that contains the file operations area (New, Sort etc.), the details area and the files body Broke the details pane while trying to use querySelector to check if Gallery is active and the button is disabled or not, fixed it by switching to contains Fixed the padding and margin for the Details Pane to match the height of the Files main area Current issues/bugs I was thinking of adding Windows-style breadcrumb address bar, but that’s very problematic, and might not even suit it well, so I’ll be adding a retro-style “ \" system for the address bar There’s still no new and sort system Note I forgot to add the screenshot of gallery, and now it’s only allowing me to replace the existing files and not add more"}, {"post_id": 70266, "ts": "2026-09-18T20:45:45Z", "hours": 1.3344, "text": "Fluetro OS DevLog 045 Adding the preloaded files and folders was easy (which I did before), but now progress has been slowed, again New Features added Menus for Sorting and New File/Folder creation Different states for the New and Sort By buttons Removed Search Bar (too complicated to implement) Removed View option (still complicated to implement, might add it again later on) Removed Up one level button (most complicated) Added an error window that shows up when you try to open up a file that’s not supported by any existing app Fixes I wasted a lot of time trying to fix the issue in the css that was causing the weird position for the menus, turns out the css wasn’t the issue at all and it was actually the HTMl since I put the menus outside the upper button panel handler I also wasted a lot of time trying the hit-and-run approach for the perfect height and width for the unsupported file type error box Fixed the corner radius for the System Menu (even though barely noticeable) Current issues/bugs You can still go inside .exe files, since they’re still treated as folders (actually the type doesn’t matter for them, since the code is really simple for the folders and items) Something weird is going on with the padding for the sort and new menu buttons, and they don’t have blur either"}, {"post_id": 69786, "ts": "2026-09-17T19:49:54Z", "hours": 2.5436, "text": "Fluetro OS DevLog 044 Lot of progress New Features added An actual File System with lots of Files, including Apps and User Files Custom .igr File extension and “Integration” type for Games files Working Navigation buttons, except the “Up one level button” Double-click system for files/folders Different file/item types and different icons for each one Disabled states for navigation buttons when not available/applicable Fully redesigned “Access Denied” error box Access Denied error integration when trying to access System Files Separate dock icon with running status for the error box Connected Navigation panel to individual folders/locations Animations on the error icon on the dock when it appears and disappears Animations on dock for expanding and shrinking to make room for the error icon Fixes Minor fixes regarding the UI like hover effect for the OK button in System info box and corner radius adjustment in certain areas Fixed the weird padding at the right side of the dock due to appearance and disappearance of the error icon Current bugs/issues As I said earlier, the Up one level button doesn’t work Address bar still need a lot of work Search is still just a placeholder Preview pane is still in the works I didn’t add the sounds, and I’ll probably add them last, because being forced to hear those sounds every time I restart Fluetro for debugging will become irritating fast There’s no scroll bar in the Files App Note The animation looks jittery, but it’s due to some issue with Snipping Tool, it’s really smooth in reality"}, {"post_id": 68751, "ts": "2026-09-15T17:53:25Z", "hours": 1.6878, "text": "Fluetro OS DevLog 043 Slow and steady progress New Features added Toggleable Navigation and Preview Panes Slight Redesigns for Browser, Paint and Gaming Hub Games Minor redesigns for all tooltips Animations while enabling or disabling the Navigation and Preview panes Made iframe based windows easier to resize and move Fixes Fixed an issue where the hover of an object inside the files body would get cut off Fixed an issue where the Close button tooltip would get cut off Current issues/bugs Resizing the AI/Daily Brief app is slow and kind of jittery The items inside the files body currently do nothing There’s no active state in the Navigation pane for the folder you’re currently in"}, {"post_id": 68209, "ts": "2026-09-14T18:16:14Z", "hours": 1.7369, "text": "Fluetro OS DevLog 042 Well, at least this is better than the last time New features added Placeholder for Preview Pane Working Navigation Panel Working Gallery, currently only shows the preloaded wallpapers and I plan to add more images, maybe some taken by me A different screen for visiting empty folders Changing address bar icons according to the folder you visit Changing address bar text according to the folder you visit Added Trash (Recycle Bin), only as a Navigation Panel location for now Fixes I checked the feedback and found out Minesweeper was not working for the current version of Fluetro, so I checked and found out that vercel is case sensitive and so it didn’t work, I fixed it now Yes, I’ll be adding almost all the features from feedback like making the dock auto-hide on maximize for more usable screen real estate Fixed multiple errors that I made while trying to make this update to the Files app, mostly by missing an “=” sign or a “.” at places. These errors basically broke everything, making everything non-interactable. Current issues/bugs: IDK how I got the Details and stuff at the top to get working, but now I can’t get the content to adjust according to it, so it breaks whenever the window is maximized (screenshot attached)"}, {"post_id": 67268, "ts": "2026-09-13T10:38:04Z", "hours": 1.9453, "text": "Fluetro OS DevLog 041 Very little progress New features added Added an operations section (new, sort by and view) Added what’s supposed to be a details panel Added a status bar Added placeholder content Added the top bar for the content, with separators Current issues/bugs This is really complicated and all this time I am using up, is just for debugging, which is crazy The details pane is still blank Nothing does anything, since I have only managed to do the css and html so far"}, {"post_id": 66856, "ts": "2026-09-12T19:50:02Z", "hours": 2.5003, "text": "Fluetro OS DevLog 040 Exact reason why I delayed the development for the Files App New Features added Scrapped the plan for making the Files app iframe based Added the Files app code directly into Fluetro code for better OS integration Added Navigation pane containing all important OS locations Added a main section for the app, where the content will be shown Also fixed dark mode for the app Removed the Work in Progress window for the Files App Fixes Fixed the backgrounds for the different app elements Current issues/bugs I have been working on this for almost 2.5 hours and managed to come only this far, nothing else is done, no JavaScript, or system, only the visual app is present, and opens on clicking the files icon on the dock Should I change the icons in the Navigation panel to colorful ones?"}, {"post_id": 66078, "ts": "2026-09-11T17:22:25Z", "hours": 0.2631, "text": "Fluetro OS DevLog 039 First DevLog after 2nd ship New Features added Started working on the Files app, so now it only has a really basic design, mostly taken from the WebOS Browser project (image attached), it currently does nothing, and is just a blank slate What’s in the works? Made some sounds for the UI like Startup, login, and shutdown Got a new roadmap and a whole list of features to add next"}, {"post_id": 65544, "ts": "2026-09-10T19:07:37Z", "hours": 0.2592, "text": "Fluetro OS DevLog 038 Did some last-minute changes New Features added Now you can actually see what wallpaper you have selected The Calculator now follows the accent colors for more buttons Note for reviewers Some browsers may currently display phishing or scam warnings when accessing my GitHub Pages websites. These appear to be false positives. My projects are designed with a privacy-focused approach and do not intentionally collect sensitive user information. I have already reported the issue and am currently waiting for the warnings to be reviewed and resolved."}, {"post_id": 65493, "ts": "2026-09-10T17:48:19Z", "hours": 0.7078, "text": "Fluetro OS DevLog 037 Final DevLog before 2nd Ship New Features added New favicon Automatic Accent colors for the 4 preloaded wallpapers The accent colors not only affect the active toggles, but also affect the TopBar/System Menu Logo, the seconds hand of the clock, the today indicator of the calendar, the separators in the dock and the Welcome/Lock Screen too New spinning design for the Signing out/shutting down/restarting screens Fixed the default window sizing for the browser Removed the “…” from the above-mentioned screens There’s also an accent2 for the gradient design, and it will be customizable in later versions Removed a really light color that was present at 50% Fixes The lock screen gradient is now smoother, and the text is easier to read due the color removal. Fixed the tooltip artifact issue from my Last DevLog Current issues/bugs Opening Files no longer shows Work in Progress but shows “This Location is System Protected”, this was due to me making an error screen for situations where the user tries to access stuff in the OS that they’re not supposed to. But since it’s already there, it stays. It will be fixed in a later release. What’s next? Ship #2"}, {"post_id": 65463, "ts": "2026-09-10T16:38:29Z", "hours": 1.4742, "text": "Fluetro OS DevLog 036 Redesigns, features, and animations New Features added Minimized and open running states for the dock icon, inspired by Windows 11 Redesigned the logo again, and made it perfect this time Redesigned running design for dock icons along with a custom hover design for that state. Redesigned Boot Screen inspired by macOS and Windows 7 Redesigned System information window Animations for the different app states in the dock A restart function that shuts down and reloads the page Redesigned Dark Mode Redesigned accent color Fixes Fixed an issue where Signing out won’t close any open apps Fixed an issue where the running states would be jumping around when switching (made this issue while trying to add the different states) Current issues/bugs There is an issue with tooltips where a line with the tooltip color appears and stays until another tooltip appears What’s next? I’ll probably be implementing an automatic accent color system for the present 4 wallpapers before the second ship. What the 3rd ship will include will be included in the README."}, {"post_id": 64964, "ts": "2026-09-09T18:20:34Z", "hours": 1.5181, "text": "Fluetro OS DevLog 035 Redesign and more stuff New Features added Boot Screen Redesigned logo and Lock screen inspired by the default wallpaper Transitions and Animations for Boot Screen No pointer in Boot Screen Fixes Fixed an issue where Escape and Function Keys won’t work, this was due to a misplaced exclamation mark 😐 Fixed the lock screen animations which I broke while trying to add the Boot Screen Current issues/bugs There’s something wrong with the Sign Out option, since it’s keeping the apps open when signed out What’s Next? I’ll probably be adding a restart option, and then do a 2nd ship, there’ll also be a 3rd ship with the Files App, which is possibly the hardest thing to do (at least for me) in this project."}, {"post_id": 64427, "ts": "2026-09-08T19:56:33Z", "hours": 0.4503, "text": "Fluetro OS DevLog 034 Some changes New Features added Added icons to the System Menu Full logo redesign Finished on a new color scheme Animation when hovering on or pressing the Continue button on Welcome screen Fixes Fixed the animation system for the Continue button on the Welcome Screen Finalized the new color scheme Current bugs/issues I still don’t know if this color scheme is better than the original one(1st image)"}, {"post_id": 64403, "ts": "2026-09-08T19:09:41Z", "hours": 0.9294, "text": "Fluetro OS DevLog 033 Some redesigns New Features added Better logo design Fixes Fixed an issue where the running state of the app won’t show but instead make the tooltips of that app have its color. Current issues/bugs This is an issue, I am thinking of giving the OS a better and more premium color identity, should I stick with the old color design or the new one, or if someone could provide any new suggestions, that would be nice too."}, {"post_id": 63479, "ts": "2026-09-07T11:13:23Z", "hours": 0.6122, "text": "Fluetro OS DevLog 032 Huge addition New Features added Browser is no longer a Work in Progress Fixes Spent a lot of time trying to figure out how to send the theme from the OS to the Browser, since earlier that part of the code was handled inside the Gaming Hub code. So yeah, that’s just about what I did for the latest logged time"}, {"post_id": 63078, "ts": "2026-09-06T17:50:18Z", "hours": 1.0811, "text": "Fluetro OS DevLog 031 More icons and some small additions New Features added Added arrows for the buttons for changing Calendar Month in the Time & Date flyout Added tooltips for all the buttons in the TopBar that can open flyouts Themed the tooltips Made the topbar tooltips not open if a flyout is open Added tooltips to dock icons Fixes Fixed the gap and alignment of the buttons used to change months in the calendar Fixed the weird pill-shaped today indicator in the calendar flyout Fixed positioning issues with the tooltips Fixed the issue of the System Menu not having any background blur Current issues/bugs Have added too much animations/fancy stuff/polish instead of adding actual features Next target The Fluetro Browser"}, {"post_id": 62987, "ts": "2026-09-06T15:37:52Z", "hours": 0.4775, "text": "Fluetro OS DevLog 030 More icons New features added Replaced the icon for the Continue button at the login screen Replaced the icon for the exit game button in Gaming Hub Added animations to the exit game button Overhauled the calculator with icons Fixes Fixed the dark mode color for the percentage operator, it became invisible during dark mode Made the exit game button in Gaming Hub show up only when a game is running Fixed the AC button being too bold Current issues/bugs Need to add more icons for the Weather flyout"}, {"post_id": 62956, "ts": "2026-09-06T14:51:43Z", "hours": 0.4186, "text": "Fluetro OS DevLog 029 More icons and more fixes New features added Redid the Weather flyout with the new icons Fixes Wasted a lot of time trying to rotate the icon for the refresh button, then I realized that something called “rotate” exists for html, but then the icon was off-center so I had to go through a bunch of margin length and stuff just to get it to be centered Fixed the issue of the Calculator taking input when not focused Current issues/bugs There are many more buttons left where I need to add icons, and many more that need changing Will add the browser as soon as my work on WebOS Browser is completed, meanwhile I am working on a file structure for the Files app."}, {"post_id": 62937, "ts": "2026-09-06T14:13:14Z", "hours": 0.7372, "text": "Fluetro OS DevLog 028 I’m back to Fluetro OS after working on Fluent New Tab for some time, I’ll also be working on my WebOS Browser project alongside this. New Features added Didn’t do anything much, just learned about Lucide Replaced all window control icons Replaced the Quick Settings icon Added Keyboard input to the calculator Fixes Fixed the “%” button in the calculator having the wrong color Current issues/bugs The keyboard takes input unless you are typing anywhere else"}, {"post_id": 58204, "ts": "2026-08-30T15:45:07Z", "hours": 0.6964, "text": "Fluetro OS DevLog 027 •OK, so I’m back to Fluetro OS after working on some other projects like Fluent 2048 and Fluent Minesweeper (which I did because working on games inside the code of Fluetro was problematic due to having so much code for the OS itself) •As I said I did make those games for this and will be adding those here, so I did. •So now there’s a total of 5 simple and easily recognizable games in Gaming Hub. •I am thinking of doing a 2nd ship of this today, but should I? I did add 3 features and plan on adding more later. •The Fluent 2048 and Minesweeper games are a different version of what I’ve uploaded as separate projects, so they might look “a bit” different."