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17962
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My first slack bot! by @rhenisam2008 | Stardance
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rhenisam2008
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1
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1.0
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2
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T18:26:04Z", "hours": 1.0, "multiplier": 2.98, "payout": 2, "blessing": "neutral", "text": "I made a bot for fun and relaxing who have less than 5 minutes. Pushing and pulling the file with git is challenging for me. I am proud that this is my first completed project.", "repo": "https://github.com/rhenisam2008-max/Slack-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0B8P5DRDB3"}]...
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[{"post_id": 8213, "ts": "2026 [{"post_id": 8213, "ts": "2026-06-13T17:39:43Z", "hours": 0.7911, "text": "JARVIS — A Fun ASCII Art Slack Bot We spend most of our workday inside Slack, and sometimes you just want something in your workspace that makes you smile. That’s the only reason JARVIS exists. No overthinking it, no big grand purpose — just a fun little bot that does cool things with text. JARVIS is a lightweight Slack bot built with Node.js and the Slack Bolt framework. It runs in socket mode and responds to slash commands. That’s it. It doesn’t manage your tasks, it doesn’t send you reminders, it doesn’t ping you about deadlines. It just does one thing really well — it makes text look awesome inside Slack. What It Actually Does Type /jarvis-shape and give it a shape name and a size — it draws a 3D ASCII cube, pyramid, prism, cylinder, diamond, or cone right inside a code block. The shapes are built character by character using pure JavaScript math, no libraries involved. They look surprisingly good in Slack’s monospace font. Type /jarvis-text with any name or word and it blows it up into giant 3D ASCII letters. Every letter from A to Z is hand-designed as a 4-row character glyph. You can pick from three styles — block, shadow, or banner. Type your name and suddenly you feel important. Type /jarvis-fun and pick from eight pre-built ASCII art pieces — a rocket, trophy, castle, robot, fire, crown, sword, or shield. It just drops it into the chat. No reason needed. And then there’s /jarvis-ping to check if the bot is alive, /jarvis-catfact for random cat facts, /jarvis-joke for a two-part joke from a live API, and /jarvis-help to list everything. Why We Built It Honestly? To learn. Building JARVIS gave us real hands-on experience with the Slack Bolt framework, slash command handling, socket mode setup, live API integration, and structuring a Node.js project properly with environment variables and a clean codebase. It’s a small project but it covers a lot of real ground. And beyond the learning — it’s just genuinely fun to type /jarvis-text with your name and see it explode into giant letters in your team channel. Built With Node.js · Slack Bolt · Socket Mode · Axios · dotenv · catfact.ninja API · Official Joke API"}]...
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Title: My first slack bot! by @rhenisam2008 | Star Title: My first slack bot! by @rhenisam2008 | Stardance
Devlogs:
JARVIS — A Fun ASCII Art Slack Bot We spend most of our workday inside Slack, and sometimes you just want something in your workspace that makes you smile. That’s the only reason JARVIS exists. No overthinking it, no big grand purpose — just a fun little bot that does cool things with text. JARVIS is a lightweight Slack bot built with Node.js and the Slack Bolt framework. It runs in socket mode and responds to slash commands. That’s it. It doesn’t manage your tasks, it doesn’t send you reminders, it doesn’t ping you about deadlines. It just does one thing really well — it makes text look awesome inside Slack. What It Actually Does Type /jarvis-shape and give it a shape name and a size — it draws a 3D ASCII cube, pyramid, prism, cylinder, diamond, or cone right inside a code block. The shapes are built character by character using pure JavaScript math, no libraries involved. They look surprisingly good in Slack’s monospace font. Type /jarvis-text with any name or word and it blows it up into giant 3D ASCII letters. Every letter from A to Z is hand-designed as a 4-row character glyph. You can pick from three styles — block, shadow, or banner. Type your name and suddenly you feel important. Type /jarvis-fun and pick from eight pre-built ASCII art pieces — a rocket, trophy, castle, robot, fire, crown, sword, or shield. It just drops it into the chat. No reason needed. And then there’s /jarvis-ping to check if the bot is alive, /jarvis-catfact for random cat facts, /jarvis-joke for a two-part joke from a live API, and /jarvis-help to list everything. Why We Built It Honestly? To learn. Building JARVIS gave us real hands-on experience with the Slack Bolt framework, slash command handling, socket mode setup, live API integration, and structuring a Node.js project properly with environment variables and a clean codebase. It’s a small project but it covers a lot of real ground. And beyond the learning — it’s just genuinely fun to type /jarvis-text with your name and see it explode into giant letters in your team channel. Built With Node.js · Slack Bolt · Socket Mode · Axios · dotenv · catfact.ninja API · Official Joke API
Ships:
I made a bot for fun and relaxing who have less than 5 minutes. Pushing and pulling the file with git is challenging for me. I am proud that this is my first completed project....
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1792821147.1653268
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1792907547.1653268
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57404
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Tiger OS by @Rayan123-4 | Stardance
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Rayan123-4
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2
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74.3
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115
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T23:41:52Z", "hours": 50.0, "multiplier": 2.32, "payout": 115, "blessing": "neutral", "text": "I made TigerOS, a tiger themed WebOS made for the WebOS Stardance mission. I made it using HTML, CSS, and Javascript. It has many features such as, a real time weather app, a working calculator app, a snake game app, a paint canvas app, sounds, special effects, and the list goes on. The most challenging part of making this, was getting everything to work smoothly how I want it with no errors. Probably the hardest thing that I made was the weather API app, since I had never worked with an API before it was very challenging, but I learnt a lot. I am very proud of how it came out, and that all my apps and features work to how I want it. I didn’t think I would make it this far to have so many cool stuff, but I am very happy with my final product. I suggest that anyone wanting to try out my site, they should test out all of the apps and the features. I also encourage you to find the hidden secret feature. However, it should be pretty obvious to find. Test out all of the weather apps, and even try to beat my high score of 25 on the tiger snake game. Please take some time to explore TigerOS and leave a thoughtful review, as any feedback would really help me to improve. Thanks Stardance, for setting up this oportunity for me and everyone else.", "repo": "https://github.com/rayan123-4/My-WebOS-Stardance", "demo": "https://stardancetigeros.site/"}, {"ship_num": 2, "ts": "2026-09-04T21:53:15Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my first WebOS. It was very difficult and challenging to make, but the jams guide made it much more easier to get started with and finish. The site currently has 2 apps, but there will be more to come in the future.", "repo": "https://github.com/rayan123-4/My-WebOS-Stardance", "demo": "https://stardancetigeros.site/"}]...
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[{"post_id": 82137, "ts": "202 [{"post_id": 82137, "ts": "2026-10-24T02:07:18Z", "hours": 0.8194, "text": "Devlog 51: Adding stars, realistic tilt, and better quality textures to the 3D earth. I added 2000 stars to the earth window and even made a realistic tilt for the earth, like how it is in real life. I think that the stars made a big impact on the overall feel of the window, and makes it look much better. I also added a 8k quality texture onto the earth model instead of a 2k quality texture, so that the earth would be more clearer to see."}, {"post_id": 81962, "ts": "2026-10-23T06:09:26Z", "hours": 2.1297, "text": "Devlog 50: Adding new 3D Tiger Earth window. I added a new window made with three.js, that is a 3D globe of the world that is, movable, rotatable, and zoom in able. I also added a feature where you can stop the rotation, so that its easier to view (And find the hidden Tiger). First I made the 3D circle and of the globe and then added the texture and animations. What did I learn and what was difficult. This is my first time making a project like a 3D thing, so I was a bit new to this. Now I have learnt much more about how to make 3D projects like this and I hope I can make many more simulation projects like this in the future."}, {"post_id": 81186, "ts": "2026-10-20T07:19:14Z", "hours": 2.155, "text": "Devlog 49: Adding tiger population chart window and UI polishing. I added a new window that shows the tiger population in the countries Russia, Nepal, and India. The data points are the milestones of there tiger conservation across 2010 to 2016 to 2022. The chart is a line graph and the 3 line variables are the countries. The chart looks very good and I am happy with how it turned out. I also polished more of my webOS using nice fonts such as “Fira Sans”, “Bold”, and “Italic”. I styled it and made sure across my webOS there was a orange, black, and white theme, like the tigers colors. What did I learn and what was difficult The most difficult part of it was debugging everything when I found errors. I learnt the functions for making a graph in JavaScript and how to get data and put it into a graph using code, while still making it look nice. This helps me a lot especially for more projects I might do in the future using data and statistics."}, {"post_id": 79494, "ts": "2026-10-14T09:29:47Z", "hours": 1.8556, "text": "Devlog 48: Updating the CSS styling and improving the interface visibility. I edited the CSS stying adding more things such as box-shadow and different color border. I made sure the web os looked good and wasn’t too heavily colored, that might make the text less easy to read. I also fixed the minimize button in the link window since it was off centered, because of the small size of it compared to the normal window sized ones. Difficulty: For me to be honest, this was difficult not because of like syntax and stuff, but because I’m not very good at styling. I tried to like make it pop and look extra good, and I think I have done well."}, {"post_id": 77180, "ts": "2026-10-05T23:23:31Z", "hours": 1.5567, "text": "Devlog 47: Add text on icon hover, that displays window name. I made it so that when you hover over the icons in the icon bar, it will show the name of the window that the icon is connected to. This makes it easier for users to know what icon goes to which window, without guesses based on the icon image. What did I learn and what was difficult. At first I thought that making this would only need a bit of HTML and CSS, and normally it would. However I came upon a problem and CSS wasn’t fixing it, nor was the HTML, so I had to adapt and use Javascript to fix my error. Eventually it worked out in the end, and not much Javascipt was actually needed. This helped me to learn how to fix errors outside of the box, and too try different ways to fix them. This helped me learn more about problem solving and debugging, which will help me in future projects."}, {"post_id": 76578, "ts": "2026-10-04T01:22:56Z", "hours": 0.6781, "text": "Devlog 46: Edited some of the CSS styling on the windows and top bar. I edited the CSS styling on things like the, text, the windows, and the top bar. I used functions such as, text-shadow and box-shadow, to make text and windows stand out and look much nicer. I also edited the border color and size of many things to make them either pop or, look better in between colors. Things like animations scale and filter, also helped make it look much more appealing. What did I learn and how difficult was it I learnt more about CSS styling and how to make project look extra nice. I was playing around with the CSS learning new mechanics and functions, to help make different things and parts of project look more nicer and clean. This was fairly easy and I didn’t have any trouble with doing so."}, {"post_id": 76381, "ts": "2026-10-03T11:06:48Z", "hours": 1.8306, "text": "Devlog 45: Added a lot of in depth comments to my Javascript file. And adding a download button to the paint window. I went through my Javascript code and worked on improving my comments and adding more, where they were needed. I focused on being very descriptive with my comments, explaining what things do and how. I also added some hover animations to the paint board buttons. Download button added I added a download button to my paint window. I made it so when the user clicks the button, the browser download trigger is activated and the image is downloaded. I did this in Javascript using toDataURL(). Diffuculty Making the comments was fairly easy, as I just went to important parts with no comments and added explanations about them. Also the Javascript for the download button wasn’t too hard, and I think I am learning more and more about Javascript, which is helping make it easier and easier."}, {"post_id": 75997, "ts": "2026-10-01T23:50:08Z", "hours": 0.9978, "text": "Devlog 44: Fixed a z-index error, adjusted the colors and styling I found a z-index error in the Javascript file, where the images when opened, wouldn’t go to the highest z-index, so I just added z-index 99 when window open. I also mainly adjusted the colors, experimenting in CSS, to get the best design and the best text to background ratio in CSS. Difficulty Not too bad, because I didn’t have to go through hidden Javascript syntax errors and stuff, so it was mostly stuff I could just look around for a bit until I find the missing parenthesis or something."}, {"post_id": 75845, "ts": "2026-10-01T10:11:49Z", "hours": 0.7925, "text": "Devlog 43: Fix camera animation Fixing the camera animation, making it so the user cannot spam open the window, making the animation run for however many times the user tapped the icon. Difficulty It wasn’t too hard to do, just needed to make some simple if statement to check if the window had been opened. Edited Also adjusted some styling in the map window making the text hover change in css."}, {"post_id": 75429, "ts": "2026-09-30T02:17:24Z", "hours": 0.7275, "text": "Devlog 42: Minimizer button Added a minimizer button to all of the windows. I made it so that when users press the button, the hover filter glow will show on the corrisponding icon, to let users know the window is open. Difficulty This was fairly simple to do, and I just had to make some code for it in the same place near the close button in the Javascript."}, {"post_id": 75148, "ts": "2026-09-29T09:16:19Z", "hours": 1.8561, "text": "Devlog 41: Styling the windows, making it look nice Fixed some of the styling on the windows, specifically on the manual window and the welcome window, since my rating said they looked like a power point. Trying to make my website look much cleaner and have a better design."}, {"post_id": 75046, "ts": "2026-09-29T00:06:01Z", "hours": 1.8983, "text": "Devlog 40: Camera Animation Added Added a camera flash animation when you open the gallery app. It was quiet hard to make flash show after the camera image, but it works well."}, {"post_id": 74671, "ts": "2026-09-27T23:27:05Z", "hours": 0.6822, "text": "Devlog 39: May be Last Devlog This is going to probably be my final devlog until I ship. I have enjoyed making this project and I hope that I can maybe make it better in the future. This video shows all of my windows and stuff."}, {"post_id": 74374, "ts": "2026-09-27T08:22:51Z", "hours": 0.7228, "text": "Devlog 38: Finishing touches Adding finishing touches to my WebOS such as fixing code to work better. Making it so if you tap a window that is behind another window, it gets moved to the front. And some other fixes."}, {"post_id": 74260, "ts": "2026-09-27T02:46:44Z", "hours": 1.2206, "text": "Devlog 37: Icon hover response Finsished making the icons hover display to stay on the icon image, if the corrisponding window is still open. Once the window is closed the style goes back to normal, but still if you hover it will have the style."}, {"post_id": 73487, "ts": "2026-09-25T07:05:36Z", "hours": 0.6139, "text": "Devlog 36: Adding a link window Creating a link window that has multiple links. The window is closable and it uses the same functions as the other windows except that you cannot drag it."}, {"post_id": 73053, "ts": "2026-09-24T08:54:47Z", "hours": 1.0725, "text": "Devlog 35: Fixed many usability errors that I had such as Making boundaries for dragging the window. Making the scroll app bar optimize for different window sizes. Fixing a bug where you can play all roar sounds at once and they overlap. And a few random glitched that I found while trying to fix these."}, {"post_id": 72578, "ts": "2026-09-23T08:39:47Z", "hours": 0.3111, "text": "Devlog 34: Adding information to manual window Just adding some more information to my Manual, for the new things that I have made. This is where users can find information about different features in my website. I wrote it all myself."}, {"post_id": 72139, "ts": "2026-09-22T09:13:19Z", "hours": 1.8511, "text": "Devlog 33: Adding undo button to paint window Added the undo button and made it so that it will undo lines, fill, and clear. This means that if you accidently fill your work or clear it you can press undo and it will bring it back :). Works for multiple times, because it saves it in a array. I am very happy with how it came out, because it was quite challenging to make."}, {"post_id": 72113, "ts": "2026-09-22T06:08:49Z", "hours": 1.085, "text": "Devlog 32: Adding the paint window My Tiger Masterpiece! Finally finished making the paint board window. I also fixed a few bugs that I had with the drag header, and it not working. Im going to add the title to this soon and also I will add an undo button incase you accedently delete your Tiger mona lisa."}, {"post_id": 71686, "ts": "2026-09-21T09:48:24Z", "hours": 2.8558, "text": "Devlog 31: Making the drawing window function Making drawing window. Don’t mind why it looks weird right now, I will fix it later. Also I spent a lot of time trying to fix some hidden error I didn’t know where it was and I was totally confused, so I went back a commit and put my working code back and it fixed. I think I am going to wrap up my project soon, so that I don’t create more project breaking errors."}, {"post_id": 71121, "ts": "2026-09-20T10:10:32Z", "hours": 0.9147, "text": "Devlog 30: Finally made the calculator window Idk how I managed to make it, but maybe the tutorial I was watching before was just not it. However, this one is: ( https://youtu.be/KM8PIiqq97c?si=RgpvGnOKA7ZbfZoQ ). Anyone wanting to make a good calculator, check out that tutorial because he saved me! Thanks KennyYipCoding on youtube. Also surprisingly simple."}, {"post_id": 71089, "ts": "2026-09-20T08:57:41Z", "hours": 4.3286, "text": "Devlog 29: Struggling on the calculator window 4 hours down the drain. I worked for 4 hours trying to get a simple thing like a calculator to work. Some how it kept not working even when I followed a tutorial correctly. I will try again tomorrow maybe with a different tutorial, but honestly idk what happend. Also part of it was me trying to code in python and that turned out a disaster, but then I went to JavaScript and still didn’t work??. I know it might seem weird and also stardance if your reading this you can like delete the 4 hours or whatever from my thing Incase idk if this is fraud or something."}, {"post_id": 70477, "ts": "2026-09-19T08:14:43Z", "hours": 1.3042, "text": "Devlog 28: Added achievement alert Added some nice animations to stuff and added a achievement/alert for the snake game, when you hit a specific score."}, {"post_id": 70364, "ts": "2026-09-19T01:39:36Z", "hours": 2.1081, "text": "Devlog 27: Designing the snake game window Design on the Tiger Snake Game app is finished. I added the instructions in the manual app, but the game is pretty simple to play. I added a skin feature in case the stripes moving are a bit hard on some peoples eyes. I added the high score tracker which saves your high score even if you close the tab. And just fixed the lay out made it look nice."}, {"post_id": 70309, "ts": "2026-09-18T22:15:48Z", "hours": 3.1364, "text": "Devlog 26: Finished adding the tiger snake game Finished making my Tiger snake game. I watched a very good and easy tutorial, link: ( https://youtu.be/Je0B3nHhKmM?si=DQiSr36gDDSM3Psj ) I still need to design it more to make it look more like a real Tiger snake, like the logo if you can see all the way down there. I think also I could make some Instructions and a highscore button, so that will be for next time."}, {"post_id": 69938, "ts": "2026-09-18T03:03:26Z", "hours": 0.63, "text": "Devlog 25: Secret button editing Just added the hover glow to the secret button so you can be more sure your on something special. So far I think my project is close to the end and I just need to do now fixing up to make perfect . And maybe even an extra feature. This is what the front of my page looks like (there more apps and features, the app side bar is scrollable, as you can see from my other devlogs)."}, {"post_id": 69069, "ts": "2026-09-16T10:01:51Z", "hours": 1.5325, "text": "Devlog 24: Added the secret button Finished Adding the Secret feature! I cannot show you yet because it’s secret, but you could try and find it on my site (It’s not that hard its pretty obvious to find the secret). Also I added a ding when you find the secret and as you can see the alert in the image at the bottom, so you will know if you found it."}, {"post_id": 68559, "ts": "2026-09-15T10:07:36Z", "hours": 2.4817, "text": "Devlog 23: Making the weather window look nice Made the weather app have a default weather image now, but when the user inputs city it will change to the correct one. Also as you can see I made the handle a starling, and also in the bottom right corner there is 3 of them. The handle starling is for all of the windows and is how you drag, by holding it. That is for something I am making right now, however I am not finsihed yet. Just trying to make my website look as good as possible right now, while keeping the simple theme. (edit: I actually just realized that this devlog is exactly 1 second longer than the previous one)."}, {"post_id": 67978, "ts": "2026-09-14T09:38:41Z", "hours": 2.4814, "text": "Devlog 22: Designing the manual window, welcome window, and other windows Finished designing the manual app. It looks not too bad. Also I edit the welcome window bit, but I still have some work to do, to make it stand out. This took a while as I was playing around with the CSS also fixing other windows and stuff."}, {"post_id": 67070, "ts": "2026-09-13T03:43:12Z", "hours": 0.9197, "text": "Devlog 21: Adding content to manual window Just added some information into the Manual app. Im not finished yet, I still need to make it look nicer. I will add some images and stuff to it next."}, {"post_id": 66369, "ts": "2026-09-12T05:10:30Z", "hours": 2.5203, "text": "Devlog 20: Added icon side bar, making new window, and fixing roar sound errors Finished making the side bar with the icons. The side bar is scrollable, because I had too many icons and so that keeps them stored there better. I also started making the manual window, but I haven’t added any content yet. I also fixed some errors such as, the roar sound button would keep playing, even when the window was closed, so I thought it might be better if it stopped the sound when the sound window is closed. I also fixed some other errors and stuff, but everything looks good now."}, {"post_id": 65841, "ts": "2026-09-11T07:50:12Z", "hours": 0.9428, "text": "Devlog 19: Real working weather window added Finally finished the weather window. It was very hard to do for me. I’m not done yet I still need to edit it to make the design look more good. The api works, and it runs smoothly. Need to change a few things also like the app icon side bar. Used a bit of AI to learn how to set up the api, since I was using a different one than the tutorial, it was much harder, but still uses same main core code. Overall I am happy with how It turned out. There’s still a lot to improve on, however I learn a lot from this."}, {"post_id": 65744, "ts": "2026-09-11T03:05:00Z", "hours": 0.3494, "text": "Devlog 18: Adding fun fact window app icon Adding fun fact window app icon, and fixing some other stuff finished up the window. This is for the old weather window that I gave up on, that is now gonna be a weather fun fact window. I will still have both windows, its just one will be for a fun fact and one for a working API weather app."}, {"post_id": 65297, "ts": "2026-09-10T10:38:52Z", "hours": 0.8128, "text": "Devlog 17: Trying to make Working Weather window again Trying again to make a real working weather window. Im still gonna keep the other one as like a cool fact, but this one is gonna work. I have found a good tutorial and I am really trying to make this work."}, {"post_id": 65212, "ts": "2026-09-10T05:52:50Z", "hours": 1.5169, "text": "Devlog 16: Scratch the weather API idea Slight change in idea. No more weather api. Its a static window that shows the hottest day in Madhya Pradesh, home to the highest population of tigers in an Indian state. Looks pretty nice though."}, {"post_id": 65078, "ts": "2026-09-09T23:01:26Z", "hours": 1.1167, "text": "Devlog 15: Started trying to make weather window Just started making a new weather window. I’m 15 minutes through the tutorial and now I need to add the api. I have never used an API before so this might be hard."}, {"post_id": 64670, "ts": "2026-09-09T08:08:11Z", "hours": 2.3972, "text": "Devlog 14: Adding comments to js and making new window Finally finished sorting out my code so its easier to move and navigate around, using comments and stuff. I also made this Tiger information window, that shows some interesting information and facts about tigers. The window is scrollable and there is more information below this. Took me a while to do all of this and find information and stuff, but it looks like it turned out not too bad."}, {"post_id": 64472, "ts": "2026-09-08T21:55:55Z", "hours": 0.9753, "text": "Devlog 13: Adding comments to my CSS Just sorting out my CSS so its easier to read. Adding comments and making specific parts for different windows and features so that they are easy to find."}, {"post_id": 64030, "ts": "2026-09-08T04:39:41Z", "hours": 1.3342, "text": "Devlog 12: Added start up animation Made an animation on site startup. The text comes in from the left and then the tiger drops down. It wasn’t too hard, but I did find some struggle. I used Canva to make the design for the banner here and in my README are the credits to all of the photos and resources I have used from other people."}, {"post_id": 63439, "ts": "2026-09-07T09:04:16Z", "hours": 2.1725, "text": "Devlog 11: Added dark/light mode switcher feature Just made a dark/light mode switcher in the settings window. Also if you close the tab it will stay the way you left it (This is the same for the background switcher as well). I also fixed many of the errors that I had, such as it not saving."}, {"post_id": 62754, "ts": "2026-09-06T08:40:59Z", "hours": 0.5739, "text": "Devlog 10: Making an images and audio file, and fixing a few errors Just fixing an few errors and tidying things up. I had a few errors in my code so I just fixed that and then made my images and audio files more neater."}, {"post_id": 62556, "ts": "2026-09-06T00:26:52Z", "hours": 2.5967, "text": "Devlog 9: Added a settings window with a background changer Finally finished the settings window. Its a background changer and it took so long to make and even longer to layout. The background changer works perfectly and looks good in both backgrounds. Was a bit hard though."}, {"post_id": 62022, "ts": "2026-09-05T07:17:22Z", "hours": 1.5619, "text": "Devlog 8: Added a new tiger map window Added Tiger species habitat map. It shows where different Tiger species live and a bit more info. (Image from Wildlife foundation in Thailand (WFFT))."}, {"post_id": 61964, "ts": "2026-09-05T04:49:42Z", "hours": 0.9481, "text": "Devlog 7: Added multiple sound effects Added some different Tiger species sounds to the window, so you can see the slight differences and similarities. First Devlog after first ship."}, {"post_id": 61803, "ts": "2026-09-04T21:49:12Z", "hours": 0.4042, "text": "Devlog 6: Readme added Readme Added now ready to ship (There is more to the Readme than the image shows). The README includes information about my website and how I made it."}, {"post_id": 61420, "ts": "2026-09-04T10:10:11Z", "hours": 1.6531, "text": "Devlog 5: New window added - roar sound effect Added a working Tiger roar sound effect button to a new window. When you press the button is makes a roar sound effect."}, {"post_id": 61318, "ts": "2026-09-04T05:17:55Z", "hours": 2.0894, "text": "Devlog 4: Adding tiger gallery window Added a new photo gallery window to my site. There is also now a close button that closes the window, and I finished the tutorial this is just what I made instead of the tutorials other window, but it uses the same properties."}, {"post_id": 60735, "ts": "2026-09-03T09:19:54Z", "hours": 2.0831, "text": "Devlog 3: Adding drag and open buttons Added the drag buttons to the window, also added the open button as you can see in the top left corner. I made this In JavaScript using event listeners .On part 4 of the guide."}, {"post_id": 60545, "ts": "2026-09-02T23:07:05Z", "hours": 0.3536, "text": "Devlog 2: Adding the working date/time Adding a working date/time at the top right corner. It updates live according to where you live. Still on the tutorial."}, {"post_id": 60127, "ts": "2026-09-02T09:31:06Z", "hours": 0.4903, "text": "Devlog 1: The start of my WebOS Making my first WebOS. Finished part one of the tutorial. here’s what it looks like right now."}]...
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Title: Tiger OS by @Rayan123-4 | Stardance
Devlog Title: Tiger OS by @Rayan123-4 | Stardance
Devlogs:
Devlog 1: The start of my WebOS Making my first WebOS. Finished part one of the tutorial. here’s what it looks like right now.
Devlog 2: Adding the working date/time Adding a working date/time at the top right corner. It updates live according to where you live. Still on the tutorial.
Devlog 3: Adding drag and open buttons Added the drag buttons to the window, also added the open button as you can see in the top left corner. I made this In JavaScript using event listeners .On part 4 of the guide.
Devlog 4: Adding tiger gallery window Added a new photo gallery window to my site. There is also now a close button that closes the window, and I finished the tutorial this is just what I made instead of the tutorials other window, but it uses the same properties.
Devlog 5: New window added - roar sound effect Added a working Tiger roar sound effect button to a new window. When you press the button is makes a roar sound effect.
Devlog 6: Readme added Readme Added now ready to ship (There is more to the Readme than the image shows). The README includes information about my website and how I made it.
Devlog 7: Added multiple sound effects Added some different Tiger species sounds to the window, so you can see the slight differences and similarities. First Devlog after first ship.
Devlog 8: Added a new tiger map window Added Tiger species habitat map. It shows where different Tiger species live and a bit more info. (Image from Wildlife foundation in Thailand (WFFT)).
Devlog 9: Added a settings window with a background changer Finally finished the settings window. Its a background changer and it took so long to make and even longer to layout. The background changer works perfectly and looks good in both backgrounds. Was a bit hard though.
Devlog 10: Making an images and audio file, and fixing a few errors Just fixing an few errors and tidying things up. I had a few errors in my code so I just fixed that and then made my images and audio files more neater.
Devlog 11: Added dark/light mode switcher feature Just made a dark/light mode switcher in the settings window. Also if you close the tab it will stay the way you left it (This is the same for the background switcher as well). I also fixed many of the errors that I had, such as it not saving.
Devlog 12: Added start up animation Made an animation on site startup. The text comes in from the left and then the tiger drops down. It wasn’t too hard, but I did find some struggle. I used Canva to make the design for the banner here and in my README are the credits to all of the photos and resources I have used from other people.
Devlog 13: Adding comments to my CSS Just sorting out my CSS so its easier to read. Adding comments and making specific parts for different windows and features so that they are easy to find.
Devlog 14: Adding comments to js and making new window Finally finished sorting out my code so its easier to move and navigate around, using comments and stuff. I also made this Tiger information window, that shows some interesting information and facts about tigers. The window is scrollable and there is more information below this. Took me a while to do all of this and find information and stuff, but it looks like it turned out not too bad.
Devlog 15: Started trying to make weather window Just started making a new weather window. I’m 15 minutes through the tutorial and now I need to add the api. I have never used an API before so this might be hard.
Devlog 16: Scratch the weather API idea Slight change in idea. No more weather api. Its a static window that shows the hottest day in Madhya Pradesh, home to the highest population of tigers in an Indian state. Looks pretty nice though.
Devlog 17: Trying to make Working Weather window again Trying again to make a real working weather window. Im still gonna keep the other one as like a cool fact, but this one is gonna work. I have found a good tutorial and I am really trying to make this work.
Devlog 18: Adding fun fact window app icon Adding fun fact window app icon, and fixing some other stuff finished up the window. This is for the old weather window that I gave up on, that is now gonna be a weather fun fact window. I will still have both windows, its just one will be for a fun fact and one for a working API weather app.
Devlog 19: Real working weather window added Finally finished the weather window. It was very hard to do for me. I’m not done yet I still need to edit it to make the design look more good. The api works, and it runs smoothly. Need to change a few things also like the app icon side bar. Used a bit of AI to learn how to set up the api, since I was using a different one than the tutorial, it was much harder, but still uses same main core code. Overall I am happy with how It turned out. There’s still a lot to improve on, however I learn a lot from this.
Devlog 20: Added icon side bar, making new window, and fixing roar sound errors Finished making the side bar with the icons. The side bar is scrollable, because I had too many icons and so that keeps them stored there better. I also started making the manual window, but I haven’t added any content yet. I also fixed some errors such as, the roar sound button would keep playing, even when the window was closed, so I thought it might be better if it stopped the sound when the sound window is closed. I also fixed some other errors and stuff, but everything looks good now.
Devlog 21: Adding content to manual window Just added some information into the Manual app. Im not finished yet, I still need to make it look nicer. I will add some images and stuff to it next.
Devlog 22: Designing the manual window, welcome window, and other windows Finished designing the manual app. It looks not too bad. Also I edit the welcome window bit, but I still have some work to do, to make it stand out. This took a while as I was playing around with the CSS also fixing other windows and stuff.
Devlog 23: Making the weather window look nice Made the weather app have a default weather image now, but when the user inputs city it will change to the correct one. Also as you can see I made the handle a starling, and also in the bottom right corner there is 3 of them. The handle starling is for all of the windows and is how you drag, by holding it. That is for something I am making right now, however I am not finsihed yet. Just trying to make my website look as good as possible right now, while keeping the simple theme. (edit: I actually just realized that this devlog is exactly 1 second longer than the previous one).
Devlog 24: Added the secret button Finished Adding the Secret feature! I cannot show you yet because it’s secret, but you could try and find it on my site (It’s not that hard its pretty obvious to find the secret). Also I added a ding when you find the secret and as you can see the alert in the image at the bottom, so you will know if you found it.
Devlog 25: Secret button editing Just added the hover glow to the secret button so you can be more sure your on something special. So far I think my project is close to the end and I just need to do now fixing up to make perfect . And maybe even an extra feature. This is what the front of my page looks like (there more apps and features, the app side bar is scrollable, as you can see from my other devlogs).
Devlog 26: Finished adding the tiger snake game Finished making my Tiger snake game. I watched a very good and easy tutorial, link: ( https://youtu.be/Je0B3nHhKmM?si=DQiSr36gDDSM3Psj ) I still need to design it more to make it look more like a real Tiger snake, like the logo if you can see all the way down there. I think also I could make some Instructions and a highscore button, so that will be for next time.
Devlog 27: Designing the snake game window Design on the Tiger Snake Game app is finished. I added the instructions in the manual app, but the game is pretty simple to play. I added a skin feature in case the stripes moving are a bit hard on some peoples eyes. I added the high score tracker which saves your high score even if you close the tab. And just fixed the lay out made it look nice.
Devlog 28: Added achievement alert Added some nice animations to stuff and added a achievement/alert for the snake game, when you hit a specific score.
Devlog 29: Struggling on the calculator window 4 hours down the drain. I worked for 4 hours trying to get a simple thing like a calculator to work. Some how it kept not working even when I followed a tutorial correctly. I will try again tomorrow maybe with a different tutorial, but honestly idk what happend. Also part of it was me trying to code in python and that turned out a disaster, but then I went to JavaScript and still didn’t work??. I know it might seem weird and also stardance if your reading this you can like delete the 4 hours or whatever from my thing Incase idk if this is fraud or something.
Devlog 30: Finally made the calculator window Idk how I managed to make it, but maybe the tutorial I was watching before was just not it. However, this one is: ( https://youtu.be/KM8PIiqq97c?si=RgpvGnOKA7ZbfZoQ ). Anyone wanting to make a good calculator, check out that tutorial because he saved me! Thanks KennyYipCoding on youtube. Also surprisingly simple.
Devlog 31: Making the drawing window function Making drawing window. Don’t mind why it looks weird right now, I will fix it later. Also I spent a lot of time trying to fix some hidden error I didn’t know where it was and I was totally confused, so I went back a commit and put my working code back and it fixed. I think I am going to wrap up my project soon, so that I don’t create more project breaking errors.
Devlog 32: Adding the paint window My Tiger Masterpiece! Finally finished making the paint board window. I also fixed a few bugs that I had with the drag header, and it not working. Im going to add the title to this soon and also I will add an undo button incase you accedently delete your Tiger mona lisa.
Devlog 33: Adding undo button to paint window Added the undo button and made it so that it will undo lines, fill, and clear. This means that if you accidently fill your work or clear it you can press undo and it will bring it back :). Works for multiple times, because it saves it in a array. I am very happy with how it came out, because it was quite challenging to make.
Devlog 34: Adding information to manual window Just adding some more information to my Manual, for the new things that I have made. This is where users can find information about different features in my website. I wrote it all myself.
Devlog 35: Fixed many usability errors that I had such as Making boundaries for dragging the window. Making the scroll app bar optimize for different window sizes. Fixing a bug where you can play all roar sounds at once and they overlap. And a few random glitched that I found while trying to fix these.
Devlog 36: Adding a link window Creating a link window that has multiple links. The window is closable and it uses the same functions as the other windows except that you cannot drag it.
Devlog 37: Icon hover response Finsished making the icons hover display to stay on the icon image, if the corrisponding window is still open. Once the window is closed the style goes back to normal, but still if you hover it will have the style.
Devlog 38: Finishing touches Adding finishing touches to my WebOS such as fixing code to work better. Making it so if you tap a window that is behind another window, it gets moved to the front. And some other fixes.
Devlog 39: May be Last Devlog This is going to probably be my final devlog until I ship. I have enjoyed making this project and I hope that I can maybe make it better in the future. This video shows all of my windows and stuff.
Devlog 40: Camera Animation Added Added a camera flash animation when you open the gallery app. It was quiet hard to make flash show after the camera image, but it works well.
Devlog 41: Styling the windows, making it look nice Fixed some of the styling on the windows, specifically on the manual window and the welcome window, since my rating said they looked like a power point. Trying to make my website look much cleaner and have a better design.
Devlog 42: Minimizer button Added a minimizer button to all of the windows. I made it so that when users press the button, the hover filter glow will show on the corrisponding icon, to let users know the window is open. Difficulty This was fairly simple to do, and I just had to make some code for it in the same place near the close button in the Javascript.
Devlog 43: Fix camera animation Fixing the camera animation, making it so the user cannot spam open the window, making the animation run for however many times the user tapped the icon. Difficulty It wasn’t too hard to do, just needed to make some simple if statement to check if the window had been opened. Edited Also adjusted some styling in the map window making the text hover change in css.
Devlog 44: Fixed a z-index error, adjusted the colors and styling I found a z-index error in the Javascript file, where the images when opened, wouldn’t go to the highest z-index, so I just added z-index 99 when window open. I also mainly adjusted the colors, experimenting in CSS, to get the best design and the best text to background ratio in CSS. Difficulty Not too bad, because I didn’t have to go through hidden Javascript syntax errors and stuff, so it was mostly stuff I could just look around for a bit until I find the missing parenthesis or something.
Devlog 45: Added a lot of in depth comments to my Javascript file. And adding a download button to the paint window. I went through my Javascript code and worked on improving my comments and adding more, where they were needed. I focused on being very descriptive with my comments, explaining what things do and how. I also added some hover animations to the paint board buttons. Download button added I added a download button to my paint window. I made it so when the user clicks the button, the browser download trigger is activated and the image is downloaded. I did this in Javascript using toDataURL(). Diffuculty Making the comments was fairly easy, as I just went to important parts with no comments and added explanations about them. Also the Javascript for the download button wasn’t too hard, and I think I am learning more and more about Javascript, which is helping make it easier and easier.
Devlog 46: Edited some of the CSS styling on the windows and top bar. I edited the CSS styling on things like the, text, the windows, and the top bar. I used functions such as, text-shadow and box-shadow, to make text and windows stand out and look much nicer. I also edited the border color and size of many things to make them either pop or, look better in between colors. Things like animations scale and filter, also helped make it look much more appealing. What did I learn and how difficult was it I learnt more about CSS styling and how to make project look extra nice. I was playing around with the CSS learning new mechanics and functions, to help make different things and parts of project look more nicer and clean. This was fairly easy and I didn’t have any trouble with doing so.
Devlog 47: Add text on icon hover, that displays window name. I made it so that when you hover over the icons in the icon bar, it will show the name of the window that the icon is connected to. This makes it easier for users to know what icon goes to which window, without guesses based on the icon image. What did I learn and what was difficult. At first I thought that making this would only need a bit of HTML and CSS, and normally it would. However I came upon a problem and CSS wasn’t fixing it, nor was the HTML, so I had to adapt and use Javascript to fix my error. Eventually it worked out in the end, and not much Javascipt was actually needed. This helped me to learn how to fix errors outside of the box, and too try different ways to fix them. This helped me learn more about problem solving and debugging, which will help me in future projects.
Devlog 48: Updating the CSS styling and improving the interface visibility. I edited the CSS stying adding more things such as box-shadow and different color border. I made sure the web os looked good and wasn’t too heavily colored, that might make the text less easy to read. I also fixed the minimize button in the link window since it was off centered, because of the small size of it compared to the normal window sized ones. Difficulty: For me to be honest, this was difficult not because of like syntax and stuff, but because I’m not very good at styling. I tried to like make it pop and look extra good, and I think I have done well.
Devlog 49: Adding tiger population chart window and UI polishing. I added a new window that shows the tiger population in the countries Russia, Nepal, and India. The data points are the milestones of there tiger conservation across 2010 to 2016 to 2022. The chart is a line graph and the 3 line variables are the countries. The chart looks very good and I am happy with how it turned out. I also polished more of my webOS using nice fonts such as “Fira Sans”, “Bold”, and “Italic”. I styled it and made sure across my webOS there was a orange, black, and white theme, like the tigers colors. What did I learn and what was difficult The most difficult part of it was debugging everything when I found errors. I learnt the functions for making a graph in JavaScript and how to get data and put it into a graph using code, while still making it look nice. This helps me a lot especially for more projects I might do in the future using data and statistics.
Devlog 50: Adding new 3D Tiger Earth window. I added a new window made with three.js, that is a 3D globe of the world that is, movable, rotatable, and zoom in able. I also added a feature where you can stop the rotation, so that its easier to view (And find the hidden Tiger). First I made the 3D circle and of the globe and then added the texture and animations. What did I learn and what was difficult. This is my first time making a project like a 3D thing, so I was a bit new to this. Now I have learnt much more about how to make 3D projects like this and I hope I can make many more simulation projects like this in the future.
Devlog 51: Adding stars, realistic tilt, and better quality textures to the 3D earth. I added 2000 stars to the earth window and even made a realistic tilt for the earth, like how it is in real life. I think that the stars made a big impact on the overall feel of the window, and makes it look much better. I also added a 8k quality texture onto the earth model instead of a 2k quality texture, so that the earth would be more clearer to see.
Ships:
I made my first WebOS. It was very difficult and challenging to make, but the jams guide made it much more easier to get started with and finish. The site currently has 2 apps, but there will be more to come in the future.
I made TigerOS, a tiger themed WebOS made for the WebOS Stardance mission. I made it using HTML, CSS, and Javascript. It has many features such as, a real time weather app, a working calculator app, a snake game app, a paint canvas app, sounds, special effects, and the list goes on. The most challenging part of making this, was getting everything to work smoothly how I want it with no errors. Probably the hardest thing that I made was the weather API app, since I had never worked with an API before it was very challenging, but I learnt a lot. I am very proud of how it came out, and that all my apps and features work to how I want it. I didn’t think I would make it this far to have so many cool stuff, but I am very happy with my final product. I suggest that anyone wanting to try out my site, they should test out all of the apps and the features. I also encourage you to find the hidden secret feature. However, it should be pretty obvious to find. Test out all of the weather apps, and even try to beat my high score of 25 on the tiger snake game. Please take some time to explore TigerOS and leave a thoughtful review, as any feedback would really help me to improve. Thanks Stardance, for setting up this oportunity for me and everyone else....
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PULSAR OS by @N1kamaro | Stardance
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N1kamaro
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T13:49:59Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is Pulsar OS, a WebOS focused on hardware and software development. To be honest, those three days spent developing Pulsar were a massive headache—especially developing the project’s core (the JavaScript) and getting the whole system to communicate seamlessly without any glitches ☠️. And I won’t lie: I’m really proud to have successfully made the WebOS communicate properly with an ESP32 or even an Arduino! I hadn’t seen this feature anywhere else; I spent hours researching and trying to figure out how it worked. It was a huge headache, too, but—would you look at that—it actually worked! Now the system includes a calculator, a functional built-in browser (with some limitations, but it works), customization options, a notepad, and a guide in case you’re unsure how things work. All in all, it turned into a pretty complete system that I’m happy to share with you all! SEE YA IN THE NEXT PROJECT!!", "repo": "https://github.com/N1kamaro/Project-PULSAR-OS", "demo": "https://n1kamaro.github.io/Project-PULSAR-OS/"}]...