}, {"post_id": 55114, "ts": "2026-08-26T16:01:31Z", "hours": 0.6219, "text": "Fluetro OS DevLog 026 •Added the custom version of Fluent Minesweeper •Added an animation while changing from Dark Mode to Light Mode and vice-versa •Working on a new logo for the OS •Working on more custom games and features"}, {"post_id": 54494, "ts": "2026-08-25T14:47:09Z", "hours": 0.9369, "text": "Fluetro OS DevLog 025 •Added a Last Played section to Gaming Hub showing the game last played by the user •Added the “My Games” heading •Edited the Work in Progress Windows to behave differently (for a future purpose)"}, {"post_id": 54418, "ts": "2026-08-25T12:52:02Z", "hours": 0.6103, "text": "Fluetro OS DevLog 024 •Added Chrome Dino as a game •Added Surf (from MS Edge) as a game •Fixed an issue where the bottom of the window would not be visible (especially Minecraft Classic) •Fixed multiple UI issues and bugs in Gaming Hub •Added icons for all the games and Gaming Hub"}, {"post_id": 54374, "ts": "2026-08-25T10:47:47Z", "hours": 1.3764, "text": "Fluetro OS DevLog 023 •Scrapped the previous games because those websites refused to work with iframe •Added Minesweeper instead of GTA: Vice City •Added Minecraft Classic •Added Separators in the Dock (forgot to mention in previous DevLog) •Added an issue where the top has a lot of extra padding •Thinking of taking another break to create my own Minesweeper and other games/apps to add here"}, {"post_id": 54334, "ts": "2026-08-25T09:11:48Z", "hours": 0.7736, "text": "Fluetro OS DevLog 022 •Added Dock and Title Bar icons for Daily Brief •Made Memo resizable and have maximize/restore down functions •Added a Gaming Hub for games to be added"}, {"post_id": 54290, "ts": "2026-08-25T07:25:05Z", "hours": 0.4281, "text": "Fluetro OS DevLog 021 First DevLog for WebOS 2 project •Added an AI Brief app using iframe (app created by one of my friends) •This app uses an approximate in-browser location from your IP, so the Weather in my topBar is different than what’s shown here."}, {"post_id": 54077, "ts": "2026-08-24T21:04:58Z", "hours": 1.9297, "text": "Fluetro OS DevLog 020 This might be my last DevLog to this project before uploading this to GitHub and Shipping •Added a new Logo, with a stylized F •Added actual icons to the Dock and Title Bar •Replaced the settings icon placeholder emoji with an actual icon •Turned Memo into an actual Memo, so it’s not resizable and doesn’t have Maximize/Restore Down buttons •Added some more text to the System Info box"}, {"post_id": 53954, "ts": "2026-08-24T17:42:33Z", "hours": 1.6442, "text": "Fluetro OS DevLog 019 •Added Nicer animations to Flyouts •Added a separate menu for Sign out and Shut down at OS logo on TopBar •Moved System Info to OS Name text on TopBar •Tried to add Window Maximize/Restore Down animations but messed it up •Added a transition while changing wallpapers •Fixed the issue where a window would jump to the left while resizing/dragging"}, {"post_id": 53862, "ts": "2026-08-24T15:48:40Z", "hours": 0.8386, "text": "Fluetro OS DevLog 018 •Added a Weather Section in Settings •Added the option to change the weather by adding your own location yourself (so no location tracking involved) •Found out that JSPaint (the paint app integration) has multiple themes including Modern ones"}, {"post_id": 53338, "ts": "2026-08-23T20:30:52Z", "hours": 2.0442, "text": "Fluetro OS DevLog 017 •Added working weather using Open Meteo API (currently fixed to Los Angeles only) •Added working weather to Top Bar •Added a Signing Out screen •Added animations to the Signing out and Shutting down screens •Added animations while Logging in"}, {"post_id": 53253, "ts": "2026-08-23T18:10:22Z", "hours": 1.3803, "text": "Fluetro OS DevLog 016 •Added Calculator •Added Paint (JS Paint Integration via iframe) •Made sure the calculator cannot be resized or maximized, so it’s a fixed size."}, {"post_id": 52973, "ts": "2026-08-23T10:55:55Z", "hours": 1.4153, "text": "Fluetro OS DevLog 015 •Added “Work in Progress” placeholders for apps that will be added in a future update (WebOS 2). •Added a working Memo that stores text in localStorage, thus making the text Persistent. •Added running indicators for apps that are open/minimized. •Fixed the title bar padding."}, {"post_id": 52919, "ts": "2026-08-23T09:20:40Z", "hours": 1.4139, "text": "Fluetro OS DevLog 014 •I’m back to working on Fluetro OS again •Added active states to buttons •Made the Weather button work •Added working Weather Flyout •Added animations to the Weather Flyout •Added bunch of placeholder text for the weather"}, {"post_id": 51108, "ts": "2026-08-20T16:35:55Z", "hours": 1.6989, "text": "Fluetro OS Devlog 013 •Added Animations and Transitions to Logon Screen. •Added Animations and Transitions to all the Flyouts. •Added Hover Effects to OS Name button on TopBar. •Tried to add a Logon Screen to Desktop Transition but failed."}, {"post_id": 50908, "ts": "2026-08-20T11:41:57Z", "hours": 0.5647, "text": "Fluetro OS Devlog 012 •Fixed the Clock Flyout •Gave the Clock Flyout a redesign. •Added working Weather to TopBar. •Fixed the problem of UI elements/text being selected while clicking and dragging."}, {"post_id": 50881, "ts": "2026-08-20T10:40:20Z", "hours": 0.57, "text": "Fluetro OS Devlog 011 •Managed to kind of fix the Clock Flyout. •Added Dark Mode to the Clock Flyout. •Added Hover effects to the clock in the topBar."}, {"post_id": 50858, "ts": "2026-08-20T09:30:34Z", "hours": 1.1558, "text": "Fluetro OS Devlog 010 •Added a Expandable Clock Section to the TopBar clock (currently kind of broken). •Added Hover to TopBar weather section."}, {"post_id": 50823, "ts": "2026-08-20T08:04:49Z", "hours": 0.6014, "text": "Fluetro OS Devlog 009 •Added Resizable Windows. •Added Draggable Windows. •Added Animations to the Dock."}, {"post_id": 50813, "ts": "2026-08-20T07:16:04Z", "hours": 1.2939, "text": "Fluetro OS Devlog 008 •Broke the Window Controls but managed to fix them. •Fixed Padding for the Dock. •Made sure maximized windows don’t overlap the Top Bar or Dock."}, {"post_id": 50794, "ts": "2026-08-20T05:50:00Z", "hours": 0.9014, "text": "Fluetro OS Devlog 007 •Added Focused and Unfocused states to the Windows. •Fixed the Corner Radius for many UI elements. •Fixed Title bar height. •Made the Windows draggable using the Title Bar."}, {"post_id": 50619, "ts": "2026-08-19T20:58:07Z", "hours": 1.4964, "text": "Fluetro OS Devlog 006 •Added a Working Window •Fixed the TopBar Clock •Added a working Shutdown Sequence •Added System Info (basic and needs more work)"}, {"post_id": 50554, "ts": "2026-08-19T19:17:37Z", "hours": 1.3172, "text": "Fluetro OS Devlog 005 •Added working Dark Mode and Wallpaper Picker. •Added working Sign Out and Shut down options. •Introduced more bugs and issues to fix."}, {"post_id": 50506, "ts": "2026-08-19T17:55:21Z", "hours": 1.7083, "text": "Fluetro OS Devlog 004 •Started from Scratch •Working on giving this a MacOS+Windows+OneUI esque feel •Finished the Welcome Screen •Partial Success regarding the Top Bar, Dock and Apps"}, {"post_id": 49717, "ts": "2026-08-18T17:05:34Z", "hours": 0.5936, "text": "Fluetro OS devlog 003 •Added actual Photo Wallpapers (from Unsplash). •Fixed the issues with some of the app icons. •Updated the System Info."}, {"post_id": 49694, "ts": "2026-08-18T16:16:29Z", "hours": 1.2136, "text": "Fleutro OS Devlog 002. •Added a Shutdown sequence. •Managed to fix the small UI issues and bugs. •Added a Sign out and Shutdown option inside the OS Menu. •Added working System info and Power off button to the Lock Screen. •Added some more apps in the Store •Added indicators for Minimized apps"}, {"post_id": 49102, "ts": "2026-08-17T18:41:47Z", "hours": 0.9647, "text": "Managed to make a lot of Progress, right now the Logon screen and the desktop work with all the apps being functional. Am working on getting a working version of the Start Screen-like Interface."}]...
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Title: Fluetro OS by @TonyStark965 | Stardance
De Title: Fluetro OS by @TonyStark965 | Stardance
Devlogs:
Managed to make a lot of Progress, right now the Logon screen and the desktop work with all the apps being functional. Am working on getting a working version of the Start Screen-like Interface.
Fleutro OS Devlog 002. •Added a Shutdown sequence. •Managed to fix the small UI issues and bugs. •Added a Sign out and Shutdown option inside the OS Menu. •Added working System info and Power off button to the Lock Screen. •Added some more apps in the Store •Added indicators for Minimized apps
Fluetro OS devlog 003 •Added actual Photo Wallpapers (from Unsplash). •Fixed the issues with some of the app icons. •Updated the System Info.
Fluetro OS Devlog 004 •Started from Scratch •Working on giving this a MacOS+Windows+OneUI esque feel •Finished the Welcome Screen •Partial Success regarding the Top Bar, Dock and Apps
Fluetro OS Devlog 005 •Added working Dark Mode and Wallpaper Picker. •Added working Sign Out and Shut down options. •Introduced more bugs and issues to fix.
Fluetro OS Devlog 006 •Added a Working Window •Fixed the TopBar Clock •Added a working Shutdown Sequence •Added System Info (basic and needs more work)
Fluetro OS Devlog 007 •Added Focused and Unfocused states to the Windows. •Fixed the Corner Radius for many UI elements. •Fixed Title bar height. •Made the Windows draggable using the Title Bar.
Fluetro OS Devlog 008 •Broke the Window Controls but managed to fix them. •Fixed Padding for the Dock. •Made sure maximized windows don’t overlap the Top Bar or Dock.
Fluetro OS Devlog 009 •Added Resizable Windows. •Added Draggable Windows. •Added Animations to the Dock.
Fluetro OS Devlog 010 •Added a Expandable Clock Section to the TopBar clock (currently kind of broken). •Added Hover to TopBar weather section.
Fluetro OS Devlog 011 •Managed to kind of fix the Clock Flyout. •Added Dark Mode to the Clock Flyout. •Added Hover effects to the clock in the topBar.
Fluetro OS Devlog 012 •Fixed the Clock Flyout •Gave the Clock Flyout a redesign. •Added working Weather to TopBar. •Fixed the problem of UI elements/text being selected while clicking and dragging.
Fluetro OS Devlog 013 •Added Animations and Transitions to Logon Screen. •Added Animations and Transitions to all the Flyouts. •Added Hover Effects to OS Name button on TopBar. •Tried to add a Logon Screen to Desktop Transition but failed.
Fluetro OS DevLog 014 •I’m back to working on Fluetro OS again •Added active states to buttons •Made the Weather button work •Added working Weather Flyout •Added animations to the Weather Flyout •Added bunch of placeholder text for the weather
Fluetro OS DevLog 015 •Added “Work in Progress” placeholders for apps that will be added in a future update (WebOS 2). •Added a working Memo that stores text in localStorage, thus making the text Persistent. •Added running indicators for apps that are open/minimized. •Fixed the title bar padding.
Fluetro OS DevLog 016 •Added Calculator •Added Paint (JS Paint Integration via iframe) •Made sure the calculator cannot be resized or maximized, so it’s a fixed size.
Fluetro OS DevLog 017 •Added working weather using Open Meteo API (currently fixed to Los Angeles only) •Added working weather to Top Bar •Added a Signing Out screen •Added animations to the Signing out and Shutting down screens •Added animations while Logging in
Fluetro OS DevLog 018 •Added a Weather Section in Settings •Added the option to change the weather by adding your own location yourself (so no location tracking involved) •Found out that JSPaint (the paint app integration) has multiple themes including Modern ones
Fluetro OS DevLog 019 •Added Nicer animations to Flyouts •Added a separate menu for Sign out and Shut down at OS logo on TopBar •Moved System Info to OS Name text on TopBar •Tried to add Window Maximize/Restore Down animations but messed it up •Added a transition while changing wallpapers •Fixed the issue where a window would jump to the left while resizing/dragging
Fluetro OS DevLog 020 This might be my last DevLog to this project before uploading this to GitHub and Shipping •Added a new Logo, with a stylized F •Added actual icons to the Dock and Title Bar •Replaced the settings icon placeholder emoji with an actual icon •Turned Memo into an actual Memo, so it’s not resizable and doesn’t have Maximize/Restore Down buttons •Added some more text to the System Info box
Fluetro OS DevLog 021 First DevLog for WebOS 2 project •Added an AI Brief app using iframe (app created by one of my friends) •This app uses an approximate in-browser location from your IP, so the Weather in my topBar is different than what’s shown here.
Fluetro OS DevLog 022 •Added Dock and Title Bar icons for Daily Brief •Made Memo resizable and have maximize/restore down functions •Added a Gaming Hub for games to be added
Fluetro OS DevLog 023 •Scrapped the previous games because those websites refused to work with iframe •Added Minesweeper instead of GTA: Vice City •Added Minecraft Classic •Added Separators in the Dock (forgot to mention in previous DevLog) •Added an issue where the top has a lot of extra padding •Thinking of taking another break to create my own Minesweeper and other games/apps to add here
Fluetro OS DevLog 024 •Added Chrome Dino as a game •Added Surf (from MS Edge) as a game •Fixed an issue where the bottom of the window would not be visible (especially Minecraft Classic) •Fixed multiple UI issues and bugs in Gaming Hub •Added icons for all the games and Gaming Hub
Fluetro OS DevLog 025 •Added a Last Played section to Gaming Hub showing the game last played by the user •Added the “My Games” heading •Edited the Work in Progress Windows to behave differently (for a future purpose)
Fluetro OS DevLog 026 •Added the custom version of Fluent Minesweeper •Added an animation while changing from Dark Mode to Light Mode and vice-versa •Working on a new logo for the OS •Working on more custom games and features
Fluetro OS DevLog 027 •OK, so I’m back to Fluetro OS after working on some other projects like Fluent 2048 and Fluent Minesweeper (which I did because working on games inside the code of Fluetro was problematic due to having so much code for the OS itself) •As I said I did make those games for this and will be adding those here, so I did. •So now there’s a total of 5 simple and easily recognizable games in Gaming Hub. •I am thinking of doing a 2nd ship of this today, but should I? I did add 3 features and plan on adding more later. •The Fluent 2048 and Minesweeper games are a different version of what I’ve uploaded as separate projects, so they might look “a bit” different.
Fluetro OS DevLog 028 I’m back to Fluetro OS after working on Fluent New Tab for some time, I’ll also be working on my WebOS Browser project alongside this. New Features added Didn’t do anything much, just learned about Lucide Replaced all window control icons Replaced the Quick Settings icon Added Keyboard input to the calculator Fixes Fixed the “%” button in the calculator having the wrong color Current issues/bugs The keyboard takes input unless you are typing anywhere else
Fluetro OS DevLog 029 More icons and more fixes New features added Redid the Weather flyout with the new icons Fixes Wasted a lot of time trying to rotate the icon for the refresh button, then I realized that something called “rotate” exists for html, but then the icon was off-center so I had to go through a bunch of margin length and stuff just to get it to be centered Fixed the issue of the Calculator taking input when not focused Current issues/bugs There are many more buttons left where I need to add icons, and many more that need changing Will add the browser as soon as my work on WebOS Browser is completed, meanwhile I am working on a file structure for the Files app.