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[{"post_id": 82143, "ts": "202 [{"post_id": 82143, "ts": "2026-10-24T03:02:22Z", "hours": 6.56, "text": "FINALLY, WE DID IT, 40 HOURS OF DEVELOPMENT!! Now, the rework is finally done!! I reorganized and simplified tons of things throughout the codebase, like merging repeated CSS blocks (identical headers, footers, and scrollbars), and created variables for text, borders, backgrounds, status colors, and things like that! :D So now, instead of just having random hex colors and repeated values everywhere (not cool), everything is waaaay more organized now :D. Isn’t that nice? And I also fixed a lot of bugs in the CSS: The dark wallpaper overlay is back, now controlled by --desktop-dim . Removed the duplicated .wallpaper-grid class. Fixed the card grid so it only applies inside the Customization window. Notes, Calculator, and Terminal now have their own mobile layout rules instead of overflowing the screen. Guide and Device Manager are properly centered on smaller screens. Signal Log and Customization now use clamp() to fit smaller displays. Removed useless hover effects, unnecessary opacity rules, and unused CSS. I also simplified tons of other things and fixed more issues than I expected. :D BUT, THERE’S SOMETHING IMPORTANT! PULSAR-OS has its own personality. The visual identity is basically fixed and WILL STAY like this. The important details and the app dimensions are still the same. I didn’t want to turn the whole project into smth generic just to make the code shorter. The goal was to make the CSS cleaner, easier to understand, and more consistent, without losing what makes PULSAR-OS feel like PULSAR-OS. THE REWORK IS DONE. PULSAR-OS IS STILL ALIVE!! SEE YA IN THE NEXT ADVENTURE!!! :DDD (btw, there are a lot of comments in Brazilian Portuguese (PT-BR) throughout the code, so feel free to use a translator if you want to read them! :D)"}, {"post_id": 78172, "ts": "2026-10-09T21:04:34Z", "hours": 6.5275, "text": "THE FINAL DEVLOG 😭😭😭😭😭😭 After days of fixing stuff, rewriting parts of javascript, css and testing EVERYTHING , FINALLY THE REMAKE IS READY!!! but.. what changed? Reworked JavaScript, Html and Css! Fixed bugs and removed a LOT of unnecessary code. Improved the interface and the interface of window manager. Kept all apps, settings, and LocalStorage working 100%. Tested the serial monitor and Device Manager with a Esp32 - STILL WORKS PERFECLY! Cleaned lots of ai stuff and changed the logo made with Ai The hasdest part was definitely cleaning up the code without breaking the whole system, and honestly, sometimes there were moments when i genuinaly thought i was going to lose my mind and i really wanted to give up, but here we are, everything done :D I need to reiterate one thing about the project: the browser DOES WORK. BUT, IT HAS SOME LIMITATIONS ABOUT THE SITE 𝙔𝙊𝙐 WANT TO ACESS! Many sites refuse embedded viewing, while others allow it; it is up to you to research which ones do and which ones don’t. Anyway, thanks a lot for reading. It was a headache getting all this done, and unfortunately, I couldn’t find a more practical way to fix it without rebuilding my entire code—but yaaah, here we are. BUILD 1.0 (REMAKE) IS COMPLETE! SEE YA NEXT PROJECT (or devlog, i dunno :D )"}, {"post_id": 76585, "ts": "2026-10-04T02:01:03Z", "hours": 8.9256, "text": "Actually, I’ve been developing Build 1.0 (the remake)! I’ve been fixing bugs, changing some AI stuff, deleting dead stuff from the CSS, cleaning up the code, and doing lots of other things like that! But… what’s actually different?Wallpapers — They were all replaced with real photos taken by the Hubble Space Telescope! I also added a new tab where you can check the sources for all of them, with links to the official ESA pages. Tiny differences — Some small design changes, like changing the opacity of the top bar and menu, plus a bunch of tiny things like that :D I’m still developing and changing tons of stuff, so that’s it for now! See ya :D"}, {"post_id": 76133, "ts": "2026-10-02T13:29:44Z", "hours": 7.5233, "text": "YEEEEEAH, I ACTUALLY DID IT :D Remember when I said: “PULSAR STARTED YESTERDAY. PULSAR SHIPS TODAY.” WELL… PULSAR SHIPPED. After a LOT of debugging, testing, fixing things, breaking other things while fixing those things KKKKKKKK, and finishing the last parts of the system, PULSAR OS // BUILD 1.0 IS FINALLY DONE. The last development phase was basically about making everything actually work together. We finished all the applications, connected the hardware system, tested everything, fixed the remaining bugs and then cleaned and mapped the source code so that someone opening the project can actually understand WHERE EVERYTHING IS KKKKKKK. And somehow, this thing now has: NOTES // local storage + autosave CALCULATOR // because every OS needs one :D TERMINAL // commands, system tools and hardware communication PULSAR WEB // a web interface inside a Web OS SERIAL MONITOR // direct RX/TX communication with microcontrollers DEVICE MANAGER // connected hardware information and management GUIDE // documentation built directly into PULSAR CUSTOMIZATION // wallpapers and system personalization And yes, the hardware part WORKS. For the final test, I connected an ESP32 to PULSAR and sent: PULSAR > Hello ESP And it answered: ESP32 > Hello Pulsar! :D We also went through the HTML, CSS and JavaScript and mapped the different parts of the source code, so if someone wants to explore PULSAR or use it to understand how a Web OS like this works, the project is MUCH easier to navigate now. And then… WE PUT IT ONLINE. Obviously, the first completely reasonable thing I did was open PULSAR inside PULSAR Web… SO YES. PULSAR CAN RUN PULSAR INSIDE PULSAR. KKKKKKKKKKKKKKKKKKKKKKKK This project started with me giving myself the incredibly stupid challenge of making an entire Web OS in basically one day. Then I made the challenge worse. Then I called it “50 YEARS IN 5.” And now I’m looking at a finished Web OS with a desktop, apps, terminal, documentation, storage, hardware communication and its own little ecosystem. So… I think we’re done here :D PULSAR OS // BUILD 1.0 SYSTEM // ONLINE DEVELOPMENT … COMPLETE !!!!!! SIGNAL // ACQUIRED Thank you to everyone who followed these devlogs! This was PULSAR. BYE BYEEEE :D SEE YA IN THE NEXT PROJECT!!! — N1K A STAR. A SIGNAL. AN INTERFACE."}, {"post_id": 75649, "ts": "2026-09-30T17:17:00Z", "hours": 5.0481, "text": "OKAY, WE ARE DOING 50 YEARS IN 5 (Brazillian history class ref). Remember when I said I would start AND finish PULSAR-OS yesterday?? Well… I decided to make that challenge EVEN WORSE KKKKKKKPULSAR already looks like an OS, but I don’t want it to just look like one. I WANT IT TO FEEL LIKE ONE. So I’m calling this next phase: 50 YEARS IN 5. I’m basically speedrunning decades of OS features into PULSAR before shipping it today :D And we already made some serious progress:STORAGE // ONLINEBOOT // WORKINGSYSTEM MENU // WORKINGCUSTOMIZATION // WORKING 0 ERRORS. Now comes the insanity: apps, terminal, notes, calculator, search, documentation and, most importantly, the microcontroller/hardware system. Is this reasonable?NO. Are we doing it anyway?YEAH. PULSAR STARTED YESTERDAY. PULSAR SHIPS TODAY. SEE YA IN THE FINAL DEVLOG :D"}, {"post_id": 75297, "ts": "2026-09-29T17:45:11Z", "hours": 5.8247, "text": "YEEEAH PULSAR-OS IS ALIVE!!!!Sooo… I decided to give myself a pretty stupid challenge today:START AND FINISH AN ENTIRE WEB OS IN ONE DAY.Yep.I started PULSAR-OS TODAY, and my goal is to have the project finished and shipped before the end of the day KKKKKKKPULSAR is a web-based operating system / hardware interface that I want to use to interact with microcontrollers and some of my electronics projects :DAnd somehow, after almost 6 hours of work, this thing went from basically nothing to ACTUALLY LOOKING LIKE AN OPERATING SYSTEM.PULSAR already has multiple wallpapers, and you can change them directly through the customization window. I spent WAY too much time fighting bugs with this part, but IT FINALLY WORKS.BUT my favorite part so far is definitely the boot sequence!!The thing is: I started doing this today, and the mission? FINISHING IT TODAY TOO!I have only a few more hours left.SEE YA IN THE FINAL DEVLOG :D"}]...
|
Title: PULSAR OS by @N1kamaro | Stardance
Devlogs Title: PULSAR OS by @N1kamaro | Stardance
Devlogs:
YEEEAH PULSAR-OS IS ALIVE!!!!Sooo… I decided to give myself a pretty stupid challenge today:START AND FINISH AN ENTIRE WEB OS IN ONE DAY.Yep.I started PULSAR-OS TODAY, and my goal is to have the project finished and shipped before the end of the day KKKKKKKPULSAR is a web-based operating system / hardware interface that I want to use to interact with microcontrollers and some of my electronics projects :DAnd somehow, after almost 6 hours of work, this thing went from basically nothing to ACTUALLY LOOKING LIKE AN OPERATING SYSTEM.PULSAR already has multiple wallpapers, and you can change them directly through the customization window. I spent WAY too much time fighting bugs with this part, but IT FINALLY WORKS.BUT my favorite part so far is definitely the boot sequence!!The thing is: I started doing this today, and the mission? FINISHING IT TODAY TOO!I have only a few more hours left.SEE YA IN THE FINAL DEVLOG :D
OKAY, WE ARE DOING 50 YEARS IN 5 (Brazillian history class ref). Remember when I said I would start AND finish PULSAR-OS yesterday?? Well… I decided to make that challenge EVEN WORSE KKKKKKKPULSAR already looks like an OS, but I don’t want it to just look like one. I WANT IT TO FEEL LIKE ONE. So I’m calling this next phase: 50 YEARS IN 5. I’m basically speedrunning decades of OS features into PULSAR before shipping it today :D And we already made some serious progress:STORAGE // ONLINEBOOT // WORKINGSYSTEM MENU // WORKINGCUSTOMIZATION // WORKING 0 ERRORS. Now comes the insanity: apps, terminal, notes, calculator, search, documentation and, most importantly, the microcontroller/hardware system. Is this reasonable?NO. Are we doing it anyway?YEAH. PULSAR STARTED YESTERDAY. PULSAR SHIPS TODAY. SEE YA IN THE FINAL DEVLOG :D
YEEEEEAH, I ACTUALLY DID IT :D Remember when I said: “PULSAR STARTED YESTERDAY. PULSAR SHIPS TODAY.” WELL… PULSAR SHIPPED. After a LOT of debugging, testing, fixing things, breaking other things while fixing those things KKKKKKKK, and finishing the last parts of the system, PULSAR OS // BUILD 1.0 IS FINALLY DONE. The last development phase was basically about making everything actually work together. We finished all the applications, connected the hardware system, tested everything, fixed the remaining bugs and then cleaned and mapped the source code so that someone opening the project can actually understand WHERE EVERYTHING IS KKKKKKK. And somehow, this thing now has: NOTES // local storage + autosave CALCULATOR // because every OS needs one :D TERMINAL // commands, system tools and hardware communication PULSAR WEB // a web interface inside a Web OS SERIAL MONITOR // direct RX/TX communication with microcontrollers DEVICE MANAGER // connected hardware information and management GUIDE // documentation built directly into PULSAR CUSTOMIZATION // wallpapers and system personalization And yes, the hardware part WORKS. For the final test, I connected an ESP32 to PULSAR and sent: PULSAR > Hello ESP And it answered: ESP32 > Hello Pulsar! :D We also went through the HTML, CSS and JavaScript and mapped the different parts of the source code, so if someone wants to explore PULSAR or use it to understand how a Web OS like this works, the project is MUCH easier to navigate now. And then… WE PUT IT ONLINE. Obviously, the first completely reasonable thing I did was open PULSAR inside PULSAR Web… SO YES. PULSAR CAN RUN PULSAR INSIDE PULSAR. KKKKKKKKKKKKKKKKKKKKKKKK This project started with me giving myself the incredibly stupid challenge of making an entire Web OS in basically one day. Then I made the challenge worse. Then I called it “50 YEARS IN 5.” And now I’m looking at a finished Web OS with a desktop, apps, terminal, documentation, storage, hardware communication and its own little ecosystem. So… I think we’re done here :D PULSAR OS // BUILD 1.0 SYSTEM // ONLINE DEVELOPMENT … COMPLETE !!!!!! SIGNAL // ACQUIRED Thank you to everyone who followed these devlogs! This was PULSAR. BYE BYEEEE :D SEE YA IN THE NEXT PROJECT!!! — N1K A STAR. A SIGNAL. AN INTERFACE.
Actually, I’ve been developing Build 1.0 (the remake)! I’ve been fixing bugs, changing some AI stuff, deleting dead stuff from the CSS, cleaning up the code, and doing lots of other things like that! But… what’s actually different?Wallpapers — They were all replaced with real photos taken by the Hubble Space Telescope! I also added a new tab where you can check the sources for all of them, with links to the official ESA pages. Tiny differences — Some small design changes, like changing the opacity of the top bar and menu, plus a bunch of tiny things like that :D I’m still developing and changing tons of stuff, so that’s it for now! See ya :D
THE FINAL DEVLOG 😭😭😭😭😭😭 After days of fixing stuff, rewriting parts of javascript, css and testing EVERYTHING , FINALLY THE REMAKE IS READY!!! but.. what changed? Reworked JavaScript, Html and Css! Fixed bugs and removed a LOT of unnecessary code. Improved the interface and the interface of window manager. Kept all apps, settings, and LocalStorage working 100%. Tested the serial monitor and Device Manager with a Esp32 - STILL WORKS PERFECLY! Cleaned lots of ai stuff and changed the logo made with Ai The hasdest part was definitely cleaning up the code without breaking the whole system, and honestly, sometimes there were moments when i genuinaly thought i was going to lose my mind and i really wanted to give up, but here we are, everything done :D I need to reiterate one thing about the project: the browser DOES WORK. BUT, IT HAS SOME LIMITATIONS ABOUT THE SITE 𝙔𝙊𝙐 WANT TO ACESS! Many sites refuse embedded viewing, while others allow it; it is up to you to research which ones do and which ones don’t. Anyway, thanks a lot for reading. It was a headache getting all this done, and unfortunately, I couldn’t find a more practical way to fix it without rebuilding my entire code—but yaaah, here we are. BUILD 1.0 (REMAKE) IS COMPLETE! SEE YA NEXT PROJECT (or devlog, i dunno :D )
FINALLY, WE DID IT, 40 HOURS OF DEVELOPMENT!! Now, the rework is finally done!! I reorganized and simplified tons of things throughout the codebase, like merging repeated CSS blocks (identical headers, footers, and scrollbars), and created variables for text, borders, backgrounds, status colors, and things like that! :D So now, instead of just having random hex colors and repeated values everywhere (not cool), everything is waaaay more organized now :D. Isn’t that nice? And I also fixed a lot of bugs in the CSS: The dark wallpaper overlay is back, now controlled by --desktop-dim . Removed the duplicated .wallpaper-grid class. Fixed the card grid so it only applies inside the Customization window. Notes, Calculator, and Terminal now have their own mobile layout rules instead of overflowing the screen. Guide and Device Manager are properly centered on smaller screens. Signal Log and Customization now use clamp() to fit smaller displays. Removed useless hover effects, unnecessary opacity rules, and unused CSS. I also simplified tons of other things and fixed more issues than I expected. :D BUT, THERE’S SOMETHING IMPORTANT! PULSAR-OS has its own personality. The visual identity is basically fixed and WILL STAY like this. The important details and the app dimensions are still the same. I didn’t want to turn the whole project into smth generic just to make the code shorter. The goal was to make the CSS cleaner, easier to understand, and more consistent, without losing what makes PULSAR-OS feel like PULSAR-OS. THE REWORK IS DONE. PULSAR-OS IS STILL ALIVE!! SEE YA IN THE NEXT ADVENTURE!!! :DDD (btw, there are a lot of comments in Brazilian Portuguese (PT-BR) throughout the code, so feel free to use a translator if you want to read them! :D)
Ships:
This is Pulsar OS, a WebOS focused on hardware and software development. To be honest, those three days spent developing Pulsar were a massive headache—especially developing the project’s core (the JavaScript) and getting the whole system to communicate seamlessly without any glitches ☠️. And I won’t lie: I’m really proud to have successfully made the WebOS communicate properly with an ESP32 or even an Arduino! I hadn’t seen this feature anywhere else; I spent hours researching and trying to figure out how it worked. It was a huge headache, too, but—would you look at that—it actually worked! Now the system includes a calculator, a functional built-in browser (with some limitations, but it works), customization options, a notepad, and a guide in case you’re unsure how things work. All in all, it turned into a pretty complete system that I’m happy to share with you all! SEE YA IN THE NEXT PROJECT!!...
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1792817346.814259
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1792903746.814259
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|
4359
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6-Key Macropad by @itscharz | Stardance
|
itscharz
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T04:57:57Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "For my Hackpad 6X project, I designed and built a custom 3×3 macropad with an OLED screen, rotary encoder and WS2812 RGB LEDs. I used Fusion 360 to design the case and QMK to program the keyboard, including custom key functions, display features and LED effects. I also made a Windows app that lets the macropad display live PC stats. One of the biggest challenges was getting everything working together, especially debugging the key matrix, which sometimes registered phantom keypresses due to something I still can’t quite understand. I used QMK’s debug console, a multimeter and continuity tests to help track down the problem, which took up a significant amount of the 2 day build. I’m proud of how much I managed to build and learn, from designing the hardware to programming the firmware and PC app. I got to experiment with GPIOs, Raw HID, OLED graphics, encoders and RGB lighting, while also learning how to troubleshoot hardware and software issues. (there was a LOT of troubleshooting). There’s still room to add more features, but it’s been a really fun project, and actually having the macropad i made myself physically working and seeing it interact with my PC is pretty satisfying :)", "repo": "https://github.com/itscharz12-boop/Hackpad_6X", "demo": ""}]...
|
[{"post_id": 82158, "ts": "202 [{"post_id": 82158, "ts": "2026-10-24T04:10:46Z", "hours": 7.1872, "text": "ITS FINISHED!! I’ve finally got the parts and after 2 days of building (which I regret not tracking very much, that could’ve doubled the hours… oh well) I have a working build! There were a LOT of software bugs to iron out, but after so many hours I finally got it working! I even added some new features like a dark mode and some cool rgb effects, which you can see in the showcase video which i also made and will post on the ship! Making videos is so fun! Anyways after 2 days of soldering, 3d printing and most of all debugging, I am ready to ship! somehow I finished this before stardance ended, so big thanks for extending it, that saved my project big time!"}, {"post_id": 35065, "ts": "2026-07-26T07:51:28Z", "hours": 0.4714, "text": "The software side of Hackpad 6X is ready to be shipped! I created a showcase video to submit and made a 360° render of it to put in the video."}, {"post_id": 35038, "ts": "2026-07-26T06:10:16Z", "hours": 1.5333, "text": "Hackpad 6X - UPDATE –––––––––––––––– After having waited for 2 weeks to be reviewed and approved it has occured to me that getting parts and funding from the Hackpad program may take a while, and as stardance is set to end in jyst over a month I don’t expect for them to arrive before this finishes. But the project will go on!! I am going to submit the full software package, pcb, case, and code to stardance instead, and treat this as a software project for these purposes. As this is a hackpad, I cannot set the project type to software, but I hope that anyone reading this understands that the software is all I have to submit at the moment. I have been working on adding the final parts to the 3D design to render (keycaps and encoder) and fixing some small issues on the model such as the OLED hole being too small. It should be ready to ship very soon!"}, {"post_id": 25845, "ts": "2026-07-10T10:18:04Z", "hours": 2.1736, "text": "SUBMITTED FOR PARTS! I have spent the final 2 hours writing the hackpadLink software to transmit the CPU/GPU/Volume/Brightness data straight from PC to hackpad and have written a readme. Now all that remains is to wait for the parts to arrive, assemble it, and hope that the firmware works first try!!"}, {"post_id": 24644, "ts": "2026-07-08T11:24:11Z", "hours": 2.8906, "text": "LED AND DISPLAY CODE COMLPETED ! I am nearing completion of the software-side of the hackpad! The KiCad PCB is complete, the case is looking good, and i’ve been finishing up QMK firmware . The OLED display code is done, the RGB LEDS are finished, and the code is compiling (finally) after about 2 hours of debugging. All that remains now is to create the script to communicate the cpu/gpu usage data to the display and then to actually get some hardware and build this thing! It’s definitely at that stage now where everything is starting to come together properly, which makes the project feel a lot more real than it did a few weeks ago. I can finally move on to the part I’ve been looking forward to most: actually ordering the components, assembling the hackpad, and seeing whether everything works together in physical form as well as i hope it will!"}, {"post_id": 22578, "ts": "2026-07-05T03:21:27Z", "hours": 0.5236, "text": "After a brief moment of enlightenment, I realized that maybe 20 LEDs dedicated solely to a progress bar was a bit overkill, so I’ve changed the design a bit. Instead of using all 20 for the bar itself, I’ve now cut that down to 8 LEDs for the actual progress display, which should still be more than enough to show CPU/GPU usage clearly without being excessive. The remaining 10 LEDs are now just there for general RGB lighting, which I think makes a lot more sense and gives the project a bit more flexibility visually. At this point, the main things left to do are updating the Fusion design to fit the new LED arrangement, programming both the progress bar behavior and the RGB lighting effects, and then finishing up the screen side of the project. I also still need to finish the Python script that’ll send the CPU/GPU utilization data over so it can actually be displayed on the screen in real time. So overall, most of the big design decisions are sorted now, so it’s mainly just a matter of refining the hardware layout, getting the software side working properly, and tying everything together into something that actually looks good and functions the way I want it to. I also am planning to make a simple script to transmit the CPU/GPU utilisation data from a computer to the keyboard so that can be displayed."}, {"post_id": 19035, "ts": "2026-06-30T06:36:28Z", "hours": 2.725, "text": "Finished 3D design in fusion; set up visual studio code and used my (very limited) C knowledge to program the dual-purpose encoder, profile switching, and 6 main keys. The screen and LED remain the two next challenges to code; I believe I will also have to make a simple python script to run on the computer that is connected to transmit cpu and gpu usage data for the screen and bars."}, {"post_id": 11172, "ts": "2026-06-18T08:25:12Z", "hours": 3.1, "text": "Fixing MANY issues with the fusion design so far - the design process would be a lot easier in hindsight if I had taken the time to properly assign 3D footprints to the PCB to avoid having to dive into schematics for 0.91” displays, yet it’s looking pretty good. Just have to finish up with screw holes and figure out this LED shinethrough panel! This has been my favourite part of the process so far as Fusion is something I am quite experienced with."}, {"post_id": 6774, "ts": "2026-06-11T10:54:25Z", "hours": 0.2758, "text": "Beginning fusion design - Hackatime is still a bit of an issue but the hours are occasionally logging. I plan to have the 20 LEDs as shine-through LEDs in the case, with a thin plastic layer to hide them but still allow light to diffuse through."}, {"post_id": 6711, "ts": "2026-06-11T07:42:12Z", "hours": 0.4467, "text": "Finishing up PCB, trying and failing to set up Wakatime for fusion."}, {"post_id": 5443, "ts": "2026-06-09T06:48:47Z", "hours": 0.3686, "text": "Finished up the PCB - finally fixed the largest ERC and DRC errors. School’s been tight so I haven’t had as much time to keep teaching myself KiCad but I’m close to finishing the PCB, then it’s on to case design (something I’m a lot more familiar with!)"}, {"post_id": 2539, "ts": "2026-06-05T02:27:33Z", "hours": 0.9622, "text": "After running DRC, I realized there might be a few problems with my design. Of course, this is inevitable when teaching myself something but there were QUITE a few issues to fix (~100). Currently in the process of fixing them,"}, {"post_id": 2016, "ts": "2026-06-04T09:17:59Z", "hours": 0.6403, "text": "Changed design from 10-key to 6-key with multiple menus and a screen. Previous hours not logged as I did not know how to connect KiCad to hakatime, finally fixed that. This project serves as my first time creating a custom PCB! I primarily do 3D design work so this has been a bit of a learning curve, but i’m super excited to eventually have something which I designed from the ground up!"}]...
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Title: 6-Key Macropad by @itscharz | Stardance
De Title: 6-Key Macropad by @itscharz | Stardance
Devlogs:
Changed design from 10-key to 6-key with multiple menus and a screen. Previous hours not logged as I did not know how to connect KiCad to hakatime, finally fixed that. This project serves as my first time creating a custom PCB! I primarily do 3D design work so this has been a bit of a learning curve, but i’m super excited to eventually have something which I designed from the ground up!
After running DRC, I realized there might be a few problems with my design. Of course, this is inevitable when teaching myself something but there were QUITE a few issues to fix (~100). Currently in the process of fixing them,
Finished up the PCB - finally fixed the largest ERC and DRC errors. School’s been tight so I haven’t had as much time to keep teaching myself KiCad but I’m close to finishing the PCB, then it’s on to case design (something I’m a lot more familiar with!)
Finishing up PCB, trying and failing to set up Wakatime for fusion.
Beginning fusion design - Hackatime is still a bit of an issue but the hours are occasionally logging. I plan to have the 20 LEDs as shine-through LEDs in the case, with a thin plastic layer to hide them but still allow light to diffuse through.
Fixing MANY issues with the fusion design so far - the design process would be a lot easier in hindsight if I had taken the time to properly assign 3D footprints to the PCB to avoid having to dive into schematics for 0.91” displays, yet it’s looking pretty good. Just have to finish up with screw holes and figure out this LED shinethrough panel! This has been my favourite part of the process so far as Fusion is something I am quite experienced with.
Finished 3D design in fusion; set up visual studio code and used my (very limited) C knowledge to program the dual-purpose encoder, profile switching, and 6 main keys. The screen and LED remain the two next challenges to code; I believe I will also have to make a simple python script to run on the computer that is connected to transmit cpu and gpu usage data for the screen and bars.
After a brief moment of enlightenment, I realized that maybe 20 LEDs dedicated solely to a progress bar was a bit overkill, so I’ve changed the design a bit. Instead of using all 20 for the bar itself, I’ve now cut that down to 8 LEDs for the actual progress display, which should still be more than enough to show CPU/GPU usage clearly without being excessive. The remaining 10 LEDs are now just there for general RGB lighting, which I think makes a lot more sense and gives the project a bit more flexibility visually. At this point, the main things left to do are updating the Fusion design to fit the new LED arrangement, programming both the progress bar behavior and the RGB lighting effects, and then finishing up the screen side of the project. I also still need to finish the Python script that’ll send the CPU/GPU utilization data over so it can actually be displayed on the screen in real time. So overall, most of the big design decisions are sorted now, so it’s mainly just a matter of refining the hardware layout, getting the software side working properly, and tying everything together into something that actually looks good and functions the way I want it to. I also am planning to make a simple script to transmit the CPU/GPU utilisation data from a computer to the keyboard so that can be displayed.
LED AND DISPLAY CODE COMLPETED ! I am nearing completion of the software-side of the hackpad! The KiCad PCB is complete, the case is looking good, and i’ve been finishing up QMK firmware . The OLED display code is done, the RGB LEDS are finished, and the code is compiling (finally) after about 2 hours of debugging. All that remains now is to create the script to communicate the cpu/gpu usage data to the display and then to actually get some hardware and build this thing! It’s definitely at that stage now where everything is starting to come together properly, which makes the project feel a lot more real than it did a few weeks ago. I can finally move on to the part I’ve been looking forward to most: actually ordering the components, assembling the hackpad, and seeing whether everything works together in physical form as well as i hope it will!
SUBMITTED FOR PARTS! I have spent the final 2 hours writing the hackpadLink software to transmit the CPU/GPU/Volume/Brightness data straight from PC to hackpad and have written a readme. Now all that remains is to wait for the parts to arrive, assemble it, and hope that the firmware works first try!!
Hackpad 6X - UPDATE –––––––––––––––– After having waited for 2 weeks to be reviewed and approved it has occured to me that getting parts and funding from the Hackpad program may take a while, and as stardance is set to end in jyst over a month I don’t expect for them to arrive before this finishes. But the project will go on!! I am going to submit the full software package, pcb, case, and code to stardance instead, and treat this as a software project for these purposes. As this is a hackpad, I cannot set the project type to software, but I hope that anyone reading this understands that the software is all I have to submit at the moment. I have been working on adding the final parts to the 3D design to render (keycaps and encoder) and fixing some small issues on the model such as the OLED hole being too small. It should be ready to ship very soon!
The software side of Hackpad 6X is ready to be shipped! I created a showcase video to submit and made a 360° render of it to put in the video.
ITS FINISHED!! I’ve finally got the parts and after 2 days of building (which I regret not tracking very much, that could’ve doubled the hours… oh well) I have a working build! There were a LOT of software bugs to iron out, but after so many hours I finally got it working! I even added some new features like a dark mode and some cool rgb effects, which you can see in the showcase video which i also made and will post on the ship! Making videos is so fun! Anyways after 2 days of soldering, 3d printing and most of all debugging, I am ready to ship! somehow I finished this before stardance ended, so big thanks for extending it, that saved my project big time!
Ships:
For my Hackpad 6X project, I designed and built a custom 3×3 macropad with an OLED screen, rotary encoder and WS2812 RGB LEDs. I used Fusion 360 to design the case and QMK to program the keyboard, including custom key functions, display features and LED effects. I also made a Windows app that lets the macropad display live PC stats. One of the biggest challenges was getting everything working together, especially debugging the key matrix, which sometimes registered phantom keypresses due to something I still can’t quite understand. I used QMK’s debug console, a multimeter and continuity tests to help track down the problem, which took up a significant amount of the 2 day build. I’m proud of how much I managed to build and learn, from designing the hardware to programming the firmware and PC app. I got to experiment with GPIOs, Raw HID, OLED graphics, encoders and RGB lighting, while also learning how to troubleshoot hardware and software issues. (there was a LOT of troubleshooting). There’s still room to add more features, but it’s been a really fun project, and actually having the macropad i made myself physically working and seeing it interact with my PC is pretty satisfying :)...
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1792835750.9993439
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1792922150.9993439
|
|
68038
|
Solar System Explorer by @brlin888 | Stardance
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brlin888
|
1
|
7.77
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T05:44:16Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi all, this is my ship for Solar System Explorer! Solar System Explorer is an interactive educational website I created to help people learn more about our Solar System and where we are in space. The website features an animated Solar System with all eight planets orbiting the Sun, allowing users to click on individual planets to learn more about them. The project is built using HTML, CSS, and JavaScript, all written together in a single HTML file. In addition to the animation, I included controls to pause the planets, adjust their orbital speed, and toggle planet labels, as well as a planet index, an interactive quiz, and a Learn More section! Keep in mind this is my first website, and I learned all of this from scratch so it took me a long time… The most challenging part of this project was making sure all the different components worked together while keeping the website organized and easy to use. Creating the orbital animation required positioning the Sun at the center and making each planet move along its own circular path. I also had to make sure that the controls actually affected the animation, that clicking on planets displayed the correct information, and that the quiz and navigation links worked properly. Another challenge was designing the website so that it looked visually appealing without making it too overwhelming, while also ensuring that the layout remained usable on smaller screens. Overall, testing each feature individually and then checking how everything worked together helped me gradually develop the website into a complete project. One thing I am particularly proud of is turning learning into something people can explore interactively. I wanted users to be able to experiment with the animation, explore individual planets at their own pace, and test their knowledge through the quiz. The animation is not intended to represent the planets’ actual sizes, distances, or orbital speeds to scientific scale, but it provides a visual way to understand the basic arrangement of our Solar System. If you want to test the project, simply open the website through its published GitHub Pages link in a browser or click “try project” here. Try clicking on different planets to read their information, using the pause button to stop and resume the animation, changing the speed, and toggling the labels on and off, etc. You can also explore the planet index, complete the quiz, and use the navigation bar to jump between sections of the website. This pretty much sums up Solar System Explorer as a whole! I hope whoever tries it enjoys exploring our Solar System as much as I enjoyed building this project!", "repo": "https://github.com/brlin888-create/SolarSystem", "demo": "https://brlin888-create.github.io/SolarSystem/"}]...
|
[{"post_id": 82162, "ts": "202 [{"post_id": 82162, "ts": "2026-10-24T04:41:01Z", "hours": 0.2786, "text": "Hi everyone!!!! My ship got rejected again… I have made significant progress and changes to my code even if it doesn’t reflect in hackatime… for some reason my code progress wasn’t saved but anyways here is what I did: Added a new start screen for users, a more pixelated styled website, a search bar for the user for planet access, a better animation where you can click and focus on a planet, and a rocket game (it’s extremely lame rn might build on it in the future) which is basically just a cookie clicker game. Overall, I added more changes to the code so hopefully this gets approved soon!!!"}, {"post_id": 81154, "ts": "2026-10-20T04:02:11Z", "hours": 1.4944, "text": "Hi everyone, My project was flagged for using too much AI, so I added new parts to my code such as a mini game and an enlargement feature for planets when clicked on. Hopefully this is enough to ship as I really spent a lot of time on this project and this is my first time doing html (my first website…)!"}, {"post_id": 80570, "ts": "2026-10-18T05:38:57Z", "hours": 0.3333, "text": "Hi everyone, I know I said that the last devlog was going to be the last one, but I made some final edits to me code such as testing parts and ensuring the code looks pretty organized… I also ensured that the animation looked good and everything was functional so I am ready for shipping my project. Look out for my ship!"}, {"post_id": 80474, "ts": "2026-10-17T19:33:40Z", "hours": 3.3383, "text": "Hi everyone! Welcome back to Solar System Explorer! Over the past few days, I have been working on this project continuously but didn’t have much time creating devlogs each day. With that said, I have been mostly working on adding functionality to the website such as adding animations for the solar system (I know it’s not accurate because planets don’t orbit in circles), which took me an extremely long time because I am not used using html. Other than that, I also added a part where users can answer questions and change the speed of the animation. Overall, a pretty simple project and I am very proud of sharing this project with you all! I will probably be shipping it in a bit, so stay tuned for that! Thank you for all of you that have been part of this journey!"}, {"post_id": 78461, "ts": "2026-10-10T20:58:48Z", "hours": 1.8503, "text": "Hi all, This is Days 3, 4, 5 of solar system explorer. Over these couple of days, I mainly focused on getting the background stars to work, and started to add clickable buttons where users can click buttons to learn more about the planets. Here is summary of what I accomplished: What worked: I made the planets interactive and created a system for displaying information about each planet. Issue: The website needed a way to organize all of the planet information. How I worked on it: I created a JavaScript object called planetData. Each planet stores its information inside the object. Clicking a planet calls the showPlanet() function. Next goal: Create a planet index so users can select planets without having to find them in the animation."}, {"post_id": 77216, "ts": "2026-10-06T04:00:25Z", "hours": 0.5456, "text": "Hi all, This is Day 2 on working on solar system explorer. Today I learned more about how to actually use HTML to format this website, I am learning fast. Here is the conclusion of todays session: What worked: I created the main structure of the website and added navigation Issue: The sections were only text and did not contain the actual educational parts yet How I worked on it: I used HTML sections and navigation links. CSS was used to organize the header and page Next goal: Create the actual Solar System visual"}, {"post_id": 76940, "ts": "2026-10-05T04:36:39Z", "hours": 0.3092, "text": "Hi all, Starting a new project today which is going to be called Solar System (Explorer)! Since I haven’t made a website using HTML before, today was really simple and just getting the basics going. What worked: I created the basic structure of the Solar System Explorer website using HTML. Issue: The website initially had no interactive features or solar system graphics. How I worked on it: I used HTML to create the page structure and CSS to control the background, text, and spacing. Next goal: Create the main website layout and navigation."}]...
|
Title: Solar System Explorer by @brlin888 | Starda Title: Solar System Explorer by @brlin888 | Stardance
Devlogs:
Hi all, Starting a new project today which is going to be called Solar System (Explorer)! Since I haven’t made a website using HTML before, today was really simple and just getting the basics going. What worked: I created the basic structure of the Solar System Explorer website using HTML. Issue: The website initially had no interactive features or solar system graphics. How I worked on it: I used HTML to create the page structure and CSS to control the background, text, and spacing. Next goal: Create the main website layout and navigation.
Hi all, This is Day 2 on working on solar system explorer. Today I learned more about how to actually use HTML to format this website, I am learning fast. Here is the conclusion of todays session: What worked: I created the main structure of the website and added navigation Issue: The sections were only text and did not contain the actual educational parts yet How I worked on it: I used HTML sections and navigation links. CSS was used to organize the header and page Next goal: Create the actual Solar System visual
Hi all, This is Days 3, 4, 5 of solar system explorer. Over these couple of days, I mainly focused on getting the background stars to work, and started to add clickable buttons where users can click buttons to learn more about the planets. Here is summary of what I accomplished: What worked: I made the planets interactive and created a system for displaying information about each planet. Issue: The website needed a way to organize all of the planet information. How I worked on it: I created a JavaScript object called planetData. Each planet stores its information inside the object. Clicking a planet calls the showPlanet() function. Next goal: Create a planet index so users can select planets without having to find them in the animation.
Hi everyone! Welcome back to Solar System Explorer! Over the past few days, I have been working on this project continuously but didn’t have much time creating devlogs each day. With that said, I have been mostly working on adding functionality to the website such as adding animations for the solar system (I know it’s not accurate because planets don’t orbit in circles), which took me an extremely long time because I am not used using html. Other than that, I also added a part where users can answer questions and change the speed of the animation. Overall, a pretty simple project and I am very proud of sharing this project with you all! I will probably be shipping it in a bit, so stay tuned for that! Thank you for all of you that have been part of this journey!
Hi everyone, I know I said that the last devlog was going to be the last one, but I made some final edits to me code such as testing parts and ensuring the code looks pretty organized… I also ensured that the animation looked good and everything was functional so I am ready for shipping my project. Look out for my ship!
Hi everyone, My project was flagged for using too much AI, so I added new parts to my code such as a mini game and an enlargement feature for planets when clicked on. Hopefully this is enough to ship as I really spent a lot of time on this project and this is my first time doing html (my first website…)!
Hi everyone!!!! My ship got rejected again… I have made significant progress and changes to my code even if it doesn’t reflect in hackatime… for some reason my code progress wasn’t saved but anyways here is what I did: Added a new start screen for users, a more pixelated styled website, a search bar for the user for planet access, a better animation where you can click and focus on a planet, and a rocket game (it’s extremely lame rn might build on it in the future) which is basically just a cookie clicker game. Overall, I added more changes to the code so hopefully this gets approved soon!!!
Ships:
Hi all, this is my ship for Solar System Explorer! Solar System Explorer is an interactive educational website I created to help people learn more about our Solar System and where we are in space. The website features an animated Solar System with all eight planets orbiting the Sun, allowing users to click on individual planets to learn more about them. The project is built using HTML, CSS, and JavaScript, all written together in a single HTML file. In addition to the animation, I included controls to pause the planets, adjust their orbital speed, and toggle planet labels, as well as a planet index, an interactive quiz, and a Learn More section! Keep in mind this is my first website, and I learned all of this from scratch so it took me a long time… The most challenging part of this project was making sure all the different components worked together while keeping the website organized and easy to use. Creating the orbital animation required positioning the Sun at the center and making each planet move along its own circular path. I also had to make sure that the controls actually affected the animation, that clicking on planets displayed the correct information, and that the quiz and navigation links worked properly. Another challenge was designing the website so that it looked visually appealing without making it too overwhelming, while also ensuring that the layout remained usable on smaller screens. Overall, testing each feature individually and then checking how everything worked together helped me gradually develop the website into a complete project. One thing I am particularly proud of is turning learning into something people can explore interactively. I wanted users to be able to experiment with the animation, explore individual planets at their own pace, and test their knowledge through the quiz. The animation is not intended to represent the planets’ actual sizes, distances, or orbital speeds to scientific scale, but it provides a visual way to understand the basic arrangement of our Solar System. If you want to test the project, simply open the website through its published GitHub Pages link in a browser or click “try project” here. Try clicking on different planets to read their information, using the pause button to stop and resume the animation, changing the speed, and toggling the labels on and off, etc. You can also explore the planet index, complete the quiz, and use the navigation bar to jump between sections of the website. This pretty much sums up Solar System Explorer as a whole! I hope whoever tries it enjoys exploring our Solar System as much as I enjoyed building this project!...
|
1792857186.2295442
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1792943586.2295442
|
|
42222
|
My own site! by @Kartikey26 | Stardance
|
Kartikey26
|
2
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T04:52:44Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey guys finally shipped the updated version of my personal site for stardance. i added all my new projects like vidnote and commerce os, but the coolest part is this fake terminal boot screen i built that runs when you first open the page. i also kept the matrix rain background but added a frosted glass effect over the main sections so you can actually read the text now without your eyes bleeding. the whole thing took way longer than it should have because i got so stuck on the css. my entire layout broke and i was losing my mind trying to fix it, only to realize i literally typed - { instead of * { at the very top of the file and broke the global reset. i also accidentally had the javascript matrix loop running twice at the same time so it was lagging my browser to death lol. if you wanna test it out, refresh the page to see the boot sequence, and then scroll down to the sandbox section. there’s a working terminal where you can type ‘help’ to see commands. definitely try the ‘matrix’ command to toggle the background, and try typing ‘sudo’ just to see what happens. let me know if anything breaks on mobile!", "repo": "https://github.com/kartikeynegi25/personal-site", "demo": "https://kartikeynegi25.github.io/personal-site/"}, {"ship_num": 2, "ts": "2026-08-01T09:22:45Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a retro hacker-style terminal portfolio using just pure HTML, CSS, and Vanilla JS—literally zero frameworks or libraries. Standard portfolios felt kind of boring, so I wanted to make something actually cool with a working terminal, Matrix digital rain in the background, CRT scanlines, and retro keyclick sounds. The trickiest part was getting the audio to work without just downloading a bunch of MP3s. I coded it from scratch using the browser’s native Web Audio API to generate the click and error tones live in JavaScript. I also fought with mobile layout bugs for a bit because the terminal input kept stretching past the screen on phones, but I fixed that using min-width: 0 and flexbox. Honestly pretty hyped that I built the whole thing from scratch with zero dependencies and got it running super fast on mobile too. To test it out, turn your sound on, click anywhere on the page, and start typing commands in the terminal. Try running help, about, skills, matrix, date, clear, or sudo if you want to hear the access denied sound. Live site: https://kartikeynegi25.github.io/personal-site/ GitHub repo: https://github.com/kartikeynegi25/personal-site", "repo": "https://github.com/kartikeynegi25/personal-site", "demo": "https://kartikeynegi25.github.io/personal-site/"}]...
|
[{"post_id": 82166, "ts": "202 [{"post_id": 82166, "ts": "2026-10-24T04:47:09Z", "hours": 3.2667, "text": "Finally got around to updating my personal site today and added all my new projects like vidnote and commerce os. i also built this sick fake boot loader screen that prints out system logs before the site actually loads. it took way longer than it should have though because i got completely stuck for a bit trying to figure out why my css layout was suddenly breaking everywhere. turns out i literally typed a minus sign instead of a star (- { instead of * {) at the very top of my stylesheet and broke the entire global reset lmao. once i caught that stupid typo, i fixed the spacing, wrapped the project cards in a frosted glass effect so the text is actually readable over the matrix rain, and it’s finally live."}, {"post_id": 38733, "ts": "2026-08-01T09:04:20Z", "hours": 3.2106, "text": "Built an interactive, retro hacker-style CLI portfolio website completely from scratch. I wanted to create a high-character web application featuring an interactive command line, synthesized audio, and dynamic canvas animation—all without using any third-party libraries or frameworks. Live Demo: https://kartikeynegi25.github.io/personal-site/ GitHub Repository: https://github.com/kartikeynegi25/personal-site"}]...
|
Title: My own site! by @Kartikey26 | Stardance
De Title: My own site! by @Kartikey26 | Stardance
Devlogs:
Built an interactive, retro hacker-style CLI portfolio website completely from scratch. I wanted to create a high-character web application featuring an interactive command line, synthesized audio, and dynamic canvas animation—all without using any third-party libraries or frameworks. Live Demo: https://kartikeynegi25.github.io/personal-site/ GitHub Repository: https://github.com/kartikeynegi25/personal-site
Finally got around to updating my personal site today and added all my new projects like vidnote and commerce os. i also built this sick fake boot loader screen that prints out system logs before the site actually loads. it took way longer than it should have though because i got completely stuck for a bit trying to figure out why my css layout was suddenly breaking everywhere. turns out i literally typed a minus sign instead of a star (- { instead of * {) at the very top of my stylesheet and broke the entire global reset lmao. once i caught that stupid typo, i fixed the spacing, wrapped the project cards in a frosted glass effect so the text is actually readable over the matrix rain, and it’s finally live.
Ships:
I built a retro hacker-style terminal portfolio using just pure HTML, CSS, and Vanilla JS—literally zero frameworks or libraries. Standard portfolios felt kind of boring, so I wanted to make something actually cool with a working terminal, Matrix digital rain in the background, CRT scanlines, and retro keyclick sounds. The trickiest part was getting the audio to work without just downloading a bunch of MP3s. I coded it from scratch using the browser’s native Web Audio API to generate the click and error tones live in JavaScript. I also fought with mobile layout bugs for a bit because the terminal input kept stretching past the screen on phones, but I fixed that using min-width: 0 and flexbox. Honestly pretty hyped that I built the whole thing from scratch with zero dependencies and got it running super fast on mobile too. To test it out, turn your sound on, click anywhere on the page, and start typing commands in the terminal. Try running help, about, skills, matrix, date, clear, or sudo if you want to hear the access denied sound. Live site: https://kartikeynegi25.github.io/personal-site/ GitHub repo: https://github.com/kartikeynegi25/personal-site
Hey guys finally shipped the updated version of my personal site for stardance. i added all my new projects like vidnote and commerce os, but the coolest part is this fake terminal boot screen i built that runs when you first open the page. i also kept the matrix rain background but added a frosted glass effect over the main sections so you can actually read the text now without your eyes bleeding. the whole thing took way longer than it should have because i got so stuck on the css. my entire layout broke and i was losing my mind trying to fix it, only to realize i literally typed - { instead of * { at the very top of the file and broke the global reset. i also accidentally had the javascript matrix loop running twice at the same time so it was lagging my browser to death lol. if you wanna test it out, refresh the page to see the boot sequence, and then scroll down to the sandbox section. there’s a working terminal where you can type ‘help’ to see commands. definitely try the ‘matrix’ command to toggle the background, and try typing ‘sudo’ just to see what happens. let me know if anything breaks on mobile!...
|
1792835446.6676447
|
1792921846.6676447
|
|
71125
|
adapt cat by @nour0hony | Stardance
|
nour0hony
|
0
|
5.57
|
0
|
[]
|
[{"post_id": 82186, "ts": "202 [{"post_id": 82186, "ts": "2026-10-24T06:19:41Z", "hours": 5.5733, "text": "Adopt cats … who don’t love cats? In this game, you can adopt cats, feed them, play with them, collect coins, buy accessories, and decorate your sanctuary."}]...
|
Title: adapt cat by @nour0hony | Stardance
Devlog Title: adapt cat by @nour0hony | Stardance
Devlogs:
Adopt cats … who don’t love cats? In this game, you can adopt cats, feed them, play with them, collect coins, buy accessories, and decorate your sanctuary....
|
1792824442.5041218
|
1793429242.5041218
|
|
71152
|
OilPainter by @Axy | Stardance
|
Axy
|
0
|
0.54
|
0
|
[]
|
[{"post_id": 82205, "ts": "202 [{"post_id": 82205, "ts": "2026-10-24T08:59:53Z", "hours": 0.5403, "text": "Recently , i saw a trend of mac users specially using oil painted wallpapers which looked cool and aesthetic to me but not everyone were fan of those premade wallpapers so to allow users to create custom oil-painted wallpaper/images, Oil Painter was developed.Its a simple lightweight program that takes an image , asks for a output path( which you have to write manually) and creates a oil-painted variant of it. I hope for feedbacks and suggestion.Its a bare bone software without little to no polish!"}]...
|
Title: OilPainter by @Axy | Stardance
Devlogs:
Re Title: OilPainter by @Axy | Stardance
Devlogs:
Recently , i saw a trend of mac users specially using oil painted wallpapers which looked cool and aesthetic to me but not everyone were fan of those premade wallpapers so to allow users to create custom oil-painted wallpaper/images, Oil Painter was developed.Its a simple lightweight program that takes an image , asks for a output path( which you have to write manually) and creates a oil-painted variant of it. I hope for feedbacks and suggestion.Its a bare bone software without little to no polish!...