Fluetro OS DevLog 030 More icons New features added Replaced the icon for the Continue button at the login screen Replaced the icon for the exit game button in Gaming Hub Added animations to the exit game button Overhauled the calculator with icons Fixes Fixed the dark mode color for the percentage operator, it became invisible during dark mode Made the exit game button in Gaming Hub show up only when a game is running Fixed the AC button being too bold Current issues/bugs Need to add more icons for the Weather flyout
Fluetro OS DevLog 031 More icons and some small additions New Features added Added arrows for the buttons for changing Calendar Month in the Time & Date flyout Added tooltips for all the buttons in the TopBar that can open flyouts Themed the tooltips Made the topbar tooltips not open if a flyout is open Added tooltips to dock icons Fixes Fixed the gap and alignment of the buttons used to change months in the calendar Fixed the weird pill-shaped today indicator in the calendar flyout Fixed positioning issues with the tooltips Fixed the issue of the System Menu not having any background blur Current issues/bugs Have added too much animations/fancy stuff/polish instead of adding actual features Next target The Fluetro Browser
Fluetro OS DevLog 032 Huge addition New Features added Browser is no longer a Work in Progress Fixes Spent a lot of time trying to figure out how to send the theme from the OS to the Browser, since earlier that part of the code was handled inside the Gaming Hub code. So yeah, that’s just about what I did for the latest logged time
Fluetro OS DevLog 033 Some redesigns New Features added Better logo design Fixes Fixed an issue where the running state of the app won’t show but instead make the tooltips of that app have its color. Current issues/bugs This is an issue, I am thinking of giving the OS a better and more premium color identity, should I stick with the old color design or the new one, or if someone could provide any new suggestions, that would be nice too.
Fluetro OS DevLog 034 Some changes New Features added Added icons to the System Menu Full logo redesign Finished on a new color scheme Animation when hovering on or pressing the Continue button on Welcome screen Fixes Fixed the animation system for the Continue button on the Welcome Screen Finalized the new color scheme Current bugs/issues I still don’t know if this color scheme is better than the original one(1st image)
Fluetro OS DevLog 035 Redesign and more stuff New Features added Boot Screen Redesigned logo and Lock screen inspired by the default wallpaper Transitions and Animations for Boot Screen No pointer in Boot Screen Fixes Fixed an issue where Escape and Function Keys won’t work, this was due to a misplaced exclamation mark 😐 Fixed the lock screen animations which I broke while trying to add the Boot Screen Current issues/bugs There’s something wrong with the Sign Out option, since it’s keeping the apps open when signed out What’s Next? I’ll probably be adding a restart option, and then do a 2nd ship, there’ll also be a 3rd ship with the Files App, which is possibly the hardest thing to do (at least for me) in this project.
Fluetro OS DevLog 036 Redesigns, features, and animations New Features added Minimized and open running states for the dock icon, inspired by Windows 11 Redesigned the logo again, and made it perfect this time Redesigned running design for dock icons along with a custom hover design for that state. Redesigned Boot Screen inspired by macOS and Windows 7 Redesigned System information window Animations for the different app states in the dock A restart function that shuts down and reloads the page Redesigned Dark Mode Redesigned accent color Fixes Fixed an issue where Signing out won’t close any open apps Fixed an issue where the running states would be jumping around when switching (made this issue while trying to add the different states) Current issues/bugs There is an issue with tooltips where a line with the tooltip color appears and stays until another tooltip appears What’s next? I’ll probably be implementing an automatic accent color system for the present 4 wallpapers before the second ship. What the 3rd ship will include will be included in the README.
Fluetro OS DevLog 037 Final DevLog before 2nd Ship New Features added New favicon Automatic Accent colors for the 4 preloaded wallpapers The accent colors not only affect the active toggles, but also affect the TopBar/System Menu Logo, the seconds hand of the clock, the today indicator of the calendar, the separators in the dock and the Welcome/Lock Screen too New spinning design for the Signing out/shutting down/restarting screens Fixed the default window sizing for the browser Removed the “…” from the above-mentioned screens There’s also an accent2 for the gradient design, and it will be customizable in later versions Removed a really light color that was present at 50% Fixes The lock screen gradient is now smoother, and the text is easier to read due the color removal. Fixed the tooltip artifact issue from my Last DevLog Current issues/bugs Opening Files no longer shows Work in Progress but shows “This Location is System Protected”, this was due to me making an error screen for situations where the user tries to access stuff in the OS that they’re not supposed to. But since it’s already there, it stays. It will be fixed in a later release. What’s next? Ship #2
Fluetro OS DevLog 038 Did some last-minute changes New Features added Now you can actually see what wallpaper you have selected The Calculator now follows the accent colors for more buttons Note for reviewers Some browsers may currently display phishing or scam warnings when accessing my GitHub Pages websites. These appear to be false positives. My projects are designed with a privacy-focused approach and do not intentionally collect sensitive user information. I have already reported the issue and am currently waiting for the warnings to be reviewed and resolved.
Fluetro OS DevLog 039 First DevLog after 2nd ship New Features added Started working on the Files app, so now it only has a really basic design, mostly taken from the WebOS Browser project (image attached), it currently does nothing, and is just a blank slate What’s in the works? Made some sounds for the UI like Startup, login, and shutdown Got a new roadmap and a whole list of features to add next
Fluetro OS DevLog 040 Exact reason why I delayed the development for the Files App New Features added Scrapped the plan for making the Files app iframe based Added the Files app code directly into Fluetro code for better OS integration Added Navigation pane containing all important OS locations Added a main section for the app, where the content will be shown Also fixed dark mode for the app Removed the Work in Progress window for the Files App Fixes Fixed the backgrounds for the different app elements Current issues/bugs I have been working on this for almost 2.5 hours and managed to come only this far, nothing else is done, no JavaScript, or system, only the visual app is present, and opens on clicking the files icon on the dock Should I change the icons in the Navigation panel to colorful ones?
Fluetro OS DevLog 041 Very little progress New features added Added an operations section (new, sort by and view) Added what’s supposed to be a details panel Added a status bar Added placeholder content Added the top bar for the content, with separators Current issues/bugs This is really complicated and all this time I am using up, is just for debugging, which is crazy The details pane is still blank Nothing does anything, since I have only managed to do the css and html so far
Fluetro OS DevLog 042 Well, at least this is better than the last time New features added Placeholder for Preview Pane Working Navigation Panel Working Gallery, currently only shows the preloaded wallpapers and I plan to add more images, maybe some taken by me A different screen for visiting empty folders Changing address bar icons according to the folder you visit Changing address bar text according to the folder you visit Added Trash (Recycle Bin), only as a Navigation Panel location for now Fixes I checked the feedback and found out Minesweeper was not working for the current version of Fluetro, so I checked and found out that vercel is case sensitive and so it didn’t work, I fixed it now Yes, I’ll be adding almost all the features from feedback like making the dock auto-hide on maximize for more usable screen real estate Fixed multiple errors that I made while trying to make this update to the Files app, mostly by missing an “=” sign or a “.” at places. These errors basically broke everything, making everything non-interactable. Current issues/bugs: IDK how I got the Details and stuff at the top to get working, but now I can’t get the content to adjust according to it, so it breaks whenever the window is maximized (screenshot attached)
Fluetro OS DevLog 043 Slow and steady progress New Features added Toggleable Navigation and Preview Panes Slight Redesigns for Browser, Paint and Gaming Hub Games Minor redesigns for all tooltips Animations while enabling or disabling the Navigation and Preview panes Made iframe based windows easier to resize and move Fixes Fixed an issue where the hover of an object inside the files body would get cut off Fixed an issue where the Close button tooltip would get cut off Current issues/bugs Resizing the AI/Daily Brief app is slow and kind of jittery The items inside the files body currently do nothing There’s no active state in the Navigation pane for the folder you’re currently in
Fluetro OS DevLog 044 Lot of progress New Features added An actual File System with lots of Files, including Apps and User Files Custom .igr File extension and “Integration” type for Games files Working Navigation buttons, except the “Up one level button” Double-click system for files/folders Different file/item types and different icons for each one Disabled states for navigation buttons when not available/applicable Fully redesigned “Access Denied” error box Access Denied error integration when trying to access System Files Separate dock icon with running status for the error box Connected Navigation panel to individual folders/locations Animations on the error icon on the dock when it appears and disappears Animations on dock for expanding and shrinking to make room for the error icon Fixes Minor fixes regarding the UI like hover effect for the OK button in System info box and corner radius adjustment in certain areas Fixed the weird padding at the right side of the dock due to appearance and disappearance of the error icon Current bugs/issues As I said earlier, the Up one level button doesn’t work Address bar still need a lot of work Search is still just a placeholder Preview pane is still in the works I didn’t add the sounds, and I’ll probably add them last, because being forced to hear those sounds every time I restart Fluetro for debugging will become irritating fast There’s no scroll bar in the Files App Note The animation looks jittery, but it’s due to some issue with Snipping Tool, it’s really smooth in reality
Fluetro OS DevLog 045 Adding the preloaded files and folders was easy (which I did before), but now progress has been slowed, again New Features added Menus for Sorting and New File/Folder creation Different states for the New and Sort By buttons Removed Search Bar (too complicated to implement) Removed View option (still complicated to implement, might add it again later on) Removed Up one level button (most complicated) Added an error window that shows up when you try to open up a file that’s not supported by any existing app Fixes I wasted a lot of time trying to fix the issue in the css that was causing the weird position for the menus, turns out the css wasn’t the issue at all and it was actually the HTMl since I put the menus outside the upper button panel handler I also wasted a lot of time trying the hit-and-run approach for the perfect height and width for the unsupported file type error box Fixed the corner radius for the System Menu (even though barely noticeable) Current issues/bugs You can still go inside .exe files, since they’re still treated as folders (actually the type doesn’t matter for them, since the code is really simple for the folders and items) Something weird is going on with the padding for the sort and new menu buttons, and they don’t have blur either
Fluetro OS DevLog 046 Frequency of DevLogs has plummeted, but Files app is almost complete## New Features Added Preview Pane changed to Details Pane Details Pane actually works No Details Pane in Gallery .exe files open the corresponding app Added a scrollbar for the apps folder since it has way too many items Made the Files Status bar independent of the files body, so it doesn’t go away when scrolling Made the Details area on top (Name, Size etc.) independent of the files body, so they don’t go away when scrolling Added a select system which triggers the details pane Details pane won’t show up after coming back from gallery if you disabled it previously, otherwise it will Fixes Made a mess while trying to move the Status and Details areas, noticed it was because I had a part of js coded into the details area for future purposes(sorting), so I removed it and now it’s just cosmetic and does nothing else, and the status bar was appended to the main files body, which I changed to another div that contains the file operations area (New, Sort etc.), the details area and the files body Broke the details pane while trying to use querySelector to check if Gallery is active and the button is disabled or not, fixed it by switching to contains Fixed the padding and margin for the Details Pane to match the height of the Files main area Current issues/bugs I was thinking of adding Windows-style breadcrumb address bar, but that’s very problematic, and might not even suit it well, so I’ll be adding a retro-style “ " system for the address bar There’s still no new and sort system Note I forgot to add the screenshot of gallery, and now it’s only allowing me to replace the existing files and not add more
Fluetro OS DevLog 047 One step closer to finishing the Files app New Features added New File and New Folder options that actually work (with icons BTW) New File can only be used to create text files, and the get the Type as Text File, and a .txt extension User Created files/folders now stay even after a restart/page refresh (like in your browser, not the files or browser app of Fluetro) Removed the size detail for folders since most OSes don’t even show it Sorting actually works, but it’s only Ascending or Descending, only based off of the Item name Clicking the dock icon now instantly focus the corresponding window, except for errors Added an actually working address bar, inspired by the older Windows (like XP), which can also take user input to go to said location Putting in an invalid location in the address bar gives an error box, like the System or unsupported file type errors Fixes Fixed issues that I faced while implementing the Dynamic Naming Process for the User Created files, like adding the extension for the Text Files Fixed an issue with the sorting logic, where, since I copied most of the logic from the ascending system to the descending system, I left the button click listener for the ascending system, in the descending system, so for some time, clicking ascending just sorted the items in descending Current issues/bugs The Sort and New Menus don’t close if I click anywhere else in the files app You can’t unselect an item The Gallery Status bar shows “undefined items” Note Added the Gallery Screenshot promised in my last DevLog
Fluetro OS DevLog 048 Late DevLog, couple of improvements, mostly fixes Was supposed to upload a DevLog yesterday but had some issues with the internet (had to ditch the router), probably some coding time isn’t event logged New Features added/changelog Revamped the File Management system so now the sub directory system actually works, like you create a “New Folder” in one directory, and one in another, and now they both don’t overlap/refer to the same directory Added icons inside the Sort Menu Added a context menu for files/folders (the positioning is broken since the css isn’t done correctly, because I’ll probably be using some inspiration from Fluent New Tab for the dynamic positioning) The context menu for files/folders behaves differently according to if the Folder/File mentioned is a System one or User Created You can now un-select items by clicking somewhere else inside the app, this even updates the details pane accordingly Added custom “Date modified” parameters, so they correspond to when the file/folder was created Internal Storage now shows Size as 23.4 GB / 512 GB Removed Trash Changed the animation for the details bar (“Name | Size ….” bar) at the top to just minimize in height and not width too. Fixes As I said in changelog, the folder directories don’t overlap now I made lots of errors while trying to get this new directory system to work, like the folder numbering not working correctly, like there’s a folder: “Internal Storage\New Folder (2)”, and then you try to go to downloads and create a folder, and then it’s named “New Folder (3)” There was also an issue where the address bar pointed to somewhere else rather than the original path for that directory (so I had to combine multiple arrays for directory system to one, which is part of the Revamped file system) Fixed a background size inconsistency in the gallery section Fixed the status bar in gallery saying “undefined items” Fixed the context menus being transparent instead of blurry (for Files and Browser), so now they’re opaque like Chrome or Edge or Safari Removed all pointer events from the details bar at the top, so it no longer shows the hand pointing cursor when hovering Current issues/bugs The file/folder context menu is positioned oddly and doesn’t have any icons The details pane icons are blurred since it uses the 32x32 icons I used in the file/folder icons
Fluetro OS DevLog 049 Very little progress, since most of the time just went into debugging and fixing stuff, tried using Copilot in VS Code but it’s New stuff The context menu is finally aligned The context menu got icons now Made the delete button have a red icon and red text The open button in the context menu finally works Had to redo the file handling system so the open button system can be implemented easier Fixes Broke everything, yeah, literally the whole OS, while trying to redo the file handler because I was removing some lines (individual EventListeners) and putting them under one roof, but I forgot some brackets, since I couldn’t fix it easily, I tried to use Copilot (the one inside VS Code) to find out what’s causing the error, dude literally said that there’s an error in these lines, no elaboration or fix so I had to get the code from my backup and redo everything very carefully, so now it’s ok I have never positioned an element inside another element that can be resized, so this was new and challenging for me to align the context menu nicely with respect to the files window and its variable size system, it took some time, but I did it. Current issues/bugs Rename and Delete buttons are still to be implemented
Fluetro OS DevLog 050 Half-century DevLog? Really? New Stuff added The rename function works now Delete button kinda works Yeah that’s about it Fixes The rename function was really hard to implement, so there were lots of glitches and issues and stuff, I did manage to fix most of them, the rename box was originally meant to show over the existing file name, I did do some research to see if I could get it to work this way, but since I couldn’t get it working, I had to improvise and do the separate rename section. Tried to make the rename system be inside one single eventListener but couldn’t get it to work that way, had to create a separate function to call along with Pressing the rename and delete buttons no longer remove the selected state from the item. Current bugs/issues Clicking delete doesn’t dismiss the context menu (easy fix but it’s here because it’s just my current progress) Clicking delete for one item deletes all the items in the folder Delete is temporary and resets on refresh (for now at least) Nested Folders don’t work if you rename the parent folder (for example, in the video I rename a folder, then the folder inside it doesn’t open. This is fixed on a restart/webpage refresh)
Fluetro OS DevLog 051 Lost my 25-day Streak New Stuff added Photo viewer that can open photos from the gallery and adjusts according to image size Fixes Fixed the Delete system, so now it deletes only what you want to delete, and it’s now persistent so it stays that way even after a page refresh/restart Current bugs/issues The issue with the sub-folders not opening after the parent folder is renamed still exists
Fluetro OS DevLog 052 Well, this is embarrassing New Stuff added Browser has its own custom accent color now (like how browsers on Windows have) The Photo Viewer icon stuck in the dock is now gone and appears only when Photo Viewer is called Fixes Fixed the issue with the dock padding when Photo Viewer wasn’t called Stuff that happened Tried to add a dynamic accent color sync system for the browser, it worked to some extent, but it won’t instantly sync if you changed the wallpaper to change the accent color, but would sync that accent color after a restart, so I had to remove it. Will try to implement it later though. I have been working on a Music Player app (as I said that there will be one in a future update), wasted a lot of time debugging it trying to find out why the music wasn’t playing, turns out, the Integrated Browser in VS Code doesn’t allow intregated <audio> elements. Tried in my default browser (and brave), works as intended. (Please ignore the bright blue background, it’s just a placeholder)
Fluetro OS DevLog 053 Music to my ears New stuff added Added a Music Player with working Play/Pause, seekBar, Previous/Next and Queue Added music in Audio Folder in the Files App Redid almost all the Files App icons with higher quality versions Changed the Details Pane text to a more appropriate one Added a Supabase fetch system for the Music Clicking “Previous” while being on the 1st music in the Queue results in restarting that song Clicking “Next” while being on the last music in the Queue results in restarting that song Fixes Fixed some issues with the un-resizable windows, which could be resized earlier, they just didn’t show the custom cursors Fixed jumpy windows Fixed Music Player issues that I encountered along the way, like the Play/Pause buttons not rendering properly or the SeekBar jumping Current issues/bugs The Music takes some time to load, but it mostly depends on your internet connection The Queue is still custom arranged, and not alphabetically sorted
Fluetro OS DevLog 054 Mostly improvements New stuff added Maximizing/restoring down now has animations and they don’t interfere with the resizing scenario like earlier, this took so long to implement because my first ever project that involved JavaScript was just this year, so I am still learning. Revamped the Gaming Hub Added a Settings app, and hooked it to the Quick Settings panel so it can also be opened from there Fixes For some reason the animations weren’t working for all the windows, so I checked and tried lots of different stuff, and then found out that there was no height and width parameters for most of the windows, so I added some and that fixed the animations Current bugs/issues I just started working on the Settings app, so it’s really unfinished (shown in the video)
Fluetro OS DevLog 055 CSS stuff New stuff added/changelog Did the CSS for the Settings app Revamped some designs for the Gaming Hub and Settings when maximized so they don’t look weird Did a roadmap for all the settings to add Fixes Fixed some of the jumpy and jittery elements in the UI Current issues/bugs I still haven’t done anything about the JavaScript part of the Settings app so for now, everything is only visual Fun Fact The UI for this project was inspired by a leaked screenshot of a concept Windows version that surfaced online, I tried to remake that in my Windows 11 system and had a screenshot, finally found it and it’s attached below. The dock is inspired by a DeviantArt Post I saw a few years ago (I think it was called Fluent Big Sur). The top Bar UI of the OS is inspired by the new “Dock” feature added to Microsoft PowerToys and how I arranged it when I first enabled it (image attached)
Fluetro OS DevLog 056 More Settings New Stuff added/changelog Added some more settings Did the JS for the Wallpapers so they actually work now Fixes Found an issue that causes lag and no animations when trying to open the wallpaper change menu from quick settings or the settings app, it’s now fixed, I did it by rendering the options beforehand. I tried to fix this issue thinking it was settings app-only but had to give up on it since none of my attempts to fix it worked, then I found out the same was happening in the quick settings wallpaper picker, this was probably because it goes through the code and tries to render the image using JS, and it can’t do it before the app opening animation finishes. Current issues/bugs There is no CSS for the new settings areas that have been added There’s no JS for the new settings areas that have been added Note I am thinking of making a pack that can make Windows 11 feel like Fluetro, so please let me know if anyone would like that.