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1792835229.6084335
|
1793440029.6084335
|
|
43204
|
Kasimirs Kebab by @laupi_oida | Stardance
|
laupi_oida
|
1
|
85.67
|
460
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T18:54:58Z", "hours": 48.0, "multiplier": 9.84, "payout": 460, "blessing": "neutral", "text": "I developed a rpg game with the framework LÖVE2D using Lua. I made my own textbox queue system, collision system, fight system, menu and you can change the keyboard layout. I learned that it’s important to write clean code and how to automate many processes. And somehow I learned more English than in school (I’m still bad at English).", "repo": "https://github.com/Laup0403/Kasimirs-Kebab/", "demo": "https://laupi-oida.itch.io/kasimirs-kebab"}]...
|
[{"post_id": 82214, "ts": "202 [{"post_id": 82214, "ts": "2026-10-24T09:38:39Z", "hours": 6.3717, "text": "TWIN! This is the last or the second last devlog. Here’s what i added: 1. Mobile controls In the settings you can now enable mobile mode. I think I made it really cool because I made 3 States and in 1 state you can see the arrows,in the other nothing and the complete screen is action1 and in the last you see the question buttons. That works really well I think 2. Sounds Some sounds are good some sounds are not so good but I think they match the games style and the sounds from the last chapter are really good I think 3. New main menu It looks the same but now I use buttons instead of areas and you can just control it with mouse or touchscreen and not arrow keys anymore I’m gonna send the game to my playtesters and see if they find any bugs (they are really good in bug finding) Bye Twin!"}, {"post_id": 81615, "ts": "2026-10-21T19:31:39Z", "hours": 4.5936, "text": "YOOOOOOOOOOOOOOOOOOOO TWIN!!! It’s done. I mean the story the game isn’t ready yet I added the castle and the isn’t Kasimir. Then you go into the kitchen and see a doner kebab. And what then happens I won’t spoiler. But after that comes: a paywall because why not? But I think the last chapters are a bit empty but I didn’t really had fun at the end. Löve was way more fun. Now there are the following the tasks: Updating the menu: There aren’t all chapters in the load scene Mobile controls: I want that everyone can play this game and I think mobile controls are necessary (not even all my friends have a PC) Language translation: I want German translation and Latin (just for prank), because that are the only languages I speak except English Audio: I’m really bad at sound but I think some sound will be good! We are so far but I still don’t see the end. Bye Twin!"}, {"post_id": 80813, "ts": "2026-10-18T21:04:19Z", "hours": 2.6544, "text": "Yo Twin! The City stands! The corners look a bit weird but ok. In the city there are 4 houses and 4 wise man inside that tell you something about Kasimir and if you speak to all of them the gate to the “real valley” opens. And I also changed the dialog with the doner guy, because the thief is now Kasimir and not a beetle. The next chapter will become a bit more chill, but the last chapter will be CRAZY. Trust me. Ok bye Twin!"}, {"post_id": 79979, "ts": "2026-10-15T18:38:49Z", "hours": 2.0311, "text": "Yo Twin! This time I drew more. Here’s everything I did: 1. I updated the Github readme and itch.io site 2. A smooth transition When the wall is broken there is a new path. When you go there the scene switches and the wall collapses so you can’t go back. 3. A bit of the town If you follow the path, you get into the town. This is the third chapter. The game shouldn’t be that long so after that there will come 2 more chapters: The REAL valley and then the castle where the legendary Kasimir sits and there will also be the kebab skewer(yay). Ok that was everything. Bye Twin!"}, {"post_id": 78833, "ts": "2026-10-11T18:34:52Z", "hours": 6.8011, "text": "Yo Twin! I must learn to make decisions because now I completely removed the fight system and you just do a puzzle. The Puzzle It is just some puzzle I made in PuzzleScript in the computer science lessons and I ported it to Godot but it it is a bit challenging. The crazy effects are back! Now after you solved the puzzle Hans comes to you and shows you his cool new gadget. And here I made also some plans for the future: Audio - The puzzle and the new Hans scene would be so much cooler and I already have an idea Translation - For now it should just be German because I speak that and Latin just for prank and I think for other languages I need help but I don’t want to use AI And I decided I will make the game a bit shorter I hope I will get it to like 30-60 minutes. Ok, Bye Twin!"}, {"post_id": 77367, "ts": "2026-10-06T17:53:13Z", "hours": 3.6044, "text": "UPDATE!!! Yo Twin! Finally I have a fight system I like. Actually it is just a redesign but it looks way better I think. This time I didn’t put the moves menu on the bottom but on the right side. That makes so much more space and I have big plans with it. I also removed the health bar and replaced it with a variable in the moves menu because it looks more like a hacker and Klaus looks like a hacker too. And I made something like paths I think that looks cool. I also added the Spooky man If I haven’t said this already And I made a sick new Animation that looks hacky (cool word) Ok bye Twin!"}, {"post_id": 75939, "ts": "2026-10-01T17:39:31Z", "hours": 1.5761, "text": "TWINNNNNNNNNNNNN I did fixed some textboxes, because sometimes I wrote Ms Mauer and sometimes Ms. Mauer and I did TWO BIG THINGS: 1. Mouse controls in the menu because some people didn’t understand it and 2. the new web version I host the game now on itch.io because it is less complicated and there are less issues but somehow the mouse controls aren’t working right. (Here try it: https://laupi-oida.itch.io/kasimirs-kebab ) Yeah pretty cool (like the image) , I know and now comes the fight system. Bye Twin!"}, {"post_id": 75671, "ts": "2026-09-30T18:14:55Z", "hours": 8.1503, "text": "BOOM Yo Twin it didn’t thought that I can remake the game in like 10 hours. But I did it. I also added a house for Klaus, because that’s a better starting point and the input delay in the menu is gone. Now I’m stuck at the fight system again. I think it isn’t a secret that the old fight system was just bad. I brain stormed a bit and have some thoughts in mind that I must combined. But that’s harder then I thought But I will brainstorm a bit. I think switching to Godot was a great decision. Bye Twin!"}, {"post_id": 73732, "ts": "2026-09-25T20:06:40Z", "hours": 1.8886, "text": "Twin! First of all: Thanks for all the reviews on my project! Many people reported issues and I want to fix them. But first: I will use Godot Yes I know in the other devlog I said I don’t really had a good time with Godot but somehow it is still the best open source game engine and it somehow really triggered me that GameMaker isn’t open source What is the current state of the game? I have already reprogrammed the textbox, the intro map and the player movement and it is SO MUCH FASTER than in LÖVE. I also saw that you can make like 2.5D graphics and I think this might look cool and I will try this in future. The issues reported 1. Many People couldn’t open the game Now that I use godot it will be a better web port and I will host it on itch.io so it should work for anyone 2. Some out of bounce glitches Yeah I didn’t place the collision boxes well but I will fix this. 3. Many People had problems with the controls I know I made it a bit confusing. I’ll make little markers at the bottom if you can do something and I will make mouse inputs in the menu. I will try to remake the game as fast as possible. Thanks for everything and bye Twin!"}, {"post_id": 72778, "ts": "2026-09-23T18:45:22Z", "hours": 1.6147, "text": "Twin! I wanted to finish the prototype It isn’t what it should be but I added a win screen and a game over screen and I changed the default action key to z because most people have qwerty kb and it was y because I have qwertz kb. There was much I wanted to add but I think love was a great experience but I must search new Horizons until I find an engine made for me. Bye Twin!"}, {"post_id": 71903, "ts": "2026-09-21T18:57:17Z", "hours": 3.0531, "text": "I give up Yo Twin! First of all i figured out how to make a web version and now you can test the game But now the sad news I give up with my plans to make a game with love2d. I had a great time and love2d but now the it feels like I must reinvent the wheel (like we in germany say), because I must code everything myself and it takes so long. That doesn’t mean I won’t finish Kasimirs Kebab This is now just a prototype or a beta. I will just switch my game engine! I first thought of Godot but I had bad experience and I think I will go to the game engine I started with: Game Maker! I like it and some great games were made with it that are similar to the game I want to make like undertale, deltarune or forager. The only thing I don’t like about it is that it isn’t open source but it only cost 100$ one time for a professional license and I mean that’s WAY better than Unity or Unreal and you support the developers, but I won’t sell this game so that doesn’t matter. You can try my prototype here: https://laup0403.github.io/Kasimirs-Kebab/ What did we learn? - All roads lead to rome. And bye Twin!"}, {"post_id": 70103, "ts": "2026-09-18T13:51:27Z", "hours": 6.8772, "text": "Yo Twin! After changin the concept of the fight system 4 times I wanted to give you an update on my inprovements. 1. Textbox improvements First of all I thougth the textbox was a bit boring so I added a read effect and also dots are read slower and thats very cool in some dialogues and you can also skip the reading. 2. A black bar It doesn’t sound important but on the left if I didn’t0 play at fullscreen there was always a little space on the left where it shouldn’t be and this bar fixes it 3. Spookyman He’s like an super human because I needed a way to give the player a wepon and he’s kinda cool AND NOW 4. The fight system It’s not done yet but I did it like in my last post but the bar with actions is at the bottom and I also automated the drawing. That means it shows always 3 Things and if I add more then it shows arrows as a notification and I can move up or down to see the other actions. And the Healthbar is like in the last post because I like that design. It was actually not that easy to make the healthbar (or I am dumb) because it is 62 pixels long and I needed to calculate how much the player has left in percent and then I set the healthbar further behind (this is the calculation for anyone wondering: (1-(fight.enemyhealth/fight.maxenemyhealth)) * 62) I also added my first sound effect for switching the action. That were some big changes! Sorry for bad english and Bye Twin!"}, {"post_id": 63784, "ts": "2026-09-07T18:59:41Z", "hours": 0.6903, "text": "Twin! Did’nt code that much but I made a plan: The “basic combat” should be similair to Final Fantasy or the Mario and Luigi game. You have a health bar and you enemy has one. Then there is a Action Field where you can do attacks and use items. Pretty basic, right? FALSE Now you think how? Idk either but there will be more because this is just the “basic combat” Note: I also tryed to make music loops and it worked well but I have no music right now. Bye Twin!"}, {"post_id": 61601, "ts": "2026-09-04T16:14:55Z", "hours": 5.1753, "text": "TWIN! First of all: sadly, I cannot make a web version of the game because of the push library and even if i try to do it without the library it won’t work. But there are also good news: I made the first boss! So you cannot fight yet but our first boss Ms. Mauer exists. I made a cool feature that if you make her mad she drops a stone on you. I already have a plan for the the fight. It should be similar to cuphead but rythm based. Think I might add sound Bye Twin!"}, {"post_id": 56638, "ts": "2026-08-28T14:01:24Z", "hours": 3.4297, "text": "BOOOM !!! Now I have your attention Twin and can tell you about my GREAT changes on the main menu. 1. The loading menu There is just one chapter for now and I will change the loading menu when I need to. I think I will make it look like the settings menu. 2. The settings menu You now start with the arrow keys and z and x as the default layout and in the settings you can change it! I tryed to record it but it is a bit async( I think that’s what it’s called). Bye Twin!"}, {"post_id": 53972, "ts": "2026-08-24T17:58:30Z", "hours": 3.4322, "text": "TWIN! I made a sign. But that is not crazy and because of that I made a main menu You can already start the game and exit the game. For the load button I thougth I will not make a safefile but from there you can start into the different chapters, because that’s easier to program and more stable if I make a web export. For the settings file there will be some audio settings and key bindings. And i also made custom symbols in my font for arrows and the exit symbol because my default font doesn’t have this. Bye Twin!"}, {"post_id": 51225, "ts": "2026-08-20T19:14:54Z", "hours": 4.0833, "text": "Twin! During the past few days I hadn’t much time but I made some bug fixes and: 1. a gamescene switch system This is important later for savestates and for easier debugging and it saves RAM usage (I hope). 2. a dialoge choice system or whatever this thing from zelda where you can choose an option is 3. the tickle monster very important. 4. new controls you can either play with wasd and k and l or with the arrow key and z/y and x Bye Twin!"}, {"post_id": 47160, "ts": "2026-08-14T20:54:39Z", "hours": 4.7125, "text": "TWIN!!!!!!!!!!!!!!! This is the biggest update in a game about kebab in the entire human history! Here’s what I added: 1. a new name Kasimirs Kebab sounds much cooler than everyone wants kebab and it will make more sense later. 2. the tickle monster Border are boring so if you go out of the map the tickle monster comes (there is no real tickle monster. the game closes it’s self but there will be one next update). 3. an intro You wan’t a doner kebab but the skewer was stolen and now you best friend hans flies with an jetpack trough the air or something idk 4. a cool Animation very Cool 5. a cover picture also very Cool. I know that was very much and I will try to make a web export so that you can try that crazy story but for now you must watch the video. Hope you liked it. Bye Twin!"}, {"post_id": 45624, "ts": "2026-08-12T07:22:13Z", "hours": 2.2822, "text": "Twin! I made some changes. 1. redesigned the textures The old textures looked pretty boring so I redesigned them and made flowers and grass 2. ySort For those who don’t know: ySort sorts the draw order based on the y coordinates and what that does you can see in the video. 3. a sick animation Now you can give Hans a handshake How cool is that? That was everything for this devlog. Bye Twin!"}, {"post_id": 45183, "ts": "2026-08-11T14:35:24Z", "hours": 4.4089, "text": "TWIN! I made BIG changes. 1. a static resolution Now you can scale the game to whatever size you want because I used the push library to set the resolution to 160x90 and it scales with the window. Note: If you want to use push and cameraMgr like me, you must change every love.graphics.getWidth() and love.graphics.getHeight() in cameraMgr.lua to if push then camera.w, camera.h = push:getDimensions() else camera.w = love.graphics.getWidth() camera.h = love.graphics.getHeight() end 2. a collsision box for our friend hans Yeah very BIG change but that’s important but here comes the biggest addon: 3. A TEXTBOX I made a system, were you add text to a queue and if the queue is not empty, it shows the textbox and first line of the queue and if you press K it just deletes the first line. Simple but extremly efficent. I think I must change the font because the font I use now has a good size but it looks kinda normal and that’s lowk boring. That was everything for this BIG update. Bye Twin!"}, {"post_id": 44134, "ts": "2026-08-09T18:14:46Z", "hours": 3.7253, "text": "TWIN! I made Collisionboxes and I made it WITHOUT A LIBRARY! It was very crazy and if I have more than 50 collision boxes it begins to lag but IT WORKS! I made 3 types of the collision boxes: 1.Player (It walks), 2.Areas (You can walk through ) and 3.Wall (You can’t walk through it). How wonderful! The video shows it more or less. Explanation how I made it: The collision detection: I use an aabb-collision detection so i check if the coordinates of two boxes are overlapping. The wall: First in the code, the player is moved. Then the coordinates of the player are given to the collision box of the player. After that the code checks if the collision box of the player overlaps with a wall and if that’s the case than it resets the position or smth like that. (I know I’m good at explaining) Bye Twin!"}, {"post_id": 42839, "ts": "2026-08-07T19:37:34Z", "hours": 1.4167, "text": "Do you think the word camera looks kinda weird? Yeah I know I should get some help, but: I fixed the map and now it’s smooth. I just must draw every Layer of the map seperate. And we got this cool guy with cool hat named hans. Bye twin!"}, {"post_id": 40851, "ts": "2026-08-04T17:14:13Z", "hours": 1.6425, "text": "Hi, Twin! My game has now a map (wow) It’s pretty ugly but it’s just a prototype so that’s ok. For the map I used the tiled app ( https://thorbjorn.itch.io/tiled ) and Simple-Tiled-Implementation ( https://github.com/karai17/Simple-Tiled-Implementation/ ) to implement it in love. And then I needed to move the camera and I use the camera script from hump ( https://github.com/vrld/hump ) for this, but the problem is, that the map doesn’t move and I really just move the map (I think) and that means I must write my own camera script. But that’s a project for the future. Bye twin!"}, {"post_id": 40342, "ts": "2026-08-03T19:44:22Z", "hours": 1.4144, "text": "Hello Twin! I wanted to make a game. I don’t have a big plan but it should include kebab because Everyone wants Kebab. I also want to challenge me so use no Gameengine just love2d or LÖVE or whatever. For the start I drawed a very Cool player and gave him controls and animations with the anim8 lib."}]...
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Title: Kasimirs Kebab by @laupi_oida | Stardance
Title: Kasimirs Kebab by @laupi_oida | Stardance
Devlogs:
Hello Twin! I wanted to make a game. I don’t have a big plan but it should include kebab because Everyone wants Kebab. I also want to challenge me so use no Gameengine just love2d or LÖVE or whatever. For the start I drawed a very Cool player and gave him controls and animations with the anim8 lib.
Hi, Twin! My game has now a map (wow) It’s pretty ugly but it’s just a prototype so that’s ok. For the map I used the tiled app ( https://thorbjorn.itch.io/tiled ) and Simple-Tiled-Implementation ( https://github.com/karai17/Simple-Tiled-Implementation/ ) to implement it in love. And then I needed to move the camera and I use the camera script from hump ( https://github.com/vrld/hump ) for this, but the problem is, that the map doesn’t move and I really just move the map (I think) and that means I must write my own camera script. But that’s a project for the future. Bye twin!
Do you think the word camera looks kinda weird? Yeah I know I should get some help, but: I fixed the map and now it’s smooth. I just must draw every Layer of the map seperate. And we got this cool guy with cool hat named hans. Bye twin!
TWIN! I made Collisionboxes and I made it WITHOUT A LIBRARY! It was very crazy and if I have more than 50 collision boxes it begins to lag but IT WORKS! I made 3 types of the collision boxes: 1.Player (It walks), 2.Areas (You can walk through ) and 3.Wall (You can’t walk through it). How wonderful! The video shows it more or less. Explanation how I made it: The collision detection: I use an aabb-collision detection so i check if the coordinates of two boxes are overlapping. The wall: First in the code, the player is moved. Then the coordinates of the player are given to the collision box of the player. After that the code checks if the collision box of the player overlaps with a wall and if that’s the case than it resets the position or smth like that. (I know I’m good at explaining) Bye Twin!
TWIN! I made BIG changes. 1. a static resolution Now you can scale the game to whatever size you want because I used the push library to set the resolution to 160x90 and it scales with the window. Note: If you want to use push and cameraMgr like me, you must change every love.graphics.getWidth() and love.graphics.getHeight() in cameraMgr.lua to if push then camera.w, camera.h = push:getDimensions() else camera.w = love.graphics.getWidth() camera.h = love.graphics.getHeight() end 2. a collsision box for our friend hans Yeah very BIG change but that’s important but here comes the biggest addon: 3. A TEXTBOX I made a system, were you add text to a queue and if the queue is not empty, it shows the textbox and first line of the queue and if you press K it just deletes the first line. Simple but extremly efficent. I think I must change the font because the font I use now has a good size but it looks kinda normal and that’s lowk boring. That was everything for this BIG update. Bye Twin!
Twin! I made some changes. 1. redesigned the textures The old textures looked pretty boring so I redesigned them and made flowers and grass 2. ySort For those who don’t know: ySort sorts the draw order based on the y coordinates and what that does you can see in the video. 3. a sick animation Now you can give Hans a handshake How cool is that? That was everything for this devlog. Bye Twin!
TWIN!!!!!!!!!!!!!!! This is the biggest update in a game about kebab in the entire human history! Here’s what I added: 1. a new name Kasimirs Kebab sounds much cooler than everyone wants kebab and it will make more sense later. 2. the tickle monster Border are boring so if you go out of the map the tickle monster comes (there is no real tickle monster. the game closes it’s self but there will be one next update). 3. an intro You wan’t a doner kebab but the skewer was stolen and now you best friend hans flies with an jetpack trough the air or something idk 4. a cool Animation very Cool 5. a cover picture also very Cool. I know that was very much and I will try to make a web export so that you can try that crazy story but for now you must watch the video. Hope you liked it. Bye Twin!
Twin! During the past few days I hadn’t much time but I made some bug fixes and: 1. a gamescene switch system This is important later for savestates and for easier debugging and it saves RAM usage (I hope). 2. a dialoge choice system or whatever this thing from zelda where you can choose an option is 3. the tickle monster very important. 4. new controls you can either play with wasd and k and l or with the arrow key and z/y and x Bye Twin!
TWIN! I made a sign. But that is not crazy and because of that I made a main menu You can already start the game and exit the game. For the load button I thougth I will not make a safefile but from there you can start into the different chapters, because that’s easier to program and more stable if I make a web export. For the settings file there will be some audio settings and key bindings. And i also made custom symbols in my font for arrows and the exit symbol because my default font doesn’t have this. Bye Twin!
BOOOM !!! Now I have your attention Twin and can tell you about my GREAT changes on the main menu. 1. The loading menu There is just one chapter for now and I will change the loading menu when I need to. I think I will make it look like the settings menu. 2. The settings menu You now start with the arrow keys and z and x as the default layout and in the settings you can change it! I tryed to record it but it is a bit async( I think that’s what it’s called). Bye Twin!
TWIN! First of all: sadly, I cannot make a web version of the game because of the push library and even if i try to do it without the library it won’t work. But there are also good news: I made the first boss! So you cannot fight yet but our first boss Ms. Mauer exists. I made a cool feature that if you make her mad she drops a stone on you. I already have a plan for the the fight. It should be similar to cuphead but rythm based. Think I might add sound Bye Twin!
Twin! Did’nt code that much but I made a plan: The “basic combat” should be similair to Final Fantasy or the Mario and Luigi game. You have a health bar and you enemy has one. Then there is a Action Field where you can do attacks and use items. Pretty basic, right? FALSE Now you think how? Idk either but there will be more because this is just the “basic combat” Note: I also tryed to make music loops and it worked well but I have no music right now. Bye Twin!
Yo Twin! After changin the concept of the fight system 4 times I wanted to give you an update on my inprovements. 1. Textbox improvements First of all I thougth the textbox was a bit boring so I added a read effect and also dots are read slower and thats very cool in some dialogues and you can also skip the reading. 2. A black bar It doesn’t sound important but on the left if I didn’t0 play at fullscreen there was always a little space on the left where it shouldn’t be and this bar fixes it 3. Spookyman He’s like an super human because I needed a way to give the player a wepon and he’s kinda cool AND NOW 4. The fight system It’s not done yet but I did it like in my last post but the bar with actions is at the bottom and I also automated the drawing. That means it shows always 3 Things and if I add more then it shows arrows as a notification and I can move up or down to see the other actions. And the Healthbar is like in the last post because I like that design. It was actually not that easy to make the healthbar (or I am dumb) because it is 62 pixels long and I needed to calculate how much the player has left in percent and then I set the healthbar further behind (this is the calculation for anyone wondering: (1-(fight.enemyhealth/fight.maxenemyhealth)) * 62) I also added my first sound effect for switching the action. That were some big changes! Sorry for bad english and Bye Twin!
I give up Yo Twin! First of all i figured out how to make a web version and now you can test the game But now the sad news I give up with my plans to make a game with love2d. I had a great time and love2d but now the it feels like I must reinvent the wheel (like we in germany say), because I must code everything myself and it takes so long. That doesn’t mean I won’t finish Kasimirs Kebab This is now just a prototype or a beta. I will just switch my game engine! I first thought of Godot but I had bad experience and I think I will go to the game engine I started with: Game Maker! I like it and some great games were made with it that are similar to the game I want to make like undertale, deltarune or forager. The only thing I don’t like about it is that it isn’t open source but it only cost 100$ one time for a professional license and I mean that’s WAY better than Unity or Unreal and you support the developers, but I won’t sell this game so that doesn’t matter. You can try my prototype here: https://laup0403.github.io/Kasimirs-Kebab/ What did we learn? - All roads lead to rome. And bye Twin!
Twin! I wanted to finish the prototype It isn’t what it should be but I added a win screen and a game over screen and I changed the default action key to z because most people have qwerty kb and it was y because I have qwertz kb. There was much I wanted to add but I think love was a great experience but I must search new Horizons until I find an engine made for me. Bye Twin!
Twin! First of all: Thanks for all the reviews on my project! Many people reported issues and I want to fix them. But first: I will use Godot Yes I know in the other devlog I said I don’t really had a good time with Godot but somehow it is still the best open source game engine and it somehow really triggered me that GameMaker isn’t open source What is the current state of the game? I have already reprogrammed the textbox, the intro map and the player movement and it is SO MUCH FASTER than in LÖVE. I also saw that you can make like 2.5D graphics and I think this might look cool and I will try this in future. The issues reported 1. Many People couldn’t open the game Now that I use godot it will be a better web port and I will host it on itch.io so it should work for anyone 2. Some out of bounce glitches Yeah I didn’t place the collision boxes well but I will fix this. 3. Many People had problems with the controls I know I made it a bit confusing. I’ll make little markers at the bottom if you can do something and I will make mouse inputs in the menu. I will try to remake the game as fast as possible. Thanks for everything and bye Twin!
BOOM Yo Twin it didn’t thought that I can remake the game in like 10 hours. But I did it. I also added a house for Klaus, because that’s a better starting point and the input delay in the menu is gone. Now I’m stuck at the fight system again. I think it isn’t a secret that the old fight system was just bad. I brain stormed a bit and have some thoughts in mind that I must combined. But that’s harder then I thought But I will brainstorm a bit. I think switching to Godot was a great decision. Bye Twin!
TWINNNNNNNNNNNNN I did fixed some textboxes, because sometimes I wrote Ms Mauer and sometimes Ms. Mauer and I did TWO BIG THINGS: 1. Mouse controls in the menu because some people didn’t understand it and 2. the new web version I host the game now on itch.io because it is less complicated and there are less issues but somehow the mouse controls aren’t working right. (Here try it: https://laupi-oida.itch.io/kasimirs-kebab ) Yeah pretty cool (like the image) , I know and now comes the fight system. Bye Twin!
UPDATE!!! Yo Twin! Finally I have a fight system I like. Actually it is just a redesign but it looks way better I think. This time I didn’t put the moves menu on the bottom but on the right side. That makes so much more space and I have big plans with it. I also removed the health bar and replaced it with a variable in the moves menu because it looks more like a hacker and Klaus looks like a hacker too. And I made something like paths I think that looks cool. I also added the Spooky man If I haven’t said this already And I made a sick new Animation that looks hacky (cool word) Ok bye Twin!
Yo Twin! I must learn to make decisions because now I completely removed the fight system and you just do a puzzle. The Puzzle It is just some puzzle I made in PuzzleScript in the computer science lessons and I ported it to Godot but it it is a bit challenging. The crazy effects are back! Now after you solved the puzzle Hans comes to you and shows you his cool new gadget. And here I made also some plans for the future: Audio - The puzzle and the new Hans scene would be so much cooler and I already have an idea Translation - For now it should just be German because I speak that and Latin just for prank and I think for other languages I need help but I don’t want to use AI And I decided I will make the game a bit shorter I hope I will get it to like 30-60 minutes. Ok, Bye Twin!
Yo Twin! This time I drew more. Here’s everything I did: 1. I updated the Github readme and itch.io site 2. A smooth transition When the wall is broken there is a new path. When you go there the scene switches and the wall collapses so you can’t go back. 3. A bit of the town If you follow the path, you get into the town. This is the third chapter. The game shouldn’t be that long so after that there will come 2 more chapters: The REAL valley and then the castle where the legendary Kasimir sits and there will also be the kebab skewer(yay). Ok that was everything. Bye Twin!
Yo Twin! The City stands! The corners look a bit weird but ok. In the city there are 4 houses and 4 wise man inside that tell you something about Kasimir and if you speak to all of them the gate to the “real valley” opens. And I also changed the dialog with the doner guy, because the thief is now Kasimir and not a beetle. The next chapter will become a bit more chill, but the last chapter will be CRAZY. Trust me. Ok bye Twin!
YOOOOOOOOOOOOOOOOOOOO TWIN!!! It’s done. I mean the story the game isn’t ready yet I added the castle and the isn’t Kasimir. Then you go into the kitchen and see a doner kebab. And what then happens I won’t spoiler. But after that comes: a paywall because why not? But I think the last chapters are a bit empty but I didn’t really had fun at the end. Löve was way more fun. Now there are the following the tasks: Updating the menu: There aren’t all chapters in the load scene Mobile controls: I want that everyone can play this game and I think mobile controls are necessary (not even all my friends have a PC) Language translation: I want German translation and Latin (just for prank), because that are the only languages I speak except English Audio: I’m really bad at sound but I think some sound will be good! We are so far but I still don’t see the end. Bye Twin!
TWIN! This is the last or the second last devlog. Here’s what i added: 1. Mobile controls In the settings you can now enable mobile mode. I think I made it really cool because I made 3 States and in 1 state you can see the arrows,in the other nothing and the complete screen is action1 and in the last you see the question buttons. That works really well I think 2. Sounds Some sounds are good some sounds are not so good but I think they match the games style and the sounds from the last chapter are really good I think 3. New main menu It looks the same but now I use buttons instead of areas and you can just control it with mouse or touchscreen and not arrow keys anymore I’m gonna send the game to my playtesters and see if they find any bugs (they are really good in bug finding) Bye Twin!
Ships:
I developed a rpg game with the framework LÖVE2D using Lua. I made my own textbox queue system, collision system, fight system, menu and you can change the keyboard layout. I learned that it’s important to write clean code and how to automate many processes. And somehow I learned more English than in school (I’m still bad at English)....
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1792853416.9992216
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1792939816.9992216
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50524
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OtterOS by @p1zZa | Stardance
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p1zZa
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1
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35.92
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T15:07:58Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Presenting to you — OTTEROS. It is a WebOS based on otters and it contains an app called Otterwiki and a calculator app. I would say the hardest thing for me was figuring out how the Javascript works becuz i’m a complete beginner /_ . I’m really proud of the Otterwiki app cuz it honestly took a lot of time and effort to gather all that information. (i actually felt like giving up cuz it was taking so long to complete) i’m happy i powered through anyway (/≧▽≦)/", "repo": "https://github.com/piZzA-175/OtterOS", "demo": "https://pizza-175.github.io/OtterOS/"}]...
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[{"post_id": 82218, "ts": "202 [{"post_id": 82218, "ts": "2026-10-24T09:52:31Z", "hours": 4.3272, "text": "I made a new app- its a To-Do app ( ̄▽ ̄) * I’m almost done, i just need to make sure the todos get saved even when you close the website and open it again and also i need to work on the delete button."}, {"post_id": 81061, "ts": "2026-10-19T18:18:15Z", "hours": 3.7069, "text": "Sorry for the late update- I finished the Clicker game and added JS Paint asw (●ˇ∀ˇ●). Andd yeaaa thats about it. I’m still searching for more things to add to this OS but i genuinely can’t think of anything(┬┬﹏┬┬)"}, {"post_id": 80219, "ts": "2026-10-16T19:43:35Z", "hours": 2.7222, "text": "I added my first upgrade to the clicker game. I still need to work on the javascript for this upgrade but i shall do so tmrw. i also added a otter that follows the cursor and also leaves a trail >.< honestly i do not know how it took me almost 3 hours to design the first upgrade TwT but atleast now the rest of the upgrades will take lesser time."}, {"post_id": 79735, "ts": "2026-10-15T08:09:11Z", "hours": 3.16, "text": "I added a typing animation to the title of the webpage and also started working on A clicker game. hehe (¬‿¬)"}, {"post_id": 75206, "ts": "2026-09-29T14:16:29Z", "hours": 3.3836, "text": "I made a calculator!!!!!!!!!!!!!!!!! i think i can make it look better but im too busy rn so it’ll have to do T-T. i hope yall like it!! ALSO HAPPY SEA OTTER AWARENESS WEEK!!!"}, {"post_id": 72401, "ts": "2026-09-22T20:54:19Z", "hours": 4.7261, "text": "I’ve finished the first app in the OS (/≧▽≦)/. This app is called Otterwiki and it contains information about each of the 14 otter species. Making this took a very long time lol-cuz i had to gather a lot of information. I hope yall like it!!!"}, {"post_id": 70728, "ts": "2026-09-19T17:39:19Z", "hours": 10.2133, "text": "Almost done with my first app!! its called Otterwiki and i will update you on what it is when its done. till now i wrote 4 different sections and rn im gonna work on the javascript to hide the sections and only open it when u toggle it in the side bar. Will update yall soon!!(oh yea i also added an otter in the corner since this is an otteros but there was no otter in sight ( ̄▽ ̄)* )"}, {"post_id": 59768, "ts": "2026-09-01T18:17:20Z", "hours": 2.9067, "text": "I finished the 2nd and 3rd parts. I made the welcome window thingy a little bigger and also added a top bar along with making the window movable. When you click on the brown circle it closes and when u click on the “live laugh love otters”, it opens the welcome window. i might change it later so u can open it by clicking an ‘app’. But yea this is what i have so far. ^^"}, {"post_id": 50316, "ts": "2026-08-19T14:09:06Z", "hours": 0.7908, "text": "I finished the 1st and half of the second part of the guide. Instead of styling everything in the html file i put all the style elements in a css file cuz its hard to read when theyre in the same file. About the background- i dont really know if i should keep it or not but i’ll change it in the future if i want. Also i had no idea what to keep for the intro so i kept it simple, might also change that in the future. Now i’m gonna need to add the Javascript. I do not know javascript so i might learn it first and then add the javascript instead of just copying the guide. :P"}]...
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Title: OtterOS by @p1zZa | Stardance
Devlogs:
I f Title: OtterOS by @p1zZa | Stardance
Devlogs:
I finished the 1st and half of the second part of the guide. Instead of styling everything in the html file i put all the style elements in a css file cuz its hard to read when theyre in the same file. About the background- i dont really know if i should keep it or not but i’ll change it in the future if i want. Also i had no idea what to keep for the intro so i kept it simple, might also change that in the future. Now i’m gonna need to add the Javascript. I do not know javascript so i might learn it first and then add the javascript instead of just copying the guide. :P
I finished the 2nd and 3rd parts. I made the welcome window thingy a little bigger and also added a top bar along with making the window movable. When you click on the brown circle it closes and when u click on the “live laugh love otters”, it opens the welcome window. i might change it later so u can open it by clicking an ‘app’. But yea this is what i have so far. ^^
Almost done with my first app!! its called Otterwiki and i will update you on what it is when its done. till now i wrote 4 different sections and rn im gonna work on the javascript to hide the sections and only open it when u toggle it in the side bar. Will update yall soon!!(oh yea i also added an otter in the corner since this is an otteros but there was no otter in sight ( ̄▽ ̄)* )
I’ve finished the first app in the OS (/≧▽≦)/. This app is called Otterwiki and it contains information about each of the 14 otter species. Making this took a very long time lol-cuz i had to gather a lot of information. I hope yall like it!!!
I made a calculator!!!!!!!!!!!!!!!!! i think i can make it look better but im too busy rn so it’ll have to do T-T. i hope yall like it!! ALSO HAPPY SEA OTTER AWARENESS WEEK!!!
I added a typing animation to the title of the webpage and also started working on A clicker game. hehe (¬‿¬)
I added my first upgrade to the clicker game. I still need to work on the javascript for this upgrade but i shall do so tmrw. i also added a otter that follows the cursor and also leaves a trail >.< honestly i do not know how it took me almost 3 hours to design the first upgrade TwT but atleast now the rest of the upgrades will take lesser time.
Sorry for the late update- I finished the Clicker game and added JS Paint asw (●ˇ∀ˇ●). Andd yeaaa thats about it. I’m still searching for more things to add to this OS but i genuinely can’t think of anything(┬┬﹏┬┬)
I made a new app- its a To-Do app ( ̄▽ ̄) * I’m almost done, i just need to make sure the todos get saved even when you close the website and open it again and also i need to work on the delete button.
Ships:
Presenting to you — OTTEROS. It is a WebOS based on otters and it contains an app called Otterwiki and a calculator app. I would say the hardest thing for me was figuring out how the Javascript works becuz i’m a complete beginner /_ . I’m really proud of the Otterwiki app cuz it honestly took a lot of time and effort to gather all that information. (i actually felt like giving up cuz it was taking so long to complete) i’m happy i powered through anyway (/≧▽≦)/...
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hariharan ( portfolio ) by @hariharann | Stardance
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hariharann
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1
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74.68
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T13:57:49Z", "hours": 50.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is my portfolio have been building for months now honestly lost count then and there i pop in and build every asset u saw was hand drawn by me and enhanced using AI just explore and have fun i have lots of easter eggs which my close friends wud understand but try out !", "repo": "https://github.com/nothariharan/portfolio_v1", "demo": "https://hariharann.me/"}]...
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[{"post_id": 82222, "ts": "202 [{"post_id": 82222, "ts": "2026-10-24T10:00:18Z", "hours": 5.305, "text": "again .. u guessed it A REDRAWWWW !! and this time it was a ai generated image i did not notice which i generated a whole 2 months ago 😭🥀🥀 it was the claude background i had but now i redrew it and its much better now as well honestly earlier it was a normal art slop now i redrew on classic pixel art set and now its much better few other addiitons : added few new musics try finding them all hehe started working on new set of mascot for my main portfolio section as of now its few of the retro-classic gifs which i found from interent archive lol also the buttons are now proper pixel UI as well earlier it was images and it was adding load to website now it loads in <1 second so tahts good"}, {"post_id": 81551, "ts": "2026-10-21T17:42:30Z", "hours": 0.9397, "text": "again few re-design ( not redrawing ) on few of em changed hacktober fest -> my oss journey includes all the different orgs i have worked in or contributed towards and the art i changed from github mascot to a VERY popular meme lol YC indian icon swapped for hackathon wins i realised i cant keep updating the logo to tell the latest number of wins too lazy so now its an oscar award ALL THESE RE DESIGNS ARE MADE ON CANVA SO PLEASE DONT TELL THEM THEY ARE AI AGAIN also the 1B tokens part of my card now is a cron job yay ! after every week ends ( a week before ) sends api request to all the various sources i use to get an estimate on tokens used and displays it the graph was simple UI library - ReCharts just had to tweak teh typography and background a bit"}, {"post_id": 81447, "ts": "2026-10-21T09:53:29Z", "hours": 6.765, "text": "redrew the art nothing more ai ml logo is just bunch of tools i commonly used pout together and made into a pixel art devops is literally first image i found when i typed ’ mario cloud pipes ’ and thenn ’ fine-tuned’ (lol) a bit exploring logo is straight outta undertale webapp is bunch of pixel logos i found in google put togehter and edited the alignment and added applicaitons into them ( this took almost 3 days and i think the time logged here is also being addiitive from my previous devlog for some reason the code refactoring) hopefully this is my final AND PLEASE DONT ACCUSE ME OF USING AI FOR MY ART ANYMORE BRO"}, {"post_id": 80309, "ts": "2026-10-17T07:18:24Z", "hours": 2.6703, "text": "rewriteee !!! last time the whole src was pretty much slop stacked on slop with like almost 1000 loc lmao ai writes straight shi so i refacotered and have it as modules now what did i actually change pages and layouts. / and the portfolio routes so the structure is something i can follow again. the main card. front, back, boot, the whole data file. portfolio sections under that. projects, experience, skills, honors. the site itself. nav, player, contact note, the rest of the pages ppl actually land on. hooks and lib as well. sound, boot, the transition. routing got a bit of the same treatment so it isnt a maze later css ? hahahahha i never touch that i aint wriitngg 7 lines of tailwind vro 😭🥀 why ? i wasnt chasing a new feature here. i wanted code i can open 10 years and still understand and update as this is not a side project its a portfolio and that lives with us cleaned the spots where the same idea was written three different ways. optimized the messy bits so it isnt doing extra work for no reason. left self notes in the files so future me doesnt hav to reverse engineer a tuesday night. basically just making the whole codebase feel like mine instead of generated slop which agents even cant write on as times go on and to make up for stardance criteria :« MOST IMPORTANTLY 🥀🥀🥀 wrote the whole thing in zed ( wanted to try it out as my friend was hyping it and how i wud love it coz i use vim and stuff a lot ) but then realized i did not config it to calculate the hacktime there goes around 12 hrs of coding ’, / but the code is still there and i actually liked zed asw so a win - win hope review goes well atleast this time"}, {"post_id": 78283, "ts": "2026-10-10T08:36:17Z", "hours": 8.9992, "text": "spent past few weeks re writing code making it clean and proper for shipping it re wrote main auth libs and stuff and proper documentation as well re wrote docs as well throughout the codebase everywhere on how everything works and added lots of small tiny easter eggs for yall to find as well lol ANDD THE MOST IMPORTANTLY people are claiming the assets in my portfolio to be AI made and i am not declining but its not like its fully AI i am an artist myself ( deviant artist for 2 years now ) I use AI to make the flow of making assets faster and simpler these are proof as to how every single asset in my portfolio was originaly drew by me AND THEN only enhanced by AI i hope this clarifies it u can see the number of iterations i did for every asset u see in my portfolio lol its not like i just prompted and got it and u can also verify the date all these are months old"}, {"post_id": 72060, "ts": "2026-09-22T03:05:17Z", "hours": 7.5725, "text": "MUSIC ON THE CARD ( and /portfolio too ) last time the whole post was just the card walking itself into /portfolio now the thing actually has loops on it which is where most of the new hours went into last time card was silent besides menu beeps and /portfolio was just a dark page u dumped into with no way to switch anything now chiptune loops sitting under the whole site and u can actually change / mute / skip without it feeling like a website widget slapped on TRAINERR CARD HUD spherical change music button ( pixel / SNES ) mute next to zoom plaque says MUSIC PLAYING when a loop is actually running not MUSIC: OFF while audio is screaming in the back lol MUSIC: MUTED if u just dropped the volume MAINNN PORTFOLIO PLAYER /portfolio got its own player not the card sprites play / pause prev / next mute scrubber u can drag eq cover so it feels like a now-playing island not a text strip mute does not pause it just goes quiet so the loop keeps walking WIPE SOUND those short theme clips on the card → /portfolio wipe are gone now its just a whoosh ( air rush ) both ways so the transition doesnt start playing a whole song for 4 seconds lol THE POOL theme 2 · 3 · 5 · 6 · 7 · 8 loopin aand these musics are totally not nintendo proprietary music 👀👀👀👀👀👀 short ones stayed out of the pool becoz they were stings not BGM track ends → next one. prev past 3s restarts the same loop"}, {"post_id": 58594, "ts": "2026-08-31T02:12:38Z", "hours": 3.7481, "text": "TRANSITION Animation btwn card <-> portfolio last time was the whole phone layout existing for real ( not a shrunk desk card ) now the trainer card actually feels like a physical thing and then it walks itself into /portfolio which is where most of the hours went into basically MAIN PORTFOLIO used to just be a button that dumped u onto a dark page with a white flash or a camera zoom or this nasty navy wipe and none of that felt like the card doing anything it just felt like a website changing pages lol what 🚢🚢 IT TILTS LIKE A REAL CARD ( only the corners tho ) used to track the whole surface so hovering name / stack / sprite would wobble the gba shell for no reason 🥀 now the inner band stays dead flat and only the outer corners actually slant so it feels like ur pressing a sticker not stirring a tray of water back face freezes the tilt too becoz DATA FILE tabs sliding off ur cursor mid click is a special kind of rage also it makes noise now 8-bit menu ticks off the web audio api ( no mp3s sitting in public/ being dramatic ) hover / flip / select all do that tiny gba chirp SOUND: ON in the corner if u want it · MUTED if u dont · it remembers so thats there THE CARD ITSELF EXTENDS ( not a zoom not a clone ) LITTLE SIDE QUESTS ( still counts ) local compiles were crawling becoz turbopack decided my entire home folder was the project lol pinned it to this repo so it stops watching my whole machine also slapped vercel analytics on the layout so i can actually see if ppl flip the card or bounce ( mainly just the dashboard for now but eh ) whats next unless i get distracted🍽️ image weight is STILL the villain like last time i said this and then i went and built a wipe instead theres still a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the card finally behaves next pass is probably ( for real this time ig ) avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome compress the shit out of everything basically lol until we meet again :DD give me some ideas people 👀 if u want that first paint to stop feeling like a backpack"}, {"post_id": 45841, "ts": "2026-08-12T15:51:31Z", "hours": 6.8419, "text": "📱 view is here last time phones were just getting a shrunk desktop trainer card and everything was breaking all over the place now the whole thing flips into a real portrait layout worked on this for past few days had to redo few assets , shift around the components and stuff as well basically the card used to pretend it was mobile by scaling the gba shell down and that never worked coz the chrome spacing flip hit targets and honors art were all sized for landscape 🥀 so on a phone it felt like looking through a tiny window at a desk site lol what 🚢🚢 REAL MOBILE SHELL ( not a zoom hack ) front face got its own phone composition each main section has proper new made assets DATA FILE back also got a real narrow pass tabs go PROJ / EXP / HONORS / SKILLS so they dont wrap into mush honors stickers sit in a 2×2 instead of a crushed 4-up skills become a bigger stacked grid experience stops overlapping itself on tall thin viewports shell size morphs soft when u rotate or cross the breakpoint so it doesnt hard-cut mid flip so thats there also buttons on the back were flipping the card with them 🥀 OPEN PROOF · tabs · stickers · hari.md · project links all used to bubble into the flip handler so u tap proof and the whole card yeets around now controls + a little near-miss margin dont flip and empty chrome / honor copy / description panels still do which is what u actually want on mobile when ur thumb is hunting for free space tokens furnace had a full-bleed invisible github link over the whole painted art so tapping the logos took u to github for no reason — killed that. furnace art is view only now HONORS ON A PHONE ( redid all assets ) YC banner was cropping the building crown so shifted object-position a bit lower in the same frame ( no bigger no smaller just move the art ) hackathon highlights used to jam two tiny win chips into a crushed grid and the bottom row was getting clipped so that became one clean VIEW ALL PROJECTS HERE button that dumps into /portfolio?tab=projects LITTLE SIDE QUESTS ( still counts ) added OG image to the website , made the website title dynamic according to how u are using it ( jus try it tbh hard to explain ) whats next unless i get distracted🍽️ image weight is still the villain theres a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the layout finally makes sense next pass is probably avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome still needs to be done includes need to compress the shit out of everything basically lol until we meet again :DD"}, {"post_id": 43272, "ts": "2026-08-08T13:10:53Z", "hours": 6.6503, "text": "HONORs revamp and hari.md for AI 🥞🥞 last time the trainer card DATA FILE was cool but something did not sit right with me so did a revamp and oh boy now the whole honors strip got another pass and then i finally shipped something ive been talking about for a while which is hari.md MAINNN CHANGE the red MAIN PORTFOLIO button is gone. its a black hari.md now and it dumps u into /portfolio/hari which is basically just a huge markdown context dump on me · school · internship · wins · DNFs · projects · stack · how i actually work. like 800+ lines . agents and ppl can read the whole thing without guessing from random cards. so thats there also nav has hari.md on the main portfolio now so its not only a card footer secret THE 1B+ TOKENS SAGA (this took way too many attempts lol) honestly the tokens honor was the whole pain point first it was html pieces and overlays and conveyors and then it looked fake then we tried splitting the stage and putting brand logos in the flow and that also fought the layout then the whole idea flipped — stop reconstructing pixel art in react and just ship ONE card image ( avif → webp → png ) inside the honor chrome and that finally worked. furnace on top HOW IT FLOWS under it with the real tool marks: Claude Code · Cursor · Codex · ChatGPT · OpenCode · Hermes Agent · DeepSeek had to regenerate a few times becoz the first versions had cute fake mascots instead of actual logos and then the aspect ratio was wrong so the panel was clipping top and bottom. now it sits in the same rounded accent border the other honors use so it doesnt look like a raw screenshot floating in the cream CARD IS COOKING AGAIN whats done so farr honors feel more finished footer is smaller and sits lower across every tab tokens art is framed proper hari.md is live on prod too cooking rn 🍽️ theres a shit ton of images on my card now so i need to optimze it optimizing the card load becoz theres a LOT of images on there and first open still feels heavy. next pass is probably: avif / webp for the front tiles + stickers stop shipping dead 1–2mb pngs preload only first paint lazy the back face until u flip still needs to be done includes asset compression across the card maybe defer honor / project sprites until flip kill unused diorama / blast pngs from the deploy more sprite polish later ig [ inspired from pokemon cards and also my second brain vault hopefully the 1B furnace doesnt melt the vercel bill 🥀🥀 ] give me some ideas people 👀 if u want the card to load snappier without killing the pixel look thx for readin :DDDDD"}, {"post_id": 40500, "ts": "2026-08-04T02:27:07Z", "hours": 9.3564, "text": "more data file yipeee!!! follow up to the last card post becoz the back face was still half vibes and half unfinished morph energy 🗣️🗣️ last time the trainer card front felt finished and /portfolio got ripped into proper routes now most of the hours went into the DATA FILE back — honors experience polish tokens furnace and making that whole sticker row actually mean something instead of placeholder energy HONORSSSS ( the spicy part of the card ) last time honors was basically morphing diorama worlds stacked on top of each other and it got heavy farr too fast now the whole thing is one clean mock layout left tile + rank bar title / tag / short sub middle content (text or shots or furnace flow) OPEN PROOF as a real top right button same height metrics footer on every honor so nothing jumps around so thats there also revamped all of the sub sections under HONORS as well do check em out EXPERIENCE ON THE CARD experience order got inverted too work and internships first education last so stealth → rinexis → freelancing show before the college rows which is where that whole professional read should start under anyway SMALLER CARD POLISH ( still counts ) card tilt and front chrome got hardened earlier landing zoom opened more so the DATA FILE can actually breathe mobile nav + denser /portfolio home summary noun pixel icons vendored locally so the free trial dying doesnt blank the metrics row later basically just making the whole fire red trainer card + DATA FILE feel like one finished product instead of two half done faces COOKING RN 🍽️ few things which still needs to be done includes more sprites cleaner idle loops wallpapers personal AI assistant on the front with access to the - knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio 🥀🥀asw ( might do that after the first ship ) ] MOST IMPORTANT THING I AM GONNA BE LOOKING FORWARD TO IS - trying to reduce the lag coz of lots of images in the card ( if yall have any recommendations do let me know ) live at the trainer card on the site · flip with A · HONORS tab · ← → through the stickers"}, {"post_id": 36850, "ts": "2026-07-29T05:14:46Z", "hours": 2.9336, "text": "CARD IS COMPLETE ( for now ig ) whats done so farr 🗣️🗣️ last time the trainer card was basically the whole show and the /portfolio page was just a dark shell with sections stacked under it now the whole thing got ripped apart and rebuilt properly which is where most of the hours went into MAINNN PORTFOLIO REVAMP ( basically the professional section of portfolio ) /portfolio is not one long dump anymore it is a summary home and then dedicated routes for projects experience skills achievements blog and stuff so ppl can deep link into the part they care about without scrolling forever content is real now too not placeholder vibes project cards with screenshots experience filled in skills with proper brand icons honors and achievements actually listed so thats there also shipped a file based blog under /portfolio/blog which is mainly just markdown posts for now but eh its the first step toward that whole knowledge vault thing i was talking about earlier ( no db here coz i write and redeploy directly :))) ) THE ‘SPRITEEEEE’ the card front finally has a proper custom mascot sprite instead of whatever placeholder energy was sitting there before spent a decent chunk of time on standing and sitting frames and idle loops and lining the feet up so it doesnt float weird in the box [ inspired from pokemon sprites hopefully wudnt get sued or sm 🥀🥀] still cooking more frames and cleaner loops but the main card already feels way more alive with it on there few other changes as well focus badges on the card revamped ( honestly i wanna change this section but no idea what to do give me some ideas people 👀 ) project icons and skill tiles card polish spacing layout CURRENTLY panel and stuff basically just making the whole fire red trainer card feel finished instead of half done cooking rn 🍽️ few things which still needs to be done includes more sprites icons wallpapers personal AI assistant on the front page with access to my knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio ]"}, {"post_id": 30530, "ts": "2026-07-18T05:44:39Z", "hours": 12.5261, "text": "from planning gym on fire red to building a pokemon card portfolio lol Where We At Now this was originally started in macondo now in stardance for age related issues ( yes i am old 🥀) and now some version of it is working ig The Front Face recreated the fire red gba trainer card layout. looks super clean. gba trainer card header flanked by white pokeballs stats capsules: name (hariharan), money (role: ai & web dev), pokedex (projects: 24/150), time (exp: 1+ year), started date (oct 2024) trainer sprite: custom mascot sprite in a rounded box badges row: slot 1 holds a custom pixel-art yc logo badge, other slots are empty placeholders Interactive Card Mechanics 3d tilt: card rotates on hover tracking mouse coordinates zoom controls: plus/minus snap scale buttons with spring physics float animation: slow sine-wave bobbing that pauses on hover so buttons are stable targets The Back Face flips over to show a custom data file. 4 slanting columns: projects, experience, honors, skills columns expand on hover and show custom retro backgrounds dynamic details block at the bottom updates based on hovered column buttons to enter the main portfolio The Wild Transition & Main Page white flash transition: entering the portfolio flashes screen white like a wild pokemon fight entry minimal portfolio: dark theme, hero, about, experience, projects, skills, honors reverse easter egg: back to trainer card button in footer triggers reverse flash transition deep links: coming from a card back tab scrolls smoothly straight to that section on layout mount and the minimal main portfolio: few things which still needs to be done includes: proper sprites for my character , icons , wallpapers, etc proper minimal version of my website with proper routing sectiosn and a file based storage on sqlite or something like that ( mainly to save blogs and shi ) autmoated script fetching from my github projects and linkedin posts ANDDD MOST IMPORTANTLY : NEED TO BUILD MYSELF AN PERSONAL AI ASSISTANT in front page whihc has access to my knowledge vault and answers all questions about me directly as a portfolio sub assistant the sprites are work in progress soon to come"}]...