Fluetro OS DevLog 057 Finally finished adding all the settings options New stuff added/changelog Added settings for Interface, Privacy & Security and the About sections Did the CSS for all the above-mentioned areas Made the Location bar work using JS and made it sync with the one in Quick Settings (shown in video) Fixes Fixed the weird gaps and padding in some areas of the settings app Current issues/bugs Most of the settings are not yet functional Note The Personalization area might get Radio buttons (or menus) while the other sections will get checkboxes
Fluetro OS DevLog 058 More settings that actually work New stuff/changelog All the settings in the Personalization area work, including custom Accent colors and custom wallpapers All the settings in the Time and Date area work (24-hr format added from feedback) Only the double-click title bar to maximize option works in the Interface section Multiple changes in HTML to accommodate the custom wallpapers and CSS designs for different areas Fixes Fixed an issue where the settings window would lag when trying to do anything with it, like resize/maximize/minimize/close etc. Fixed an issue with the margins and padding in the Clock Flyout caused by the weird CSS code that I did for the it during the initial stages since I didn’t know that much about CSS yet Current issues/bugs If you select a custom wallpaper, then switch back to a preloaded wallpaper, and then try to go back to your custom one, you’ll be prompted to choose a new one, but you can just close the window if you don’t want to choose a new one Some of the settings in the Interface and Time & Date sections aren’t retained after a Fluetro restart The gradient in the left side lock screen isn’t coded properly so a section of it uses the default colors, resulting in weird gradients according to the custom accent used, this doesn’t happen in the case of Automatic Accents though Note: The Automatic Accent system is reserved only for the preloaded wallpapers and is disabled for custom ones
Fluetro OS DevLog 059 Settings app almost complete, only 2 settings left New stuff/changelog Navigation for the Settings app works now Custom accent no longer allows pure black/pure white and only allows 6-digit Hex codes All settings are now persistent throughout restarts and shutdowns Stretch dock to max width when an app is maximized works, even with multiple apps open Clear memo on Shutdown/Restart works too Added working Stardance and Github Page links to About section Show highlight for open apps option works too, so you can turn it off to get only a sleek border around the running app icon in the dock, instead of the full background The reset option works now too, and it also asks for confirmation Added tick marks to options that are turned on Added calculation logic to get the nice gradient in the lock screen according to the Custom accent too Fixes Fixed an issue where the running app highlight would appear even when the option was unchecked Fixed an issue with setting persistence which was caused due to some options being on by default Fixed an issue where the dock would get an awkward position when being stretched due to a maximized app Fixed an issue where multiple windows with some being maximized would glitch out the dock and make it toggle between its stretched and unstretched state Fixed an issue where the Window wouldn’t take up all of the screen when maximized if stretch dock option was checked Fixed an issue where the error windows would appear in the dock between Gaming Hub and Music player instead of appearing at the end of the dock Fixed the Songs in Music Player queue so they appear alphabetically Fixed an issue where you could put transparency values into hex for the accent to get a transparent color Fixed another issue with the clock Flyout which caused the Calendar to appear slightly off Fixed the issue from my previous DevLog which talked about the Lock Screen Gradient not being coded properly Current issues/bugs I haven’t implemented the Desktop icons yet, so the option in Settings remains unusable I also haven’t done the Privacy Policy or the Window for it, so that option remains unused too
Fluetro OS DevLog 060 More stuff, but nothing major New stuff/changelog So, the Photo Viewer app now supports moving between images inside the same folder, and it’s like that cuz it’s inspired by Windows Photo Viewer, and yes, it also supports your keyboard’s arrow keys There’s now a Text Editor embedded inside the Files app to edit your Text Files that you create There’re now some sample images in the Images folder, and thus in the gallery Gallery elements can now be selected and have their own context menus, which is literally the same as all the preloaded folders and files Fixes The Navigation pane in the Settings app now reacts to you scrolling in the app, so it highlights the corresponding panel button Current issues/bugs The sort button in the gallery does nothing, so it’s deprecated for that area, and gallery will be arranged by order of importance
Fluetro OS DevLog 061 File system complete, but still much more is left New stuff/changelog Added some sample video files (these are a surprise, I already ruined it for the images, but won’t for the videos) Added a working video player, but unfortunately, it doesn’t have a queue, so you open a video file and it plays that file Added a Pomodoro timer, based on cutepomodorotimer.com All music, images, and videos are now cloud-based, and thus will not be uploaded to the Project’s GitHub page The text at the top left now responds to the currently open and focused app Added icons for User folders Added an indicator when refreshing in the Files app Fixes Fixed an issue where the Dock would remain stretched if you closed an app while it was maximized Fixed an issue where you couldn’t name 2 different files of different types the same, so if a Folder is named “F1” you couldn’t name a file in the same directory as “F1” Fixed another issue in which naming a file the same as an app’s executable file would give it the same icon Sort option is now disabled in the Gallery and Home page of the Files app Photo viewer no longer uses random arrangement of photos, instead uses an ascending alphabetical order Current issues/bugs None encountered at this point in time
Fluetro OS DevLog 062 I said I’d work slowly and post one DevLog a day, I guess one of them was a lie New stuff/changelog Removed the toggle to show them from settings and scrapped the idea Added the OS logo to the About section in Settings Added a macOS Finder-like search bar, called “Find” Added a toggle for “Find” in the quick settings Made “Find” actually work Made “Find” actually update the suggestions with the app you last opened via it at the top Made the toggle functionality stay even after a restart/shutdown using localStorage Added an option in settings to clear recent searched apps during a restart/shutdown Changed the icons in the Quick Settings panel to use images of Windows 11’s Fluent Emojis, before they used Emojis which looked good on my end, but probably won’t on Linux or macOS. And yes, the search bar has animations, but its position is fixed cuz it looks good over there Fixes Fixed an issue, where checking the option to clear memo on shutdown/restart would clear it instantly Fixed multiple issues noticed regarding “Find” during its development Changed Daily Brief to load Dynamically when the app opens, to preserve Privacy further unless someone decides to open it manually rather than it just running in the background all INVISIBLE style. Current bugs/issues “Find” can’t browse through the File system, this is intended cuz “Find” is supposed to be a launcher for your apps There’s another issue, but it is going to be an easter egg
Ships:
A WebOS inspired heavily from the Metro aesthetic from Windows 8/8.1 and Fluent Design aesthetic from Windows 11. Has multiple working apps, working login screen and desktop elements. Will get an update in the future for WebOS 2, with a working Start Screen inspired menu.
I have now made Fluetro OS into a much more complete OS experience. It now has a working Browser, AI Brief, and some games, along with the previous Paint, Memo and Calculator apps. It now also includes a Boot screen and a Restart function, along with automatic and more consistent Accent Color theming throughout the UI. Also, the UI is now much more consistent with its icons and design. The biggest challenge for me was trying to “not” make silly mistakes, I’d forget a comma or a semi-colon somewhere or misspell something and it’d break the whole system. I especially had trouble with the animations and different app states. I am especially proud of how much the OS has evolved through the span of only a month, I tried my best to make it feel usable and interactive. To test it, just click try project and use it. The AI Brief feature will ask you for your location permission and if denied will resort to IP-based location, but the built-in weather system of the OS will require you to add your own location from the Quick Settings....
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1792839308.5420902
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1792925708.5420902
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67321
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My Personal Site by @bruv | Stardance
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bruv
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1
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9.94
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T20:35:49Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "For my very first Stardance project I created my own personal website. It consists of 3 sections: About me, Projects and Entertainment. I’m planning on updating it to make it look better and eventually add more projects to it. Writing the html code for this was pretty simple for me since I have learnt it before but what was challenging for me was the CSS code, especially researching on how to animate text to look like it was being typed (luckily I found out how eventually). To everyone checking out my site, you gotta see the entertainment section, it will not disappoint! I am excited to launch my first live site on the internet!", "repo": "https://github.com/Hannah-Dennis/Stardance-floor", "demo": "https://hannah-dennis.github.io/Stardance-floor/"}]...
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[{"post_id": 82083, "ts": "202 [{"post_id": 82083, "ts": "2026-10-23T19:57:43Z", "hours": 0.2908, "text": "Devlog #21: I added a light/dark mode. I’m thinking of putting a bg for it tho."}, {"post_id": 81862, "ts": "2026-10-22T19:56:31Z", "hours": 0.3033, "text": "Devlog #20: I added a progress bar!"}, {"post_id": 81622, "ts": "2026-10-21T19:56:13Z", "hours": 0.3722, "text": "Devlog #19: I added a new feature where if you click on one of the pictures, it will open it but without opening a new tab."}, {"post_id": 81314, "ts": "2026-10-20T19:49:31Z", "hours": 0.4575, "text": "Devlog #18: the parallax effect on the pictures is finally workinggg!!"}, {"post_id": 81065, "ts": "2026-10-19T18:52:36Z", "hours": 0.2883, "text": "Devlog #17: I debugged some code then added the picture files in the same folder. I still need to change their name tho"}, {"post_id": 80743, "ts": "2026-10-18T17:59:52Z", "hours": 0.3144, "text": "Devlog #16: debugged errors and added more animations"}, {"post_id": 80480, "ts": "2026-10-17T19:59:49Z", "hours": 0.2983, "text": "Devlog #14: I added shimmering stars"}, {"post_id": 80227, "ts": "2026-10-16T19:55:18Z", "hours": 0.3139, "text": "Devlog #14: I’m still trying to get the picture-moving-parallax effect..working on JS part now."}, {"post_id": 79990, "ts": "2026-10-15T19:57:48Z", "hours": 0.3378, "text": "Devlog #13: I’m trying to add another parallax effect where the pictures move with the cursor"}, {"post_id": 79638, "ts": "2026-10-14T19:54:43Z", "hours": 0.3911, "text": "Devlog #12: I added a new page for entertainment instead of keeping it as a section in the homepage."}, {"post_id": 79394, "ts": "2026-10-13T19:57:22Z", "hours": 0.3106, "text": "Devlog #11: I decided to add separate pages for Home, Projects,etc. instead of keeping them as sections on the same page. I changed the cursor too!"}, {"post_id": 79137, "ts": "2026-10-12T19:49:26Z", "hours": 0.3228, "text": "Devlog #10: I added a banner…I think I should change the font colour."}, {"post_id": 78838, "ts": "2026-10-11T18:48:43Z", "hours": 0.3283, "text": "Devlog #9: I changed h1 and the nav bar to match the theme of the others. I changed the bg too!"}, {"post_id": 78436, "ts": "2026-10-10T19:59:18Z", "hours": 0.3383, "text": "Devlog #8:I made the boxes translucent and I made the line underneath the heading multiple colours."}, {"post_id": 78144, "ts": "2026-10-09T19:30:04Z", "hours": 0.8153, "text": "Devlog #7: i searched up on different kinds of animations I can add like kinds of cursors. I also added the parallax feature =D"}, {"post_id": 77924, "ts": "2026-10-08T19:54:06Z", "hours": 0.4547, "text": "I’m starting to work on version 2 of my personal website. I researched on how to add a parallax effect and now I’m trying it out."}, {"post_id": 77664, "ts": "2026-10-07T19:26:16Z", "hours": 1.2503, "text": "I added a typewriter-style animation to give my site a hacker-ish vibe. I also put a scrollbar and tried to make the site more aesthetically pleasing."}, {"post_id": 77397, "ts": "2026-10-06T19:57:02Z", "hours": 0.7242, "text": "Devlog 4: I removed the “style” attribute from html and made it css instead. I also made the videos into clickable links."}, {"post_id": 77146, "ts": "2026-10-05T19:36:13Z", "hours": 1.0442, "text": "Devlog 3: I added more info (stuff about me, hobbies, projects), features (images, videos, nav bar) and I added a picture as the background."}, {"post_id": 76812, "ts": "2026-10-04T17:31:32Z", "hours": 0.3006, "text": "Devlog 2: I edited the html part since the previous log was just me following the guide. I’m thinking of adding memes (not definite)"}, {"post_id": 76478, "ts": "2026-10-03T17:31:27Z", "hours": 0.5156, "text": "I am working on my personal website. I have a lot of ideas that I can’t wait to try out =D"}]...