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Title: hariharan ( portfolio ) by @hariharann | St Title: hariharan ( portfolio ) by @hariharann | Stardance
Devlogs:
from planning gym on fire red to building a pokemon card portfolio lol Where We At Now this was originally started in macondo now in stardance for age related issues ( yes i am old 🥀) and now some version of it is working ig The Front Face recreated the fire red gba trainer card layout. looks super clean. gba trainer card header flanked by white pokeballs stats capsules: name (hariharan), money (role: ai & web dev), pokedex (projects: 24/150), time (exp: 1+ year), started date (oct 2024) trainer sprite: custom mascot sprite in a rounded box badges row: slot 1 holds a custom pixel-art yc logo badge, other slots are empty placeholders Interactive Card Mechanics 3d tilt: card rotates on hover tracking mouse coordinates zoom controls: plus/minus snap scale buttons with spring physics float animation: slow sine-wave bobbing that pauses on hover so buttons are stable targets The Back Face flips over to show a custom data file. 4 slanting columns: projects, experience, honors, skills columns expand on hover and show custom retro backgrounds dynamic details block at the bottom updates based on hovered column buttons to enter the main portfolio The Wild Transition & Main Page white flash transition: entering the portfolio flashes screen white like a wild pokemon fight entry minimal portfolio: dark theme, hero, about, experience, projects, skills, honors reverse easter egg: back to trainer card button in footer triggers reverse flash transition deep links: coming from a card back tab scrolls smoothly straight to that section on layout mount and the minimal main portfolio: few things which still needs to be done includes: proper sprites for my character , icons , wallpapers, etc proper minimal version of my website with proper routing sectiosn and a file based storage on sqlite or something like that ( mainly to save blogs and shi ) autmoated script fetching from my github projects and linkedin posts ANDDD MOST IMPORTANTLY : NEED TO BUILD MYSELF AN PERSONAL AI ASSISTANT in front page whihc has access to my knowledge vault and answers all questions about me directly as a portfolio sub assistant the sprites are work in progress soon to come
CARD IS COMPLETE ( for now ig ) whats done so farr 🗣️🗣️ last time the trainer card was basically the whole show and the /portfolio page was just a dark shell with sections stacked under it now the whole thing got ripped apart and rebuilt properly which is where most of the hours went into MAINNN PORTFOLIO REVAMP ( basically the professional section of portfolio ) /portfolio is not one long dump anymore it is a summary home and then dedicated routes for projects experience skills achievements blog and stuff so ppl can deep link into the part they care about without scrolling forever content is real now too not placeholder vibes project cards with screenshots experience filled in skills with proper brand icons honors and achievements actually listed so thats there also shipped a file based blog under /portfolio/blog which is mainly just markdown posts for now but eh its the first step toward that whole knowledge vault thing i was talking about earlier ( no db here coz i write and redeploy directly :))) ) THE ‘SPRITEEEEE’ the card front finally has a proper custom mascot sprite instead of whatever placeholder energy was sitting there before spent a decent chunk of time on standing and sitting frames and idle loops and lining the feet up so it doesnt float weird in the box [ inspired from pokemon sprites hopefully wudnt get sued or sm 🥀🥀] still cooking more frames and cleaner loops but the main card already feels way more alive with it on there few other changes as well focus badges on the card revamped ( honestly i wanna change this section but no idea what to do give me some ideas people 👀 ) project icons and skill tiles card polish spacing layout CURRENTLY panel and stuff basically just making the whole fire red trainer card feel finished instead of half done cooking rn 🍽️ few things which still needs to be done includes more sprites icons wallpapers personal AI assistant on the front page with access to my knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio ]
more data file yipeee!!! follow up to the last card post becoz the back face was still half vibes and half unfinished morph energy 🗣️🗣️ last time the trainer card front felt finished and /portfolio got ripped into proper routes now most of the hours went into the DATA FILE back — honors experience polish tokens furnace and making that whole sticker row actually mean something instead of placeholder energy HONORSSSS ( the spicy part of the card ) last time honors was basically morphing diorama worlds stacked on top of each other and it got heavy farr too fast now the whole thing is one clean mock layout left tile + rank bar title / tag / short sub middle content (text or shots or furnace flow) OPEN PROOF as a real top right button same height metrics footer on every honor so nothing jumps around so thats there also revamped all of the sub sections under HONORS as well do check em out EXPERIENCE ON THE CARD experience order got inverted too work and internships first education last so stealth → rinexis → freelancing show before the college rows which is where that whole professional read should start under anyway SMALLER CARD POLISH ( still counts ) card tilt and front chrome got hardened earlier landing zoom opened more so the DATA FILE can actually breathe mobile nav + denser /portfolio home summary noun pixel icons vendored locally so the free trial dying doesnt blank the metrics row later basically just making the whole fire red trainer card + DATA FILE feel like one finished product instead of two half done faces COOKING RN 🍽️ few things which still needs to be done includes more sprites cleaner idle loops wallpapers personal AI assistant on the front with access to the - knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio 🥀🥀asw ( might do that after the first ship ) ] MOST IMPORTANT THING I AM GONNA BE LOOKING FORWARD TO IS - trying to reduce the lag coz of lots of images in the card ( if yall have any recommendations do let me know ) live at the trainer card on the site · flip with A · HONORS tab · ← → through the stickers
HONORs revamp and hari.md for AI 🥞🥞 last time the trainer card DATA FILE was cool but something did not sit right with me so did a revamp and oh boy now the whole honors strip got another pass and then i finally shipped something ive been talking about for a while which is hari.md MAINNN CHANGE the red MAIN PORTFOLIO button is gone. its a black hari.md now and it dumps u into /portfolio/hari which is basically just a huge markdown context dump on me · school · internship · wins · DNFs · projects · stack · how i actually work. like 800+ lines . agents and ppl can read the whole thing without guessing from random cards. so thats there also nav has hari.md on the main portfolio now so its not only a card footer secret THE 1B+ TOKENS SAGA (this took way too many attempts lol) honestly the tokens honor was the whole pain point first it was html pieces and overlays and conveyors and then it looked fake then we tried splitting the stage and putting brand logos in the flow and that also fought the layout then the whole idea flipped — stop reconstructing pixel art in react and just ship ONE card image ( avif → webp → png ) inside the honor chrome and that finally worked. furnace on top HOW IT FLOWS under it with the real tool marks: Claude Code · Cursor · Codex · ChatGPT · OpenCode · Hermes Agent · DeepSeek had to regenerate a few times becoz the first versions had cute fake mascots instead of actual logos and then the aspect ratio was wrong so the panel was clipping top and bottom. now it sits in the same rounded accent border the other honors use so it doesnt look like a raw screenshot floating in the cream CARD IS COOKING AGAIN whats done so farr honors feel more finished footer is smaller and sits lower across every tab tokens art is framed proper hari.md is live on prod too cooking rn 🍽️ theres a shit ton of images on my card now so i need to optimze it optimizing the card load becoz theres a LOT of images on there and first open still feels heavy. next pass is probably: avif / webp for the front tiles + stickers stop shipping dead 1–2mb pngs preload only first paint lazy the back face until u flip still needs to be done includes asset compression across the card maybe defer honor / project sprites until flip kill unused diorama / blast pngs from the deploy more sprite polish later ig [ inspired from pokemon cards and also my second brain vault hopefully the 1B furnace doesnt melt the vercel bill 🥀🥀 ] give me some ideas people 👀 if u want the card to load snappier without killing the pixel look thx for readin :DDDDD
📱 view is here last time phones were just getting a shrunk desktop trainer card and everything was breaking all over the place now the whole thing flips into a real portrait layout worked on this for past few days had to redo few assets , shift around the components and stuff as well basically the card used to pretend it was mobile by scaling the gba shell down and that never worked coz the chrome spacing flip hit targets and honors art were all sized for landscape 🥀 so on a phone it felt like looking through a tiny window at a desk site lol what 🚢🚢 REAL MOBILE SHELL ( not a zoom hack ) front face got its own phone composition each main section has proper new made assets DATA FILE back also got a real narrow pass tabs go PROJ / EXP / HONORS / SKILLS so they dont wrap into mush honors stickers sit in a 2×2 instead of a crushed 4-up skills become a bigger stacked grid experience stops overlapping itself on tall thin viewports shell size morphs soft when u rotate or cross the breakpoint so it doesnt hard-cut mid flip so thats there also buttons on the back were flipping the card with them 🥀 OPEN PROOF · tabs · stickers · hari.md · project links all used to bubble into the flip handler so u tap proof and the whole card yeets around now controls + a little near-miss margin dont flip and empty chrome / honor copy / description panels still do which is what u actually want on mobile when ur thumb is hunting for free space tokens furnace had a full-bleed invisible github link over the whole painted art so tapping the logos took u to github for no reason — killed that. furnace art is view only now HONORS ON A PHONE ( redid all assets ) YC banner was cropping the building crown so shifted object-position a bit lower in the same frame ( no bigger no smaller just move the art ) hackathon highlights used to jam two tiny win chips into a crushed grid and the bottom row was getting clipped so that became one clean VIEW ALL PROJECTS HERE button that dumps into /portfolio?tab=projects LITTLE SIDE QUESTS ( still counts ) added OG image to the website , made the website title dynamic according to how u are using it ( jus try it tbh hard to explain ) whats next unless i get distracted🍽️ image weight is still the villain theres a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the layout finally makes sense next pass is probably avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome still needs to be done includes need to compress the shit out of everything basically lol until we meet again :DD
TRANSITION Animation btwn card <-> portfolio last time was the whole phone layout existing for real ( not a shrunk desk card ) now the trainer card actually feels like a physical thing and then it walks itself into /portfolio which is where most of the hours went into basically MAIN PORTFOLIO used to just be a button that dumped u onto a dark page with a white flash or a camera zoom or this nasty navy wipe and none of that felt like the card doing anything it just felt like a website changing pages lol what 🚢🚢 IT TILTS LIKE A REAL CARD ( only the corners tho ) used to track the whole surface so hovering name / stack / sprite would wobble the gba shell for no reason 🥀 now the inner band stays dead flat and only the outer corners actually slant so it feels like ur pressing a sticker not stirring a tray of water back face freezes the tilt too becoz DATA FILE tabs sliding off ur cursor mid click is a special kind of rage also it makes noise now 8-bit menu ticks off the web audio api ( no mp3s sitting in public/ being dramatic ) hover / flip / select all do that tiny gba chirp SOUND: ON in the corner if u want it · MUTED if u dont · it remembers so thats there THE CARD ITSELF EXTENDS ( not a zoom not a clone ) LITTLE SIDE QUESTS ( still counts ) local compiles were crawling becoz turbopack decided my entire home folder was the project lol pinned it to this repo so it stops watching my whole machine also slapped vercel analytics on the layout so i can actually see if ppl flip the card or bounce ( mainly just the dashboard for now but eh ) whats next unless i get distracted🍽️ image weight is STILL the villain like last time i said this and then i went and built a wipe instead theres still a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the card finally behaves next pass is probably ( for real this time ig ) avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome compress the shit out of everything basically lol until we meet again :DD give me some ideas people 👀 if u want that first paint to stop feeling like a backpack
MUSIC ON THE CARD ( and /portfolio too ) last time the whole post was just the card walking itself into /portfolio now the thing actually has loops on it which is where most of the new hours went into last time card was silent besides menu beeps and /portfolio was just a dark page u dumped into with no way to switch anything now chiptune loops sitting under the whole site and u can actually change / mute / skip without it feeling like a website widget slapped on TRAINERR CARD HUD spherical change music button ( pixel / SNES ) mute next to zoom plaque says MUSIC PLAYING when a loop is actually running not MUSIC: OFF while audio is screaming in the back lol MUSIC: MUTED if u just dropped the volume MAINNN PORTFOLIO PLAYER /portfolio got its own player not the card sprites play / pause prev / next mute scrubber u can drag eq cover so it feels like a now-playing island not a text strip mute does not pause it just goes quiet so the loop keeps walking WIPE SOUND those short theme clips on the card → /portfolio wipe are gone now its just a whoosh ( air rush ) both ways so the transition doesnt start playing a whole song for 4 seconds lol THE POOL theme 2 · 3 · 5 · 6 · 7 · 8 loopin aand these musics are totally not nintendo proprietary music 👀👀👀👀👀👀 short ones stayed out of the pool becoz they were stings not BGM track ends → next one. prev past 3s restarts the same loop
spent past few weeks re writing code making it clean and proper for shipping it re wrote main auth libs and stuff and proper documentation as well re wrote docs as well throughout the codebase everywhere on how everything works and added lots of small tiny easter eggs for yall to find as well lol ANDD THE MOST IMPORTANTLY people are claiming the assets in my portfolio to be AI made and i am not declining but its not like its fully AI i am an artist myself ( deviant artist for 2 years now ) I use AI to make the flow of making assets faster and simpler these are proof as to how every single asset in my portfolio was originaly drew by me AND THEN only enhanced by AI i hope this clarifies it u can see the number of iterations i did for every asset u see in my portfolio lol its not like i just prompted and got it and u can also verify the date all these are months old
rewriteee !!! last time the whole src was pretty much slop stacked on slop with like almost 1000 loc lmao ai writes straight shi so i refacotered and have it as modules now what did i actually change pages and layouts. / and the portfolio routes so the structure is something i can follow again. the main card. front, back, boot, the whole data file. portfolio sections under that. projects, experience, skills, honors. the site itself. nav, player, contact note, the rest of the pages ppl actually land on. hooks and lib as well. sound, boot, the transition. routing got a bit of the same treatment so it isnt a maze later css ? hahahahha i never touch that i aint wriitngg 7 lines of tailwind vro 😭🥀 why ? i wasnt chasing a new feature here. i wanted code i can open 10 years and still understand and update as this is not a side project its a portfolio and that lives with us cleaned the spots where the same idea was written three different ways. optimized the messy bits so it isnt doing extra work for no reason. left self notes in the files so future me doesnt hav to reverse engineer a tuesday night. basically just making the whole codebase feel like mine instead of generated slop which agents even cant write on as times go on and to make up for stardance criteria :« MOST IMPORTANTLY 🥀🥀🥀 wrote the whole thing in zed ( wanted to try it out as my friend was hyping it and how i wud love it coz i use vim and stuff a lot ) but then realized i did not config it to calculate the hacktime there goes around 12 hrs of coding ’, / but the code is still there and i actually liked zed asw so a win - win hope review goes well atleast this time
redrew the art nothing more ai ml logo is just bunch of tools i commonly used pout together and made into a pixel art devops is literally first image i found when i typed ’ mario cloud pipes ’ and thenn ’ fine-tuned’ (lol) a bit exploring logo is straight outta undertale webapp is bunch of pixel logos i found in google put togehter and edited the alignment and added applicaitons into them ( this took almost 3 days and i think the time logged here is also being addiitive from my previous devlog for some reason the code refactoring) hopefully this is my final AND PLEASE DONT ACCUSE ME OF USING AI FOR MY ART ANYMORE BRO
again few re-design ( not redrawing ) on few of em changed hacktober fest -> my oss journey includes all the different orgs i have worked in or contributed towards and the art i changed from github mascot to a VERY popular meme lol YC indian icon swapped for hackathon wins i realised i cant keep updating the logo to tell the latest number of wins too lazy so now its an oscar award ALL THESE RE DESIGNS ARE MADE ON CANVA SO PLEASE DONT TELL THEM THEY ARE AI AGAIN also the 1B tokens part of my card now is a cron job yay ! after every week ends ( a week before ) sends api request to all the various sources i use to get an estimate on tokens used and displays it the graph was simple UI library - ReCharts just had to tweak teh typography and background a bit
again .. u guessed it A REDRAWWWW !! and this time it was a ai generated image i did not notice which i generated a whole 2 months ago 😭🥀🥀 it was the claude background i had but now i redrew it and its much better now as well honestly earlier it was a normal art slop now i redrew on classic pixel art set and now its much better few other addiitons : added few new musics try finding them all hehe started working on new set of mascot for my main portfolio section as of now its few of the retro-classic gifs which i found from interent archive lol also the buttons are now proper pixel UI as well earlier it was images and it was adding load to website now it loads in <1 second so tahts good
Ships:
this is my portfolio have been building for months now honestly lost count then and there i pop in and build every asset u saw was hand drawn by me and enhanced using AI just explore and have fun i have lots of easter eggs which my close friends wud understand but try out !...