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Title: My Personal Site by @bruv | Stardance
Devl Title: My Personal Site by @bruv | Stardance
Devlogs:
I am working on my personal website. I have a lot of ideas that I can’t wait to try out =D
Devlog 2: I edited the html part since the previous log was just me following the guide. I’m thinking of adding memes (not definite)
Devlog 3: I added more info (stuff about me, hobbies, projects), features (images, videos, nav bar) and I added a picture as the background.
Devlog 4: I removed the “style” attribute from html and made it css instead. I also made the videos into clickable links.
I added a typewriter-style animation to give my site a hacker-ish vibe. I also put a scrollbar and tried to make the site more aesthetically pleasing.
I’m starting to work on version 2 of my personal website. I researched on how to add a parallax effect and now I’m trying it out.
Devlog #7: i searched up on different kinds of animations I can add like kinds of cursors. I also added the parallax feature =D
Devlog #8:I made the boxes translucent and I made the line underneath the heading multiple colours.
Devlog #9: I changed h1 and the nav bar to match the theme of the others. I changed the bg too!
Devlog #10: I added a banner…I think I should change the font colour.
Devlog #11: I decided to add separate pages for Home, Projects,etc. instead of keeping them as sections on the same page. I changed the cursor too!
Devlog #12: I added a new page for entertainment instead of keeping it as a section in the homepage.
Devlog #13: I’m trying to add another parallax effect where the pictures move with the cursor
Devlog #14: I’m still trying to get the picture-moving-parallax effect..working on JS part now.
Devlog #14: I added shimmering stars
Devlog #16: debugged errors and added more animations
Devlog #17: I debugged some code then added the picture files in the same folder. I still need to change their name tho
Devlog #18: the parallax effect on the pictures is finally workinggg!!
Devlog #19: I added a new feature where if you click on one of the pictures, it will open it but without opening a new tab.
Devlog #20: I added a progress bar!
Devlog #21: I added a light/dark mode. I’m thinking of putting a bg for it tho.
Ships:
For my very first Stardance project I created my own personal website. It consists of 3 sections: About me, Projects and Entertainment. I’m planning on updating it to make it look better and eventually add more projects to it. Writing the html code for this was pretty simple for me since I have learnt it before but what was challenging for me was the CSS code, especially researching on how to animate text to look like it was being typed (luckily I found out how eventually). To everyone checking out my site, you gotta see the entertainment section, it will not disappoint! I am excited to launch my first live site on the internet!...
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1792817392.4290507
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1792903792.4290507
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50555
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NeuralNetwork by @BeytiKebab | Stardance
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BeytiKebab
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1
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19.29
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T02:52:43Z", "hours": 18.0, "multiplier": 17.25, "payout": 0, "blessing": "neutral", "text": "I build this digit classifier CLI tool, which basically allows you to pass and image and guesses which digit it features. I built/trained the neural network from strach using pure python. I did not use and machine learning libraries because I wanted to learn how they work in a deeper level. it is currently trained on 5000 images with 15 iterations, this may sound very little but due to using python list instead of numpy arrays my runtime is alread about ~300 seconds for training. I learned a lot about neural networks while building this project. Although I did not follow any tutorials when builing it I found 3Blue1Brown’s Naural Network videos extremely helpfull when researching fundemental concpets! Even though the research part was hard I feel like the hardest part was optimizing the train function I had to do more research on how batch gradient decesent works and more techniques. Its currently at 92% accuracy with testing data but it might still styrugle with picture that have grey or weird back grounds which I plan to fix next! The model can be tested using the PyPi install route, I also have detailed install/run instructions in my readme. Thank you for reading allong that far!", "repo": "https://github.com/alr11118/NeuralNetwokFromStratch", "demo": "https://pypi.org/project/digitReader/"}]...
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[{"post_id": 82084, "ts": "202 [{"post_id": 82084, "ts": "2026-10-23T20:07:33Z", "hours": 0.3256, "text": "Added image drawing and imported the drawn image to the neral network. So far the predictions are correct 40% of the time, I suspect thats because of the sharper use drawing mode compared to my training images which are rounder and more blended in yo the background. It also took me a while to realise the MNIST images have black backgrounds"}, {"post_id": 81874, "ts": "2026-10-22T20:29:46Z", "hours": 0.3194, "text": "Adding drawing in progress…. (will have a pygame windows where useds can draw their own digits and view the neeural networks predicion)"}, {"post_id": 78257, "ts": "2026-10-10T05:40:37Z", "hours": 0.6431, "text": "Touch up on the readme and installation"}, {"post_id": 72536, "ts": "2026-09-23T05:01:34Z", "hours": 0.9611, "text": "I’m finally on PyPi! It took way longer than I expected to turn the trained model into teh CLI tool but here we are! I also polised and edited the README. It can be installed by python3 -m pip install digitReader and run by classifyDigit –image image.jpeg. Feel free to check out my project demo!"}, {"post_id": 72109, "ts": "2026-09-22T05:56:02Z", "hours": 3.1719, "text": "Worked on making the woring project a comman line app that precits the digit in the given picture. Next I will write the readme"}, {"post_id": 71442, "ts": "2026-09-20T20:27:55Z", "hours": 1.0694, "text": "Fixed my batch training, my loss calculation was off. Also added weight saving so I dont have to retarin everytime I want to test. And of course seperated test from train! Although it still runs preetry slow 50s train runtime…. I will experinment with different batch sizes, training sizes, number of neurons, learning rates soon. I might also do a version with numpy, my original goal was to not use any libraries to learn the fundementals, but numpy is much faster than python list so I might use that to reduce runtime in a seperate version to see how much of a difference it makes!"}, {"post_id": 71009, "ts": "2026-09-20T06:20:35Z", "hours": 0.9586, "text": "I tried to optimize and add more trainign data but accidently made it even less acurate and take longer to process. Will have to do some research!"}, {"post_id": 70378, "ts": "2026-09-19T02:15:29Z", "hours": 0.8175, "text": "Trained the network with 10 images (first tried with 100 but it was SO SLOW), but it runs and makes a prediction!!!!! altough it thought 5 was a 3….. I am gonna try figure out ways to optimize my train function next fo I can train 100!"}, {"post_id": 70360, "ts": "2026-09-19T01:19:18Z", "hours": 0.7417, "text": "Decoding MINST images! Deconding those with no libraries are harder than I thought and I had to do a TON of research about the data files. But here it is the color value of each pixel of the first imege!! I just have to extract them all, maybe find a better way to store them so I dont have to decode them each time, and pass them to my neural network, which currently have 784 hidden input nurons, 64 hidden neurons and 10 output neurons corresponding to each digit I am trying to predict. Sorry for the super long devlog, I guess I am just excited that its turning into what I am trying to build!"}, {"post_id": 69834, "ts": "2026-09-17T21:28:37Z", "hours": 1.9986, "text": "I added 3 output neurons meaning the neural network will respond in tems of class 1: 0.01, class 2: 0.03, class 3: 0.96. To implement that I had to add softmax fucntion chnage my forwardPass and backwardPass implementations to work with new matrixes."}, {"post_id": 65796, "ts": "2026-09-11T05:26:02Z", "hours": 1.9072, "text": "Added a second varable to the hidden neurons, and organised the code to work with it. Managed to get a very low loss!!!!!"}, {"post_id": 63702, "ts": "2026-09-07T17:08:14Z", "hours": 2.3275, "text": "I worked on the PCB for my Hackpad project for 2 hours and 19 minutes, but accidentally connected the Lapce recording to this project instead. I asked about the situation in #stardance-help, and support confirmed that the time cannot be reassigned due to Hackatime’s data protections. They advised me to mention the situation in both projects’ devlogs so the extra time can be accounted for during review. More details can be found here https://hackclub.slack.com/archives/C0AP0NMSP3P/p1788725484466219"}, {"post_id": 61914, "ts": "2026-09-05T02:46:01Z", "hours": 0.3, "text": "Did the backtpolation to work with many x’s and y’s"}, {"post_id": 61006, "ts": "2026-09-03T18:21:31Z", "hours": 0.9353, "text": "Added 2 more hidden neurons, set up lists to manage their related variables and set up backpropagation for each."}, {"post_id": 60408, "ts": "2026-09-02T18:26:06Z", "hours": 1.1461, "text": "I added a hidden neuron and used backpropagation to set the weights"}, {"post_id": 49127, "ts": "2026-08-17T19:20:35Z", "hours": 1.3722, "text": "Started practicing with a simple linear regression with 3 points!"}]...
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Title: NeuralNetwork by @BeytiKebab | Stardance
D Title: NeuralNetwork by @BeytiKebab | Stardance
Devlogs:
Started practicing with a simple linear regression with 3 points!
I added a hidden neuron and used backpropagation to set the weights
Added 2 more hidden neurons, set up lists to manage their related variables and set up backpropagation for each.
Did the backtpolation to work with many x’s and y’s
I worked on the PCB for my Hackpad project for 2 hours and 19 minutes, but accidentally connected the Lapce recording to this project instead. I asked about the situation in #stardance-help, and support confirmed that the time cannot be reassigned due to Hackatime’s data protections. They advised me to mention the situation in both projects’ devlogs so the extra time can be accounted for during review. More details can be found here https://hackclub.slack.com/archives/C0AP0NMSP3P/p1788725484466219
Added a second varable to the hidden neurons, and organised the code to work with it. Managed to get a very low loss!!!!!
I added 3 output neurons meaning the neural network will respond in tems of class 1: 0.01, class 2: 0.03, class 3: 0.96. To implement that I had to add softmax fucntion chnage my forwardPass and backwardPass implementations to work with new matrixes.
Decoding MINST images! Deconding those with no libraries are harder than I thought and I had to do a TON of research about the data files. But here it is the color value of each pixel of the first imege!! I just have to extract them all, maybe find a better way to store them so I dont have to decode them each time, and pass them to my neural network, which currently have 784 hidden input nurons, 64 hidden neurons and 10 output neurons corresponding to each digit I am trying to predict. Sorry for the super long devlog, I guess I am just excited that its turning into what I am trying to build!
Trained the network with 10 images (first tried with 100 but it was SO SLOW), but it runs and makes a prediction!!!!! altough it thought 5 was a 3….. I am gonna try figure out ways to optimize my train function next fo I can train 100!
I tried to optimize and add more trainign data but accidently made it even less acurate and take longer to process. Will have to do some research!
Fixed my batch training, my loss calculation was off. Also added weight saving so I dont have to retarin everytime I want to test. And of course seperated test from train! Although it still runs preetry slow 50s train runtime…. I will experinment with different batch sizes, training sizes, number of neurons, learning rates soon. I might also do a version with numpy, my original goal was to not use any libraries to learn the fundementals, but numpy is much faster than python list so I might use that to reduce runtime in a seperate version to see how much of a difference it makes!
Worked on making the woring project a comman line app that precits the digit in the given picture. Next I will write the readme
I’m finally on PyPi! It took way longer than I expected to turn the trained model into teh CLI tool but here we are! I also polised and edited the README. It can be installed by python3 -m pip install digitReader and run by classifyDigit –image image.jpeg. Feel free to check out my project demo!
Touch up on the readme and installation
Adding drawing in progress…. (will have a pygame windows where useds can draw their own digits and view the neeural networks predicion)
Added image drawing and imported the drawn image to the neral network. So far the predictions are correct 40% of the time, I suspect thats because of the sharper use drawing mode compared to my training images which are rounder and more blended in yo the background. It also took me a while to realise the MNIST images have black backgrounds
Ships:
I build this digit classifier CLI tool, which basically allows you to pass and image and guesses which digit it features. I built/trained the neural network from strach using pure python. I did not use and machine learning libraries because I wanted to learn how they work in a deeper level. it is currently trained on 5000 images with 15 iterations, this may sound very little but due to using python list instead of numpy arrays my runtime is alread about ~300 seconds for training. I learned a lot about neural networks while building this project. Although I did not follow any tutorials when builing it I found 3Blue1Brown’s Naural Network videos extremely helpfull when researching fundemental concpets! Even though the research part was hard I feel like the hardest part was optimizing the train function I had to do more research on how batch gradient decesent works and more techniques. Its currently at 92% accuracy with testing data but it might still styrugle with picture that have grey or weird back grounds which I plan to fix next! The model can be tested using the PyPi install route, I also have detailed install/run instructions in my readme. Thank you for reading allong that far!...
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1792853629.292521
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1792940029.292521
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3491
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Playlist Analizer by @ReidS28 | Stardance
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ReidS28
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0
|
28.09
|
0
|
[]
|
[{"post_id": 8209, "ts": "2026 [{"post_id": 8209, "ts": "2026-06-13T17:36:22Z", "hours": 20.6417, "text": "Added an advanced sorting menu to be able to have more control of how the tracks are ordered. It allows sorting using multiple traits about the track, for example sort first by artist name, then date added for tracks with the same artist."}, {"post_id": 1539, "ts": "2026-06-03T16:53:00Z", "hours": 7.4511, "text": "A website that can show your Spotify playlists (using the Spotify API) and sort them. Currently most of the information can be seen in Spotify, except for sorting by length."}]...
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Title: Playlist Analizer by @ReidS28 | Stardance
Title: Playlist Analizer by @ReidS28 | Stardance
Devlogs:
A website that can show your Spotify playlists (using the Spotify API) and sort them. Currently most of the information can be seen in Spotify, except for sorting by length.
Added an advanced sorting menu to be able to have more control of how the tracks are ordered. It allows sorting using multiple traits about the track, for example sort first by artist name, then date added for tracks with the same artist....
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1792626656.0470796
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1793231456.0470796
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18107
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Vi Encrypt by @violetdoesntexist | Stardance
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violetdoesntexist
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1
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2.0
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3
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T18:23:31Z", "hours": 2.0, "multiplier": 1.46, "payout": 3, "blessing": "neutral", "text": "i shipped vi encrypt a small tool i made to encrypt text in a pretty unsafe way, i randomly had the idea and tried to build it. you can test it yourself by running it locally or installing via pipx pipx install viencrypt", "repo": "https://github.com/violetdoesntexist/vi-encrypt", "demo": "https://github.com/violetdoesntexist/vi-encrypt/releases/tag/viencrypt"}]...
|
[{"post_id": 8210, "ts": "2026 [{"post_id": 8210, "ts": "2026-06-13T17:37:03Z", "hours": 2.2092, "text": "i made the tool!! i added encryption and decryption and did a lot of fixing to get it to actually work and now it fully does!!"}]...
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Title: Vi Encrypt by @violetdoesntexist | Stardanc Title: Vi Encrypt by @violetdoesntexist | Stardance
Devlogs:
i made the tool!! i added encryption and decryption and did a lot of fixing to get it to actually work and now it fully does!!
Ships:
i shipped vi encrypt a small tool i made to encrypt text in a pretty unsafe way, i randomly had the idea and tried to build it. you can test it yourself by running it locally or installing via pipx pipx install viencrypt...
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1792817604.696423
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1792904004.696423
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71092
|
Slack Onboarding by @Eternal | Stardance
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Eternal
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0
|
1.08
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0
|
[]
|
[{"post_id": 82104, "ts": "202 [{"post_id": 82104, "ts": "2026-10-23T22:16:31Z", "hours": 1.0808, "text": "Cyn reached out to me asking for help in polishing his Slack Onboarding project that teaches people unfamiliar with Slack. His goal was to shorten the amount of text the reader has to read and make the experiences as easy as possible for the user to get through. I removed the eyebrow text and the hint because the site already highlights what it wants the user to click, and the “your task” section already states what the user should do. There’s no need for a “need a hint” section. This cleans up the modal so that it’s easier for the user to parse and recognize what they should pay attention to. The site also keeps track of what lessons have already been completed, so when you refresh the page, it doesn’t restart from scratch. I removed that feature so that in the future, people can come back to do the Slack tutorial again."}]...
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Title: Slack Onboarding by @Eternal | Stardance
D Title: Slack Onboarding by @Eternal | Stardance
Devlogs:
Cyn reached out to me asking for help in polishing his Slack Onboarding project that teaches people unfamiliar with Slack. His goal was to shorten the amount of text the reader has to read and make the experiences as easy as possible for the user to get through. I removed the eyebrow text and the hint because the site already highlights what it wants the user to click, and the “your task” section already states what the user should do. There’s no need for a “need a hint” section. This cleans up the modal so that it’s easier for the user to parse and recognize what they should pay attention to. The site also keeps track of what lessons have already been completed, so when you refresh the page, it doesn’t restart from scratch. I removed that feature so that in the future, people can come back to do the Slack tutorial again....
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1792795633.5165355
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1793400433.5165355
|
|
71093
|
MausSite by @dahmaus | Stardance
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dahmaus
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0
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2.46
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0
|
[]
|
[{"post_id": 82110, "ts": "202 [{"post_id": 82110, "ts": "2026-10-23T22:46:36Z", "hours": 2.4625, "text": "MausSite is my own personal site :D First and last devlog lol check it out :^"}]...
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Title: MausSite by @dahmaus | Stardance
Devlogs:
Title: MausSite by @dahmaus | Stardance
Devlogs:
MausSite is my own personal site :D First and last devlog lol check it out :^...
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1792795635.00457
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1793400435.00457
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69764
|
Flight Controller by @reyansh_saindane | Stardance
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reyansh_saindane
|
0
|
11.34
|
0
|
[]
|
[{"post_id": 82115, "ts": "202 [{"post_id": 82115, "ts": "2026-10-23T23:15:11Z", "hours": 2.105, "text": "Started Wiring MCU I started on the MCU wiring, including adding in the buttons and crystals needed for it. I also added in the jst connecters for the ESC and camera (I decided to add it in)."}, {"post_id": 81655, "ts": "2026-10-21T22:29:02Z", "hours": 1.6125, "text": "Connected MCU I connected the MCU to all of my peripherals, not wired yet though. I decided to only use one DIO pin from LoRa, I might use more later but for now only 1. Now, I have to wire this in KiCad along with the remaining few components."}, {"post_id": 80775, "ts": "2026-10-18T19:05:10Z", "hours": 1.1106, "text": "Wired GPS I finished wiring the GPS component, including adding in a connection for an active antenna, which the GPS needs. Next, I will either wire the MCU or LoRa module. I still have to figure out weather I want this to be able to use a camera."}, {"post_id": 80732, "ts": "2026-10-18T17:15:28Z", "hours": 1.1161, "text": "Finished wiring MicroSD and Magnetometer I finished wiring two more important components of the flight controller. Now, it’s time to work on the bigger components like GPS, LoRa, and MCU."}, {"post_id": 80447, "ts": "2026-10-17T17:24:55Z", "hours": 1.2597, "text": "Finished wiring more components I finally finished all of the power components with the wiring of the 3.3V buck. I also started out on wiring the sensors by wiring the barometer and IMU. Next, I’ll finish wiring all of the sensors and wok a little bit on LoRa and GPS."}, {"post_id": 80285, "ts": "2026-10-17T03:43:42Z", "hours": 1.0483, "text": "Finished wiring 5V buck-boost I finished the wiring for the next part, which is the 5V buck-boost. I also added in the correct parts for the inductors because they needed different models."}, {"post_id": 80006, "ts": "2026-10-15T23:02:06Z", "hours": 1.3125, "text": "Finished wiring I finished the wiring for the battery charger and I completed my research on ESC’s and how to integrate them into my current design. Next, I will wire the remaining components as fast as possible because I want to move on."}, {"post_id": 79675, "ts": "2026-10-15T01:10:41Z", "hours": 1.7739, "text": "First steps I started out on planning the flight controller, I got the basic parts but I still need to plan out the whole architecture a little bit more. I also started out wiring a few of the parts."}]...
|
Title: Flight Controller by @reyansh_saindane | St Title: Flight Controller by @reyansh_saindane | Stardance
Devlogs:
First steps I started out on planning the flight controller, I got the basic parts but I still need to plan out the whole architecture a little bit more. I also started out wiring a few of the parts.
Finished wiring I finished the wiring for the battery charger and I completed my research on ESC’s and how to integrate them into my current design. Next, I will wire the remaining components as fast as possible because I want to move on.
Finished wiring 5V buck-boost I finished the wiring for the next part, which is the 5V buck-boost. I also added in the correct parts for the inductors because they needed different models.
Finished wiring more components I finally finished all of the power components with the wiring of the 3.3V buck. I also started out on wiring the sensors by wiring the barometer and IMU. Next, I’ll finish wiring all of the sensors and wok a little bit on LoRa and GPS.
Finished wiring MicroSD and Magnetometer I finished wiring two more important components of the flight controller. Now, it’s time to work on the bigger components like GPS, LoRa, and MCU.
Wired GPS I finished wiring the GPS component, including adding in a connection for an active antenna, which the GPS needs. Next, I will either wire the MCU or LoRa module. I still have to figure out weather I want this to be able to use a camera.
Connected MCU I connected the MCU to all of my peripherals, not wired yet though. I decided to only use one DIO pin from LoRa, I might use more later but for now only 1. Now, I have to wire this in KiCad along with the remaining few components.
Started Wiring MCU I started on the MCU wiring, including adding in the buttons and crystals needed for it. I also added in the jst connecters for the ESC and camera (I decided to add it in)....
|
1792857365.3303962
|
1793462165.3303962
|
|
69376
|
K2 Polyphonic Sampler by @KibbTheFox | Stardance
|
KibbTheFox
|
0
|
7.71
|
0
|
[]
|
[{"post_id": 82117, "ts": "202 [{"post_id": 82117, "ts": "2026-10-23T23:29:53Z", "hours": 1.2003, "text": "Polyphonic Sampler Devlog 11 I THOUGHT THIS DAY WOULD NEVER COME I FINALLY FIXED POLYPHONY My idea yesterday worked!!!!! I fixed the ordering and then I went and added the same code but tweaked to the keyboard input code!! Also fixed the notes lighting up, so now you can see what you are playing :D Now I need to tweak control with the mouse, fix audio uploading, and fix the clipping and then I can be done!!!!!!"}, {"post_id": 81916, "ts": "2026-10-23T01:36:40Z", "hours": 0.4428, "text": "Polyphonic Sampler Devlog 10 I tried working on ordering but failed </3 Ordering is harder than anticipated. Need to track the order of played notes to figure out which voice to use when all voices are being used. the problem is how its currently coded. every time a note is played, its position in line is set to the number of notes played. There is nothing else to the system though, which lets numbers repeat. I might switch out the system by not limiting the number in the arrays and just have it count up forever. And then the first note will be determined by the lowest number"}, {"post_id": 81660, "ts": "2026-10-21T23:04:31Z", "hours": 1.1253, "text": "Polyphonic Sampler Devlog 9 I am so tired rn Tried fixing the same problem AGAIN failed AGAIN resorted to AI AI failed and just didnt listen to me </3 Thought Thought more I eventually decided to have one script activate each voice. This actually fixed the problem and took 20 minutes of mostly copying and pasting already written code of mine in the right place So the bug I was having is technically fixed now. Now I need to fix the rest of polyphony functions, fix keyboard controls, fix mouse controls, and make keys light up."}, {"post_id": 81383, "ts": "2026-10-21T02:45:42Z", "hours": 0.7228, "text": "Polyphonic Sampler Devlog 8 more headaches…. i STILL cant figure this out for some reason, it doesn’t register that a note is already playing and sometimes it doesnt add a note to the array that is meant to track notes </3 i genuinely dont know what to do atp"}, {"post_id": 81113, "ts": "2026-10-19T22:36:04Z", "hours": 0.7244, "text": "Polyphonic Sampler Devlog 7 The system is still really broken, though I have made progress. I had to learn a new Godot thingy: .filter(func(n): return n != 0).size() I worked on finding the order notes are played in I then worked on trying to find notes that are already being played but its lowk WAYYY harder than you think and its kind of broken rn </3 I’m praying I can fix this system next devlog"}, {"post_id": 80790, "ts": "2026-10-18T19:56:04Z", "hours": 0.6656, "text": "Polyphonic Sampler Devlog 6 I got polyphony on the keyboard to work :D Though you’ll never guessed what it is!!!! Broken!!!! I moved the code that chooses which audio player to use to one script to fix the keyboard. I realized that instruments dont play the same note twice over each other so that means I need to create code to check if the note that has just been played is already being played by a voice and then make that voice retrigger that note. Then if then it needs to check the next voice that isn’t being played and if there is none then it needs to find the first note that was played and use that voice on the newest voice. As you can probably could’ve guessed, I couldnt figure out how to code this in 20 minutes. (Behold the screenshot of my failed attempt that I cut short) Hopefully I can fix this polyphony next devlog :3"}, {"post_id": 80495, "ts": "2026-10-17T21:10:42Z", "hours": 0.5889, "text": "Polyphonic Sampler Devlog 5 Didn’t make much progress… Fixed ADSR for polyphony :D Tried adding polyphony with keyboard input Failed miserably When there is keyboard input, all the voices play the same note at once. I tried fixing this but failed so many times. I am going to try to move the voice calculating script to a single script instead of all to try and fix this. Audio clipping is still a problem… If you are a reviewer and see a big commit, know it was from copy and pasted code from one script into another to start trying to fix this next devlog."}, {"post_id": 80276, "ts": "2026-10-17T02:37:56Z", "hours": 0.5444, "text": "Polyphonic Sampler Devlog 4 Added polyphony!!!! (Ignore that the polyphony is really broken </3) Added polyphony I had to make the script track which voice/audio player’s turn it was to play the audio. It kept playing the 1st and 2nd at the same time so I just added an extra one that was muted so it doesnt double up a note. Independent release times are working Independent attack, sustain, and decay are not working The audio is clipping a ton. I first tried to change the master bus be lower and added a limiter, but that did nothing. I then tried to make a volume variable to set the audio players to but then it broke the ADSR and didn’t work either </3 Next devlog hopefully I fix the clipping and start working on fixing the rest of the ADSR."}, {"post_id": 80010, "ts": "2026-10-15T23:27:59Z", "hours": 0.4222, "text": "Polyphonic Sampler Devlog 3 I was adding a bunch of audio related stuff and code to start adding polyphony!! There is 8 audio stream players, one for each voice. There is a new ‘audio’ code. Instead of the audio being activated in the scene node, it will be activated by audio players themselves. This new script will be attached to each audio player and will take advantage of arrays Made a release helper variable an array for each voice. The same will happen to other ASDR soon but first I need to make sure that the 8 voices work with varying release functions."}, {"post_id": 79605, "ts": "2026-10-14T17:59:25Z", "hours": 0.5694, "text": "Polyphonic Sampler Devlog 2 I basically just optimized piano-key code When I first made this project, I made 2 scripts for each key (24) for a total of 48 scripts with the only difference between all of them being the value of two numbers I made an array to condense the code into 2 scripts that all the keys would share. Each key was renamed to 1, 2, 3, etc. and the code would choose one value from the array based on the name of the sprite/key. 1410 lines of code removed </3 I also removed the WakaTime README and like 2 unused scripts"}, {"post_id": 79384, "ts": "2026-10-13T19:19:54Z", "hours": 0.6989, "text": "Poly Sampler Devlog 1!!! This project is a continuation of the project I shipped to Horizons, the K1 Monophonic Sampler. This updated version will include optimized code, volume control, and polyphony :3 Additions: I optimized code for the BG theme option, and removed the gray theme. Now purple is the default. The images on the README were broken so I got rid of two and updated the others to make them work again! Accidentally included a folder named ‘delete.’ I had never deleted it but never commited it since there were a few dependencies in there. I accidentally commited it so decided to finally get rid of all the uesless files. There was an error about ‘uid://dcqu25b1nmdmr’ is missing so I had to open up the export settings file and delete that text from the code. Tho now on export it displays a weird error"}]...
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Title: K2 Polyphonic Sampler by @KibbTheFox | Star Title: K2 Polyphonic Sampler by @KibbTheFox | Stardance
Devlogs:
Poly Sampler Devlog 1!!! This project is a continuation of the project I shipped to Horizons, the K1 Monophonic Sampler. This updated version will include optimized code, volume control, and polyphony :3 Additions: I optimized code for the BG theme option, and removed the gray theme. Now purple is the default. The images on the README were broken so I got rid of two and updated the others to make them work again! Accidentally included a folder named ‘delete.’ I had never deleted it but never commited it since there were a few dependencies in there. I accidentally commited it so decided to finally get rid of all the uesless files. There was an error about ‘uid://dcqu25b1nmdmr’ is missing so I had to open up the export settings file and delete that text from the code. Tho now on export it displays a weird error
Polyphonic Sampler Devlog 2 I basically just optimized piano-key code When I first made this project, I made 2 scripts for each key (24) for a total of 48 scripts with the only difference between all of them being the value of two numbers I made an array to condense the code into 2 scripts that all the keys would share. Each key was renamed to 1, 2, 3, etc. and the code would choose one value from the array based on the name of the sprite/key. 1410 lines of code removed </3 I also removed the WakaTime README and like 2 unused scripts
Polyphonic Sampler Devlog 3 I was adding a bunch of audio related stuff and code to start adding polyphony!! There is 8 audio stream players, one for each voice. There is a new ‘audio’ code. Instead of the audio being activated in the scene node, it will be activated by audio players themselves. This new script will be attached to each audio player and will take advantage of arrays Made a release helper variable an array for each voice. The same will happen to other ASDR soon but first I need to make sure that the 8 voices work with varying release functions.
Polyphonic Sampler Devlog 4 Added polyphony!!!! (Ignore that the polyphony is really broken </3) Added polyphony I had to make the script track which voice/audio player’s turn it was to play the audio. It kept playing the 1st and 2nd at the same time so I just added an extra one that was muted so it doesnt double up a note. Independent release times are working Independent attack, sustain, and decay are not working The audio is clipping a ton. I first tried to change the master bus be lower and added a limiter, but that did nothing. I then tried to make a volume variable to set the audio players to but then it broke the ADSR and didn’t work either </3 Next devlog hopefully I fix the clipping and start working on fixing the rest of the ADSR.
Polyphonic Sampler Devlog 5 Didn’t make much progress… Fixed ADSR for polyphony :D Tried adding polyphony with keyboard input Failed miserably When there is keyboard input, all the voices play the same note at once. I tried fixing this but failed so many times. I am going to try to move the voice calculating script to a single script instead of all to try and fix this. Audio clipping is still a problem… If you are a reviewer and see a big commit, know it was from copy and pasted code from one script into another to start trying to fix this next devlog.
Polyphonic Sampler Devlog 6 I got polyphony on the keyboard to work :D Though you’ll never guessed what it is!!!! Broken!!!! I moved the code that chooses which audio player to use to one script to fix the keyboard. I realized that instruments dont play the same note twice over each other so that means I need to create code to check if the note that has just been played is already being played by a voice and then make that voice retrigger that note. Then if then it needs to check the next voice that isn’t being played and if there is none then it needs to find the first note that was played and use that voice on the newest voice. As you can probably could’ve guessed, I couldnt figure out how to code this in 20 minutes. (Behold the screenshot of my failed attempt that I cut short) Hopefully I can fix this polyphony next devlog :3
Polyphonic Sampler Devlog 7 The system is still really broken, though I have made progress. I had to learn a new Godot thingy: .filter(func(n): return n != 0).size() I worked on finding the order notes are played in I then worked on trying to find notes that are already being played but its lowk WAYYY harder than you think and its kind of broken rn </3 I’m praying I can fix this system next devlog
Polyphonic Sampler Devlog 8 more headaches…. i STILL cant figure this out for some reason, it doesn’t register that a note is already playing and sometimes it doesnt add a note to the array that is meant to track notes </3 i genuinely dont know what to do atp
Polyphonic Sampler Devlog 9 I am so tired rn Tried fixing the same problem AGAIN failed AGAIN resorted to AI AI failed and just didnt listen to me </3 Thought Thought more I eventually decided to have one script activate each voice. This actually fixed the problem and took 20 minutes of mostly copying and pasting already written code of mine in the right place So the bug I was having is technically fixed now. Now I need to fix the rest of polyphony functions, fix keyboard controls, fix mouse controls, and make keys light up.
Polyphonic Sampler Devlog 10 I tried working on ordering but failed </3 Ordering is harder than anticipated. Need to track the order of played notes to figure out which voice to use when all voices are being used. the problem is how its currently coded. every time a note is played, its position in line is set to the number of notes played. There is nothing else to the system though, which lets numbers repeat. I might switch out the system by not limiting the number in the arrays and just have it count up forever. And then the first note will be determined by the lowest number
Polyphonic Sampler Devlog 11 I THOUGHT THIS DAY WOULD NEVER COME I FINALLY FIXED POLYPHONY My idea yesterday worked!!!!! I fixed the ordering and then I went and added the same code but tweaked to the keyboard input code!! Also fixed the notes lighting up, so now you can see what you are playing :D Now I need to tweak control with the mouse, fix audio uploading, and fix the clipping and then I can be done!!!!!!...
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1792810308.5189862
|
1793415108.5189862
|
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27538
|
Welcome to The Pathways: The Game by @E_k | Starda Welcome to The Pathways: The Game by @E_k | Stardance...
|
E_k
|
1
|
58.11
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T21:17:02Z", "hours": 46.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What is this? I made an adventure game based on my story world of the pathways, a criminal civilization based in the outer edges of earths atmosphere where the rings of planets are joined together to form a system of paths. The premise In this game you can control Comet, the main character through these paths to uncover her story of how she ended up there even if she herself is not a criminal (This game is very heavily in development and is in no part finished, even the art is not final as path and assets are placeholders for now) Info I created this project in VSCode using the pygame library. I made the art of Comet in Ibis Paint X on Ipad as I will the other finished assets once the game is complete. This date will likely be after Stardance as I am planning this game to be a medium sized game with 3 different storylines to progress through. So far the basic structure of scene 1 is complete as well as very start of scene 2, it is a heavy work in progress however, as this ship is a precautionary ship so I have it shipped before Stardance ends. You can install the game using the .exe file from the itch.io link in the try project button and read the ReadMe file on my github repo in the source code folder", "repo": "https://github.com/Misted-River/Python", "demo": "https://ek-7.itch.io/welcome-to-the-pathways-the-game"}]...
|
[{"post_id": 82119, "ts": "202 [{"post_id": 82119, "ts": "2026-10-24T00:02:57Z", "hours": 1.9764, "text": "Fixed collision issues finally!! I realised that I had the players image and the different costumes of the animation not set to the same ratio so that was why… Had to fix other issues as well, such that the movement had been broken when the project was tried out by a shipwright so I set to work on that and found some issues from the last time I had attempted a fix, so I patched up those bugs, hopefully good to go to get some feedback from others playtesting if my ship goes according to plan! Thanks for reading yay :D Here’s a lil screenshot and video before I ship this project again"}, {"post_id": 79276, "ts": "2026-10-13T09:15:45Z", "hours": 10.1331, "text": "Update since the ship! I was given feedback that the movement mechanism was not working properly and had set off to fix that issue, which after a few weeks of procrastination I finally sat down to actually figure out what had been the issue. So instead of the path stopping at certain co-ordinates when the player travelled along it, I focused on using collisions to not restrict the players movement even if playing on a different screen size. I also removed shift from gameplay for now, may return to it eventually but decided that it was unnecessary for my game so far, this helped fix the collision bug at the start that the player would travel outside the path if wasd keys and shift were pressed. As I changed my approach multiple times, I finally settled on changing the path itself too, to implement the collision stopping the player from moving out of the path they were meant to travel on Thanks so much for letting me know of this issue shipwrights! Probably wont ship again just yet, as I want to do even a little bit more of the next part and finalise the first in terms of making it have a small indicator when objects are observed which is relatively easy to implement so I’ll leave that for later. Thanks for reading!"}, {"post_id": 66817, "ts": "2026-09-12T18:35:13Z", "hours": 8.2342, "text": "Work on scene 2 and Readme written in github! I had issues when I split the code into scene 1 and scene 2 as I still needed the same movement mech for scene 2 as well, but I managed to manage this split into working as I needed it to. I also am preparing for my first ship! This is because I am aware that Stardance is ending soon and so want to share what I have so far instead of waiting for a better time, this is the best I can get for now as this project will be long and will definitely be continued after Stardance is over as I begin college and have more time to myself to make this hopefully become a reality! Another feature is that the player must find all objects along the path in scene 1 in order to proceed to scene 2. Thanks so much for reading, this might be the last devlog before shipping but who knows, I could make changes anytime before the end of the challenge if I want to! This is just a precautionary ship just in case In the future I hope to include more gameplay (this right now is legit the intro to the game, along with some cutscenes ill draw for the very start) I have written notes in GitHub in Python-> Game Resources -> Notes -> Gameplay.txt if interested! Thanks so much for anyone following along with this project <3"}, {"post_id": 50921, "ts": "2026-08-20T12:03:05Z", "hours": 0.2761, "text": "Repost -> Video is missing from last devlog so Im uploading here again oof -> Figured I should post a devlog before I work on the code on my new device so here we go… So, I a couple of changes have happened to the game and I did attempt to try migrate to Godot however I have made too much progress on pygame so far and decided not to go ahead with it. Also player graphics are added now! The back legs in the animation ive been told, look a little stiff so I do aim to fix that later on once I make more progress on the actual gameplay of the game, but for now it should be ok hopefully lol. I also have been planning the actual gameplay style now by making little notes and have multiple routes planned for the player to take so that they will have a sense of agency in the game, that their choices matter so hopefully I can pull that off as I keep on working on the game yay. Not sure if I said anything in the last devlog but I added music too! Its a custom beepbox tune which I made before stardance so I will change bits to fit the vibe better later on as it isnt perfect right now yea, music not audible in video (tried fixing when I was recording the video but file type was not supported). Once I finish the start (scene1) I will probably ship, but I doubt I’ll finish this project before september, anyways thanks for reading :D"}, {"post_id": 50892, "ts": "2026-08-20T11:04:50Z", "hours": 3.5822, "text": "Figured I should post a devlog before I work on the code on my new device so here we go… So, I a couple of changes have happened to the game and I did attempt to try migrate to Godot however I have made too much progress on pygame so far and decided not to go ahead with it. Also player graphics are added now! The back legs in the animation ive been told, look a little stiff so I do aim to fix that later on once I make more progress on the actual gameplay of the game, but for now it should be ok hopefully lol. I also have been planning the actual gameplay style now by making little notes and have multiple routes planned for the player to take so that they will have a sense of agency in the game, that their choices matter so hopefully I can pull that off as I keep on working on the game yay. Not sure if I said anything in the last devlog but I added music too! Its a custom beepbox tune which I made before stardance so I will change bits to fit the vibe better later on as it isnt perfect right now yea. Once I finish the start (scene1) I will probably ship, but I doubt I’ll finish this project before September, anyways thanks for reading :D"}, {"post_id": 43891, "ts": "2026-08-09T10:36:34Z", "hours": 9.6606, "text": "Ok so quite a lot of changes made to the game so yay lets go :D Firstly… Added when shift pressed that the player moves faster and modified player speed for a better experience when playing. I achieved another goal of mine by making some items clickable in the game which then lead to a popup label coming onto the screen at the moise pointer position! This indeed took a while yea but I figured out the logic at some point by myself and with the help of some videos on collisions with masks (again lol because I had to make a workaround for the mouse pointer to be able to interact with these objects so yea image masks made an appearance yet again lmao) and I did initially have some trouble with how I could have the label appear whenever left click of a moiuse is pressed so that when player is pressing and holding that the label will be shown. Also im nearly completed scene 1! Im done with its code but I have yet to draw the art for it <3 and I did come across a small bug in the movement along the path so that the player can go back and forth with ease so I will have to fix that but for now I have other more important issues on my mind One of these is that I still need to fiigure out how scene 2 will go wheter there will be a cutscene or not and all that, but so far scene change works in the code so I am really happy about that and the progress :DD"}, {"post_id": 35774, "ts": "2026-07-27T12:38:55Z", "hours": 8.4728, "text": "Pixel perfect collision accomplished! For this I had to utilise image masks to ensure that only when the actual pixels of the player and the path border are touching, a reaction is triggered. When player is controlled by w,a,s,d keys the path border doesn’t allow the player to move off the path and acts as an obstacle which is exactly what I was hoping to achieve :D Now I need to refine this collision effect to include all combinations of w,a,s,d keys as right now, the collision effect is limited to either w or s and either a or d keys being pressed. (Video has a watermark oop, just realised that, anyways ignore that)"}, {"post_id": 26493, "ts": "2026-07-11T09:50:54Z", "hours": 8.5944, "text": "Working with masks to achieve pixel perfect collision between the path and the player so that player does not go over the edge oop- Since the last devlog I also found a way to reduce lag in the player movemnt so now the movement is completely smooth. this is completely new to me and I am still trying to figure this out so hopefully this issue will be fixed by the next devlog."}, {"post_id": 19964, "ts": "2026-07-01T12:58:49Z", "hours": 1.3281, "text": "Added some restrictions to avoid showing the edge of the main path in the first scene while the player is moving using wasd keys. Video attached shows player movement however it is shown to be slower than what it is when the program is run without the screen recorder."}, {"post_id": 19870, "ts": "2026-07-01T08:57:37Z", "hours": 4.9956, "text": "Placeholder images are still being used for the time being, until I draw them later on with more detail etc. but main player smooth movement is established. This marks the basis for the first main part of the game :D"}, {"post_id": 18364, "ts": "2026-06-29T14:24:17Z", "hours": 0.9494, "text": "Base code while learning the python library pygame. Layout is rough and placeholder images are used just to get an idea of how it works yay"}]...
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Title: Welcome to The Pathways: The Game by @E_k | Title: Welcome to The Pathways: The Game by @E_k | Stardance
Devlogs:
Base code while learning the python library pygame. Layout is rough and placeholder images are used just to get an idea of how it works yay
Placeholder images are still being used for the time being, until I draw them later on with more detail etc. but main player smooth movement is established. This marks the basis for the first main part of the game :D
Added some restrictions to avoid showing the edge of the main path in the first scene while the player is moving using wasd keys. Video attached shows player movement however it is shown to be slower than what it is when the program is run without the screen recorder.
Working with masks to achieve pixel perfect collision between the path and the player so that player does not go over the edge oop- Since the last devlog I also found a way to reduce lag in the player movemnt so now the movement is completely smooth. this is completely new to me and I am still trying to figure this out so hopefully this issue will be fixed by the next devlog.
Pixel perfect collision accomplished! For this I had to utilise image masks to ensure that only when the actual pixels of the player and the path border are touching, a reaction is triggered. When player is controlled by w,a,s,d keys the path border doesn’t allow the player to move off the path and acts as an obstacle which is exactly what I was hoping to achieve :D Now I need to refine this collision effect to include all combinations of w,a,s,d keys as right now, the collision effect is limited to either w or s and either a or d keys being pressed. (Video has a watermark oop, just realised that, anyways ignore that)
Ok so quite a lot of changes made to the game so yay lets go :D Firstly… Added when shift pressed that the player moves faster and modified player speed for a better experience when playing. I achieved another goal of mine by making some items clickable in the game which then lead to a popup label coming onto the screen at the moise pointer position! This indeed took a while yea but I figured out the logic at some point by myself and with the help of some videos on collisions with masks (again lol because I had to make a workaround for the mouse pointer to be able to interact with these objects so yea image masks made an appearance yet again lmao) and I did initially have some trouble with how I could have the label appear whenever left click of a moiuse is pressed so that when player is pressing and holding that the label will be shown. Also im nearly completed scene 1! Im done with its code but I have yet to draw the art for it <3 and I did come across a small bug in the movement along the path so that the player can go back and forth with ease so I will have to fix that but for now I have other more important issues on my mind One of these is that I still need to fiigure out how scene 2 will go wheter there will be a cutscene or not and all that, but so far scene change works in the code so I am really happy about that and the progress :DD
Figured I should post a devlog before I work on the code on my new device so here we go… So, I a couple of changes have happened to the game and I did attempt to try migrate to Godot however I have made too much progress on pygame so far and decided not to go ahead with it. Also player graphics are added now! The back legs in the animation ive been told, look a little stiff so I do aim to fix that later on once I make more progress on the actual gameplay of the game, but for now it should be ok hopefully lol. I also have been planning the actual gameplay style now by making little notes and have multiple routes planned for the player to take so that they will have a sense of agency in the game, that their choices matter so hopefully I can pull that off as I keep on working on the game yay. Not sure if I said anything in the last devlog but I added music too! Its a custom beepbox tune which I made before stardance so I will change bits to fit the vibe better later on as it isnt perfect right now yea. Once I finish the start (scene1) I will probably ship, but I doubt I’ll finish this project before September, anyways thanks for reading :D
Repost -> Video is missing from last devlog so Im uploading here again oof -> Figured I should post a devlog before I work on the code on my new device so here we go… So, I a couple of changes have happened to the game and I did attempt to try migrate to Godot however I have made too much progress on pygame so far and decided not to go ahead with it. Also player graphics are added now! The back legs in the animation ive been told, look a little stiff so I do aim to fix that later on once I make more progress on the actual gameplay of the game, but for now it should be ok hopefully lol. I also have been planning the actual gameplay style now by making little notes and have multiple routes planned for the player to take so that they will have a sense of agency in the game, that their choices matter so hopefully I can pull that off as I keep on working on the game yay. Not sure if I said anything in the last devlog but I added music too! Its a custom beepbox tune which I made before stardance so I will change bits to fit the vibe better later on as it isnt perfect right now yea, music not audible in video (tried fixing when I was recording the video but file type was not supported). Once I finish the start (scene1) I will probably ship, but I doubt I’ll finish this project before september, anyways thanks for reading :D
Work on scene 2 and Readme written in github! I had issues when I split the code into scene 1 and scene 2 as I still needed the same movement mech for scene 2 as well, but I managed to manage this split into working as I needed it to. I also am preparing for my first ship! This is because I am aware that Stardance is ending soon and so want to share what I have so far instead of waiting for a better time, this is the best I can get for now as this project will be long and will definitely be continued after Stardance is over as I begin college and have more time to myself to make this hopefully become a reality! Another feature is that the player must find all objects along the path in scene 1 in order to proceed to scene 2. Thanks so much for reading, this might be the last devlog before shipping but who knows, I could make changes anytime before the end of the challenge if I want to! This is just a precautionary ship just in case In the future I hope to include more gameplay (this right now is legit the intro to the game, along with some cutscenes ill draw for the very start) I have written notes in GitHub in Python-> Game Resources -> Notes -> Gameplay.txt if interested! Thanks so much for anyone following along with this project <3
Update since the ship! I was given feedback that the movement mechanism was not working properly and had set off to fix that issue, which after a few weeks of procrastination I finally sat down to actually figure out what had been the issue. So instead of the path stopping at certain co-ordinates when the player travelled along it, I focused on using collisions to not restrict the players movement even if playing on a different screen size. I also removed shift from gameplay for now, may return to it eventually but decided that it was unnecessary for my game so far, this helped fix the collision bug at the start that the player would travel outside the path if wasd keys and shift were pressed. As I changed my approach multiple times, I finally settled on changing the path itself too, to implement the collision stopping the player from moving out of the path they were meant to travel on Thanks so much for letting me know of this issue shipwrights! Probably wont ship again just yet, as I want to do even a little bit more of the next part and finalise the first in terms of making it have a small indicator when objects are observed which is relatively easy to implement so I’ll leave that for later. Thanks for reading!
Fixed collision issues finally!! I realised that I had the players image and the different costumes of the animation not set to the same ratio so that was why… Had to fix other issues as well, such that the movement had been broken when the project was tried out by a shipwright so I set to work on that and found some issues from the last time I had attempted a fix, so I patched up those bugs, hopefully good to go to get some feedback from others playtesting if my ship goes according to plan! Thanks for reading yay :D Here’s a lil screenshot and video before I ship this project again
Ships:
What is this? I made an adventure game based on my story world of the pathways, a criminal civilization based in the outer edges of earths atmosphere where the rings of planets are joined together to form a system of paths. The premise In this game you can control Comet, the main character through these paths to uncover her story of how she ended up there even if she herself is not a criminal (This game is very heavily in development and is in no part finished, even the art is not final as path and assets are placeholders for now) Info I created this project in VSCode using the pygame library. I made the art of Comet in Ibis Paint X on Ipad as I will the other finished assets once the game is complete. This date will likely be after Stardance as I am planning this game to be a medium sized game with 3 different storylines to progress through. So far the basic structure of scene 1 is complete as well as very start of scene 2, it is a heavy work in progress however, as this ship is a precautionary ship so I have it shipped before Stardance ends. You can install the game using the .exe file from the itch.io link in the try project button and read the ReadMe file on my github repo in the source code folder...
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1792856993.835112
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1792943393.835112
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71097
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Cat Camera by @euanripper2 | Stardance
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euanripper2
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0
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1.08
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0
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[]
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[{"post_id": 82121, "ts": "202 [{"post_id": 82121, "ts": "2026-10-24T00:25:31Z", "hours": 1.0778, "text": "Dissasemble the cat printer :/ to start i took apart my cat printer and found that a lot of the casing is empty space, its just a few parts! so then i modelled the basic shapes of each part including the important points like where wires need to access ports. In cad i rearranged the main parts working out how my camera should fit together"}]...
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Title: Cat Camera by @euanripper2 | Stardance
Dev Title: Cat Camera by @euanripper2 | Stardance
Devlogs:
Dissasemble the cat printer :/ to start i took apart my cat printer and found that a lot of the casing is empty space, its just a few parts! so then i modelled the basic shapes of each part including the important points like where wires need to access ports. In cad i rearranged the main parts working out how my camera should fit together...
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1792802833.1805048
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1793407633.1805048
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29599
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Holy Moley by @GeorgeSun | Stardance
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GeorgeSun
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3
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96.74
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1613
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T23:43:28Z", "hours": 65.0, "multiplier": 19.59, "payout": 1513, "blessing": "neutral", "text": "Me and my friends made a game about a little mole that fights demons! There are 14 different levels, an inventory system, main menu, health system, map/quick travel system, shop system, and four different items. There are also two bossfights that multiple different attacks and are quite challenging. The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. There has been many changes since the last ship which I feel make the game a lot more complete such as the mole village where there are NPC moles for you to talk to. The game has side quests for you to accomplish now which give you exclusive unlocks that help you along your adventure. Click try project below to play on web or on PC!", "repo": "https://github.com/Geofoods/Holy-Moly", "demo": "https://bryanjietang-boop.itch.io/holy-moly"}, {"ship_num": 2, "ts": "2026-09-03T22:02:25Z", "hours": 2.0, "multiplier": 12.89, "payout": 24, "blessing": "neutral", "text": "Me and my friends made a game about a little mole that fights demons! There are nine different levels, inventory system, main menu, health system, and many different intricate systems such as the parry system! The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. I am also proud of the fact that this is now available on mobile and can be played on Andriod and Iphone! (although not available on the app store. You can play my project with the demo link! The Android version is downloadable, you just have to give it permissions. IOS needs an apple developer license however so it will take a while.", "repo": "https://github.com/Geofoods/Holy-Moly", "demo": "https://bryanjietang-boop.itch.io/holy-moly"}, {"ship_num": 3, "ts": "2026-07-10T14:24:37Z", "hours": 12.0, "multiplier": 12.93, "payout": 76, "blessing": "neutral", "text": "Me and my friends made a game about a little mole that fights demons! There are nine different levels, inventory system, main menu, health system, and many different intricate systems such as the parry system! The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. You can play my project with the demo link!", "repo": "https://github.com/Geofoods/Holy-Moly", "demo": "https://bryanjietang-boop.itch.io/holy-moly"}]...
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[{"post_id": 82122, "ts": "202 [{"post_id": 82122, "ts": "2026-10-24T00:29:19Z", "hours": 9.1569, "text": "I created a level editor so that everyone can make their own levels. You can create blocks, enemies, checkpoints, chests, items, decorations, and spawnpoints! You can even change the background, music, and VFX! After you have created your level, you can upload your levels to the public server so that everyone can play your level. You can also sort levels by date, likes, downloads, and keywords!"}, {"post_id": 80043, "ts": "2026-10-16T01:49:13Z", "hours": 8.5842, "text": "I polished the map menu to be more consistent to the rest of the menus in the game. I also added more selection to the shop where now you can also sell things in the shop. There are also two new weapons which is the miner’s pickaxe and the wizard’s staff which is the first ranged weapon. I also am currently working on a multiplayer battle mode."}, {"post_id": 77696, "ts": "2026-10-07T23:19:00Z", "hours": 3.3469, "text": "I made my final bugfixes and a few optimizations for web, I think you guys will really enjoy the game!"}, {"post_id": 77189, "ts": "2026-10-06T00:18:02Z", "hours": 10.3744, "text": "This will probably be the final devlog as the game is super close to being finished! I added houses that the mole can enter and also added an extra phase to the corrupted snail boss. There are also new quests for you to partipate in and there are more points for you to quick travel from. I also added in some more music and sound effects and more polishing. You can also now save and erase game data"}, {"post_id": 75730, "ts": "2026-09-30T21:36:11Z", "hours": 9.2133, "text": "I created a new boss called the corrupted snail which will be the final boss and also reworked the corrupted heart as well. I also added some extra story and dialogue and added a new map with quick travel so that you can travel from mole village to the shopkeeper"}, {"post_id": 73767, "ts": "2026-09-25T21:55:35Z", "hours": 7.4275, "text": "I added extra polishing to the arena such as a new enemy spawning animation, and reworked the hornets which is the new enemy that dashes into you. I also added some story and dialogue."}, {"post_id": 72415, "ts": "2026-09-22T21:35:48Z", "hours": 10.3656, "text": "I changed the colours to make the visuals more aesthetic. I also added mole village where you can talk to other moles. I also revamped the tutorial so that the player learns the controls better"}, {"post_id": 70715, "ts": "2026-09-19T17:16:05Z", "hours": 8.8269, "text": "There are now new enemies such as hornets and I have been working on a lot of new levels for my open world 2d platformer called Holy Moly!"}, {"post_id": 69410, "ts": "2026-09-17T00:24:37Z", "hours": 7.6839, "text": "I want to make this an Open World 2D Platformer Game so I have it so that you can travel between levels freely without select screen. I also changed the lighting and added various QOL features"}, {"post_id": 68317, "ts": "2026-09-14T22:37:20Z", "hours": 5.8411, "text": "Made a new shop UI, cave system, and a dynamic camera. I also changed the block breaking physics so that the dirt particles have physics and also added ranged weapons and a grappling hook"}, {"post_id": 64521, "ts": "2026-09-09T00:01:03Z", "hours": 2.0364, "text": "I created a world system where are the levels are connected and also added a damage indicator when hitting enemies and how much damage you inflicted. I also tweaked the combat system so now there is an aerial attack when you attack in the air which is faster than ground attacking"}, {"post_id": 52028, "ts": "2026-08-22T02:07:00Z", "hours": 1.5547, "text": "I ported my Game onto Android and Apple phones and added mobile support!"}, {"post_id": 23539, "ts": "2026-07-06T15:49:12Z", "hours": 10.8819, "text": "Finished the game with 9 levels, end screen, win screen, and boss at the end. You can play the game right now!"}, {"post_id": 20425, "ts": "2026-07-02T00:51:13Z", "hours": 0.8114, "text": "Added a cave parallax background, the player sprite animations and the health indicator"}]...
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Title: Holy Moley by @GeorgeSun | Stardance
Devlo Title: Holy Moley by @GeorgeSun | Stardance
Devlogs:
Added a cave parallax background, the player sprite animations and the health indicator
Finished the game with 9 levels, end screen, win screen, and boss at the end. You can play the game right now!
I ported my Game onto Android and Apple phones and added mobile support!
I created a world system where are the levels are connected and also added a damage indicator when hitting enemies and how much damage you inflicted. I also tweaked the combat system so now there is an aerial attack when you attack in the air which is faster than ground attacking
Made a new shop UI, cave system, and a dynamic camera. I also changed the block breaking physics so that the dirt particles have physics and also added ranged weapons and a grappling hook
I want to make this an Open World 2D Platformer Game so I have it so that you can travel between levels freely without select screen. I also changed the lighting and added various QOL features
There are now new enemies such as hornets and I have been working on a lot of new levels for my open world 2d platformer called Holy Moly!
I changed the colours to make the visuals more aesthetic. I also added mole village where you can talk to other moles. I also revamped the tutorial so that the player learns the controls better
I added extra polishing to the arena such as a new enemy spawning animation, and reworked the hornets which is the new enemy that dashes into you. I also added some story and dialogue.
I created a new boss called the corrupted snail which will be the final boss and also reworked the corrupted heart as well. I also added some extra story and dialogue and added a new map with quick travel so that you can travel from mole village to the shopkeeper
This will probably be the final devlog as the game is super close to being finished! I added houses that the mole can enter and also added an extra phase to the corrupted snail boss. There are also new quests for you to partipate in and there are more points for you to quick travel from. I also added in some more music and sound effects and more polishing. You can also now save and erase game data
I made my final bugfixes and a few optimizations for web, I think you guys will really enjoy the game!
I polished the map menu to be more consistent to the rest of the menus in the game. I also added more selection to the shop where now you can also sell things in the shop. There are also two new weapons which is the miner’s pickaxe and the wizard’s staff which is the first ranged weapon. I also am currently working on a multiplayer battle mode.
I created a level editor so that everyone can make their own levels. You can create blocks, enemies, checkpoints, chests, items, decorations, and spawnpoints! You can even change the background, music, and VFX! After you have created your level, you can upload your levels to the public server so that everyone can play your level. You can also sort levels by date, likes, downloads, and keywords!
Ships:
Me and my friends made a game about a little mole that fights demons! There are nine different levels, inventory system, main menu, health system, and many different intricate systems such as the parry system! The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. You can play my project with the demo link!
Me and my friends made a game about a little mole that fights demons! There are nine different levels, inventory system, main menu, health system, and many different intricate systems such as the parry system! The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. I am also proud of the fact that this is now available on mobile and can be played on Andriod and Iphone! (although not available on the app store. You can play my project with the demo link! The Android version is downloadable, you just have to give it permissions. IOS needs an apple developer license however so it will take a while.
Me and my friends made a game about a little mole that fights demons! There are 14 different levels, an inventory system, main menu, health system, map/quick travel system, shop system, and four different items. There are also two bossfights that multiple different attacks and are quite challenging. The most challenging part about this was making the enemy pathfinding as there were many bugs and glitches during the creation process. I am most proud of how polished the game is because the game feels very reactive and fun to play. There has been many changes since the last ship which I feel make the game a lot more complete such as the mole village where there are NPC moles for you to talk to. The game has side quests for you to accomplish now which give you exclusive unlocks that help you along your adventure. Click try project below to play on web or on PC!...
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1792820939.2334325
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1792907339.2334325
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