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Starr Journey by @KelvinY | Stardance
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KelvinY
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T13:00:36Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is the last ship! Added the Easter Egg and made some gameplay balance changes. Btw I finally got MY FIRST STAR IN GITHUB after 6 months of coding! 😭 Yalls good luck in stardancing, cya! ❤️", "repo": "https://github.com/kelvinyhf/starr-journey", "demo": "https://starrjourney.pages.dev"}, {"ship_num": 2, "ts": "2026-10-14T13:02:13Z", "hours": 18.0, "multiplier": 15.48, "payout": 343, "blessing": "neutral", "text": "[Planet and Rank System Completed] As meters increase you’ll enter different planets like the Earth, Venus, and Mars which have their own unique debuffs to make the game more challenging.. planet orders are random, and you may read the description below the planet name to get hints about the current debuff :0 The next ship is the last ship (since Stardance is ending plus I’m getting bored with this), and it’s about A VERY BIG EASTER EGG!! stay tuned! >:3", "repo": "https://github.com/kelvinyhf/starr-journey", "demo": "https://starrjourney.pages.dev"}, {"ship_num": 3, "ts": "2026-09-20T08:28:47Z", "hours": 16.0, "multiplier": 8.61, "payout": 136, "blessing": "neutral", "text": "[Shop Completed] I’m finally here to introduce the new feature: Shop! There’s a total of 7 items (which are explained in recent devlog, but actually recommend to discover by urself), and three of them will be available on each refresh (10mins, randomly picked), you can buy them with silver coins or gold coins. A few noteworthy points: Feel free to share shop items or potions (collectibles) ideas! All ideas will be appreciated and reviewed!! Added speed and health potions as collectibles Meters are multiplied, which means 800m now is like equal to 200m in the last version Hope u like :) (It actually shouldn’t take 22 hrs that long, bc I need to deal with mobile codespaces..)", "repo": "https://github.com/kelvinyhf/starr-journey", "demo": "https://starrjourney.pages.dev"}, {"ship_num": 4, "ts": "2026-08-31T12:46:24Z", "hours": 6.0, "multiplier": 9.01, "payout": 53, "blessing": "neutral", "text": "[Basic Gameplay Completed] Starr Journey is a 8-bit pixel style game about “Starr” dodging obstacles. You can control Starr by either dragging your mouse or swiping your finger. Try to collect as many coins as possible and go as far as you can :) I dare you can’t go beyond 200m..", "repo": "https://github.com/kelvinyhf/starr-journey", "demo": "https://starrjourney.pages.dev"}]...
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[{"post_id": 82228, "ts": "202 [{"post_id": 82228, "ts": "2026-10-24T10:30:20Z", "hours": 0.6769, "text": "No way I used all my codespace hours (i can’t use local vscode bc i mainly develop in iPhone) It resets after the Stardance, so I can’t code anymore.. Anyway I exported the branch and managed to finish the last update (the Easter egg) THIS WAS STARR JOURNEY!!"}, {"post_id": 81481, "ts": "2026-10-21T13:14:35Z", "hours": 3.7656, "text": "( WOW I CANT BELIEVE I GOT THE SUPER STAR THANK YALL!! ) Added a very secret Easter egg as mentioned in the last ship! Yea, it’s very secret, so I can’t tell you.. discover it by yourself! 😈"}, {"post_id": 79520, "ts": "2026-10-14T12:52:52Z", "hours": 4.2778, "text": "Added planets (Neptune) that I didn’t add before the last devlog, and some balance changes like pickups (potions) spawn limit (max 1 per 10s), and planets description which give hints about the debuff of the current planet"}, {"post_id": 78329, "ts": "2026-10-10T13:44:05Z", "hours": 8.8819, "text": "Added the planet system and the rank system!!! As meters increases Starr enters different planet… each planet has its own unique debuff (no buffs :/), I added all the 8 major planets except Mercury and Jupiter cuz I don’t have debuff ideas for them :( And the rank system! Now you can see ur best distance in the menu, and.. your rank! (Obviously it’s just for entertainment purposes it’s fakeeee X) Development maybe slower due to academic reasons :( but anyway next ship coming soon!"}, {"post_id": 74330, "ts": "2026-09-27T05:47:17Z", "hours": 5.3258, "text": "It has been a while since the second ship, cuz I need time to study (plus my streak is gone :( Anyway, I reviewed all the feedbacks and made many improvements! now supports keyboard control! (from reason 1&2) cuz I don’t want conflict between mouse and key, so u can click Space to enter the game in keyboard mode , either AD or <> key works changed meteors (formerly rocks) texture! This is feedback from almost all reasons cuz small meteor and small silver coin looks almost the same 😅 power-ups (potions): added the blindness potion and confusion potion! more item will be added soon and I gonna make the game more interesting and chaotic :) The next big update is BIOMES !! Different biomes like the Earth, the Moon, the Mars, each has different buffs and debuffs! More in the next devlog! (the “Cred” button in the menu is actually “Credits”, bc those online resources helped me a lotttt so I wanna thank them ❤️ , ngl only like half of all the sprites are made by me)"}, {"post_id": 70944, "ts": "2026-09-20T02:45:28Z", "hours": 3.5514, "text": "SHOP COMPLETED! All items has vfx and sfx now, with balanced price, and 10 minutes of refresh time :)"}, {"post_id": 69117, "ts": "2026-09-16T12:42:30Z", "hours": 10.1, "text": "90% of Shop Completed! Added many things like the new currency silver coin, and all the shop items, including speedy (faster movement on start), shield (+25hp on start), lucky (adds more coins fewer obstacles), stasis (makes obstacles near Starr move slower) , dodge (chance to dodge obstacles on hit), magnet (I don’t think I need to explain this), and double (just, double coins). All items has a fixed range of price, each are different. The full system and next ship will be in this week as well as branch merging so I guess just wait for this cool feature :) (ngl It didn’t took me 10 hrs that long just bc I can’t access my pc so I am just dealing with codespace in my iPhone :/)"}, {"post_id": 62586, "ts": "2026-09-06T01:35:48Z", "hours": 2.2442, "text": "Thanks for yalls feedback! made many changes like add more effects when hit rock and pick up coin. Two new items, health and speed potion, and the shop will also be added soon!"}, {"post_id": 58826, "ts": "2026-08-31T12:30:42Z", "hours": 1.1892, "text": "Added game logo, loading screen, and spark effect"}, {"post_id": 58062, "ts": "2026-08-30T12:32:48Z", "hours": 1.2697, "text": "Added much more features, like sfx, bgm, new health bar and Starr, and cool death screen. Tmr will be my first ship :)"}, {"post_id": 57016, "ts": "2026-08-29T02:46:24Z", "hours": 1.1647, "text": "Added new coins, rocks, and bg stars, as well as progress bar at the bottom and isFinished flag"}, {"post_id": 56356, "ts": "2026-08-28T03:14:53Z", "hours": 1.1786, "text": "Added coins label + health system"}, {"post_id": 56315, "ts": "2026-08-28T01:31:22Z", "hours": 1.0969, "text": "Added Starr and obstacles. Player can now control Starr by dragging cursor/finger"}]...
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Title: Starr Journey by @KelvinY | Stardance
Devl Title: Starr Journey by @KelvinY | Stardance
Devlogs:
Added Starr and obstacles. Player can now control Starr by dragging cursor/finger
Added coins label + health system
Added new coins, rocks, and bg stars, as well as progress bar at the bottom and isFinished flag
Added much more features, like sfx, bgm, new health bar and Starr, and cool death screen. Tmr will be my first ship :)
Added game logo, loading screen, and spark effect
Thanks for yalls feedback! made many changes like add more effects when hit rock and pick up coin. Two new items, health and speed potion, and the shop will also be added soon!
90% of Shop Completed! Added many things like the new currency silver coin, and all the shop items, including speedy (faster movement on start), shield (+25hp on start), lucky (adds more coins fewer obstacles), stasis (makes obstacles near Starr move slower) , dodge (chance to dodge obstacles on hit), magnet (I don’t think I need to explain this), and double (just, double coins). All items has a fixed range of price, each are different. The full system and next ship will be in this week as well as branch merging so I guess just wait for this cool feature :) (ngl It didn’t took me 10 hrs that long just bc I can’t access my pc so I am just dealing with codespace in my iPhone :/)
SHOP COMPLETED! All items has vfx and sfx now, with balanced price, and 10 minutes of refresh time :)
It has been a while since the second ship, cuz I need time to study (plus my streak is gone :( Anyway, I reviewed all the feedbacks and made many improvements! now supports keyboard control! (from reason 1&2) cuz I don’t want conflict between mouse and key, so u can click Space to enter the game in keyboard mode , either AD or <> key works changed meteors (formerly rocks) texture! This is feedback from almost all reasons cuz small meteor and small silver coin looks almost the same 😅 power-ups (potions): added the blindness potion and confusion potion! more item will be added soon and I gonna make the game more interesting and chaotic :) The next big update is BIOMES !! Different biomes like the Earth, the Moon, the Mars, each has different buffs and debuffs! More in the next devlog! (the “Cred” button in the menu is actually “Credits”, bc those online resources helped me a lotttt so I wanna thank them ❤️ , ngl only like half of all the sprites are made by me)
Added the planet system and the rank system!!! As meters increases Starr enters different planet… each planet has its own unique debuff (no buffs :/), I added all the 8 major planets except Mercury and Jupiter cuz I don’t have debuff ideas for them :( And the rank system! Now you can see ur best distance in the menu, and.. your rank! (Obviously it’s just for entertainment purposes it’s fakeeee X) Development maybe slower due to academic reasons :( but anyway next ship coming soon!
Added planets (Neptune) that I didn’t add before the last devlog, and some balance changes like pickups (potions) spawn limit (max 1 per 10s), and planets description which give hints about the debuff of the current planet
( WOW I CANT BELIEVE I GOT THE SUPER STAR THANK YALL!! ) Added a very secret Easter egg as mentioned in the last ship! Yea, it’s very secret, so I can’t tell you.. discover it by yourself! 😈
No way I used all my codespace hours (i can’t use local vscode bc i mainly develop in iPhone) It resets after the Stardance, so I can’t code anymore.. Anyway I exported the branch and managed to finish the last update (the Easter egg) THIS WAS STARR JOURNEY!!
Ships:
[Basic Gameplay Completed] Starr Journey is a 8-bit pixel style game about “Starr” dodging obstacles. You can control Starr by either dragging your mouse or swiping your finger. Try to collect as many coins as possible and go as far as you can :) I dare you can’t go beyond 200m..
[Shop Completed] I’m finally here to introduce the new feature: Shop! There’s a total of 7 items (which are explained in recent devlog, but actually recommend to discover by urself), and three of them will be available on each refresh (10mins, randomly picked), you can buy them with silver coins or gold coins. A few noteworthy points: Feel free to share shop items or potions (collectibles) ideas! All ideas will be appreciated and reviewed!! Added speed and health potions as collectibles Meters are multiplied, which means 800m now is like equal to 200m in the last version Hope u like :) (It actually shouldn’t take 22 hrs that long, bc I need to deal with mobile codespaces..)
[Planet and Rank System Completed] As meters increase you’ll enter different planets like the Earth, Venus, and Mars which have their own unique debuffs to make the game more challenging.. planet orders are random, and you may read the description below the planet name to get hints about the current debuff :0 The next ship is the last ship (since Stardance is ending plus I’m getting bored with this), and it’s about A VERY BIG EASTER EGG!! stay tuned! >:3
This is the last ship! Added the Easter Egg and made some gameplay balance changes. Btw I finally got MY FIRST STAR IN GITHUB after 6 months of coding! 😭 Yalls good luck in stardancing, cya! ❤️...
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1792849977.384352
|
1792936377.384352
|
|
69795
|
ProtPilot by @madushankarajapaksha999 | Stardance
|
madushankarajapaksha999
|
0
|
8.55
|
0
|
[]
|
[{"post_id": 82234, "ts": "202 [{"post_id": 82234, "ts": "2026-10-24T11:01:22Z", "hours": 1.5772, "text": "Today, I worked on the Saved Projects page. I designed the project cards with a layouts inspired by Python IDEs, including project names, local paths, running status, memory usage, CPU load, and security information. I also added the search bar, register new project button, menu icons, and stop buttons. Most of the UI was designed by me using the same styles as the previous pages. For the circular resource indicators, I found a reference online and used a similar design. The project information is still dummy data for now, so the resource values and controls are not connected to real processes yet."}, {"post_id": 80665, "ts": "2026-10-18T13:12:37Z", "hours": 1.6608, "text": "Today!, I worked on the Active Ports page. While building it, I realiz that I could reuse the existing sidebar component instead of creating a new one just for this page.I connected the sidebar navigation using Next.js routing, so clicking on Active Ports now takes me to its own page. I also reused the existing dashboard styles and UI elements for the table instead of redesigning everything from scratch. For now, I ve added dummy data to display port numbers, protocols, process names, PIDs, local addresses, uptime, and connection status. I also added a search field, TCP/UDP filters, and action icons to make the page feel more complete. The Active Ports page is now in place."}, {"post_id": 80171, "ts": "2026-10-16T15:26:28Z", "hours": 3.2597, "text": "Today, I finished building the main dashboard UI using Next.js and Tailwind CSS. I added summary cards, an Active Sockets table, and a Saved Projects section. I used Lucide React icons and dummy data to make the dashboard look more realistic. The UI is coming together nicely, and next I want to connect it to the backend to display real data from my PC."}, {"post_id": 79766, "ts": "2026-10-15T09:48:03Z", "hours": 1.0514, "text": "I started working on the UI. First, I created a design idea for the app. Then, I decided on the sidebar feature’s and start implementing the sidebar using Tailwind CSS. I also installed Lucide React and added icons to make the navigations look better. The basic sidebar UI is now done, and next I want to work on the main dashboard."}, {"post_id": 79724, "ts": "2026-10-15T07:02:20Z", "hours": 1.0033, "text": "I spent my first hour researching how Next.js and Electron work together. I set up the project, installed shadcn/ui and Electron, and explored different way s to turn PortPilot into a Windows .exe app. I haven’t started buildiing the main features yet, but I now have a clearer ideas of how to move forward."}]...
|
Title: ProtPilot by @madushankarajapaksha999 | Sta Title: ProtPilot by @madushankarajapaksha999 | Stardance
Devlogs:
I spent my first hour researching how Next.js and Electron work together. I set up the project, installed shadcn/ui and Electron, and explored different way s to turn PortPilot into a Windows .exe app. I haven’t started buildiing the main features yet, but I now have a clearer ideas of how to move forward.
I started working on the UI. First, I created a design idea for the app. Then, I decided on the sidebar feature’s and start implementing the sidebar using Tailwind CSS. I also installed Lucide React and added icons to make the navigations look better. The basic sidebar UI is now done, and next I want to work on the main dashboard.
Today, I finished building the main dashboard UI using Next.js and Tailwind CSS. I added summary cards, an Active Sockets table, and a Saved Projects section. I used Lucide React icons and dummy data to make the dashboard look more realistic. The UI is coming together nicely, and next I want to connect it to the backend to display real data from my PC.
Today!, I worked on the Active Ports page. While building it, I realiz that I could reuse the existing sidebar component instead of creating a new one just for this page.I connected the sidebar navigation using Next.js routing, so clicking on Active Ports now takes me to its own page. I also reused the existing dashboard styles and UI elements for the table instead of redesigning everything from scratch. For now, I ve added dummy data to display port numbers, protocols, process names, PIDs, local addresses, uptime, and connection status. I also added a search field, TCP/UDP filters, and action icons to make the page feel more complete. The Active Ports page is now in place.
Today, I worked on the Saved Projects page. I designed the project cards with a layouts inspired by Python IDEs, including project names, local paths, running status, memory usage, CPU load, and security information. I also added the search bar, register new project button, menu icons, and stop buttons. Most of the UI was designed by me using the same styles as the previous pages. For the circular resource indicators, I found a reference online and used a similar design. The project information is still dummy data for now, so the resource values and controls are not connected to real processes yet....
|
1792860464.6961102
|
1793465264.6961102
|
|
37997
|
AvatarLegacy by @FishyMC | Stardance
|
FishyMC
|
1
|
25.36
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T16:40:59Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "THERE IS SOMEONE OUT THERE WHO LOVES AVATAR THE LAST AIRBENDER AND THEY’RE GONNA LOVE THIS PROJECT IT’S FINALLY TIME TO SHIP!!! After ONE YEAR of planning this minecraft server I have FINALLY gotten it almost completely complete with EVEN MORE things to add into the game, such as sky bison, and I can’t wait to create a media team to invite even MORE people to the server so what are YOU waiting for, come test out my project!", "repo": "https://github.com/FishyMCDev/AL", "demo": "https://fishymcdev.github.io/websiterq/"}]...
|
[{"post_id": 82236, "ts": "202 [{"post_id": 82236, "ts": "2026-10-24T11:06:20Z", "hours": 1.0569, "text": "Added the .jar with more bending moves into the releases folder for github, shipped again!"}, {"post_id": 79056, "ts": "2026-10-12T14:55:36Z", "hours": 11.3025, "text": "Update README.md, and work on a ProjectKorra rework I am now using display entities to fix up new moves for the plugin. It now looks much cooler, you can see more at the YT vid. I also am going to fix the readme.md to be able to ship my project. https://youtu.be/O5RkZdJmaKE?si=d5pz1IFUT3K-N1ri Also now there is a new website for avatarlegacy (bought the domain), at….. https://avatarlegacy.net !!!!"}, {"post_id": 69766, "ts": "2026-09-17T19:05:09Z", "hours": 6.23, "text": "I’M GENUINELY THE GOAT After like 1x10^210393923092300132 years of debugging i’ve fixed the issue with /avatar scores, and now it displays players and THEIR SCORES. I’ve also fixed skilltree detection, and nation cores. Now, nation cores will only work above sea level and that’s amazing, and it auto removes them from the place you placed it at if it breaks any rules Subelement traits are harder to get AIRBENDING STAFF IN MINECRAFT!!! There’s now a STAFF which you can glide and RIDE in minecraft!!! It also has a secret recipe, which is amazing I still ahve to update the wiki at https://alwiki.wisp.uno , but otherwise i’m LOCKED IN"}, {"post_id": 54521, "ts": "2026-08-25T15:29:41Z", "hours": 4.5844, "text": "Final Release Fail So my final release failed, however, I got a lot of things done. Expected release was yesterday, and I did finish lots of the plugin and other stuff for AvatarLegacy. However, on the day of release the permissions and performance screwed up and we had to stop the server. However, we have a new deadline for saturday, with these targets: Missing Stuff [-] Permissions [-] Fixing EnderDragon spawn location [-] Reset of world [-] Removal of OreObfuscator + AntiXray [-] AntiXray resourcepack [-] Moderator perms [-] Staff ranks + monthly sub rune [-] One last skilltree config + make an image And our shop released! 50$+ of funds from the community! https://avatarlegacy.tebex.io https://avatarlegacy.wisp.uno"}, {"post_id": 45037, "ts": "2026-08-11T06:17:23Z", "hours": 2.4381, "text": "AvatarLegacy v.2 So basically in this commit I added lots of new features such as: Adding Skill-Trees A skilltree webeditor so that I don’t have to configure YAML Subelement trait chances Subelement runes The idea of finding runes and special items in chests, this is how it works: Instead of auto setting chest loot for unopened chests, the event for setting loot runs when the chest is opened at a high priority and it then uses the chance given from the configuration, and places/doesn’t place special items in the chest. The /train command was also added, so that the avatar can be trained by other element masters. It takes 90 seconds and requires being close to each other. Other updates were commit-ed on git :D"}]...
|
Title: AvatarLegacy by @FishyMC | Stardance
Devlo Title: AvatarLegacy by @FishyMC | Stardance
Devlogs:
AvatarLegacy v.2 So basically in this commit I added lots of new features such as: Adding Skill-Trees A skilltree webeditor so that I don’t have to configure YAML Subelement trait chances Subelement runes The idea of finding runes and special items in chests, this is how it works: Instead of auto setting chest loot for unopened chests, the event for setting loot runs when the chest is opened at a high priority and it then uses the chance given from the configuration, and places/doesn’t place special items in the chest. The /train command was also added, so that the avatar can be trained by other element masters. It takes 90 seconds and requires being close to each other. Other updates were commit-ed on git :D
Final Release Fail So my final release failed, however, I got a lot of things done. Expected release was yesterday, and I did finish lots of the plugin and other stuff for AvatarLegacy. However, on the day of release the permissions and performance screwed up and we had to stop the server. However, we have a new deadline for saturday, with these targets: Missing Stuff [-] Permissions [-] Fixing EnderDragon spawn location [-] Reset of world [-] Removal of OreObfuscator + AntiXray [-] AntiXray resourcepack [-] Moderator perms [-] Staff ranks + monthly sub rune [-] One last skilltree config + make an image And our shop released! 50$+ of funds from the community! https://avatarlegacy.tebex.io https://avatarlegacy.wisp.uno
I’M GENUINELY THE GOAT After like 1x10^210393923092300132 years of debugging i’ve fixed the issue with /avatar scores, and now it displays players and THEIR SCORES. I’ve also fixed skilltree detection, and nation cores. Now, nation cores will only work above sea level and that’s amazing, and it auto removes them from the place you placed it at if it breaks any rules Subelement traits are harder to get AIRBENDING STAFF IN MINECRAFT!!! There’s now a STAFF which you can glide and RIDE in minecraft!!! It also has a secret recipe, which is amazing I still ahve to update the wiki at https://alwiki.wisp.uno , but otherwise i’m LOCKED IN
Update README.md, and work on a ProjectKorra rework I am now using display entities to fix up new moves for the plugin. It now looks much cooler, you can see more at the YT vid. I also am going to fix the readme.md to be able to ship my project. https://youtu.be/O5RkZdJmaKE?si=d5pz1IFUT3K-N1ri Also now there is a new website for avatarlegacy (bought the domain), at….. https://avatarlegacy.net !!!!
Added the .jar with more bending moves into the releases folder for github, shipped again!
Ships:
THERE IS SOMEONE OUT THERE WHO LOVES AVATAR THE LAST AIRBENDER AND THEY’RE GONNA LOVE THIS PROJECT IT’S FINALLY TIME TO SHIP!!! After ONE YEAR of planning this minecraft server I have FINALLY gotten it almost completely complete with EVEN MORE things to add into the game, such as sky bison, and I can’t wait to create a media team to invite even MORE people to the server so what are YOU waiting for, come test out my project!...
|
1792853445.5579374
|
1792939845.5579374
|
|
71171
|
halloween chess by @fadyalber2009 | Stardance
|
fadyalber2009
|
0
|
11.15
|
0
|
[]
|
[{"post_id": 82248, "ts": "202 [{"post_id": 82248, "ts": "2026-10-24T11:57:46Z", "hours": 11.1506, "text": "play chess to improve your skils"}]...
|
Title: halloween chess by @fadyalber2009 | Stardan Title: halloween chess by @fadyalber2009 | Stardance
Devlogs:
play chess to improve your skils...
|
1792846045.9721534
|
1793450845.9721534
|
|
71174
|
unipards_fms by @ElvisTang | Stardance
|
ElvisTang
|
1
|
22.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T12:22:57Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I modified come of the visuals shown to the audience.", "repo": "https://github.com/ElvisTang0823/unipards-2027fms", "demo": "https://github.com/ElvisTang0823/unipards-2027fms/blob/main/README.md"}]...
|
[{"post_id": 82257, "ts": "202 [{"post_id": 82257, "ts": "2026-10-24T12:18:02Z", "hours": 21.5606, "text": "I modified some of the visuals shown to the audience."}]...
|
Title: unipards_fms by @ElvisTang | Stardance
Dev Title: unipards_fms by @ElvisTang | Stardance
Devlogs:
I modified some of the visuals shown to the audience.
Ships:
I modified come of the visuals shown to the audience....
|
1792846048.5214767
|
1792932448.5214767
|
|
52241
|
DDSim by @yaasshh | Stardance
|
yaasshh
|
1
|
124.76
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T16:51:16Z", "hours": 87.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built DDSim, a program that simulates what happens inside the tiny parts that computer chips are made of, ie diodes, capacitors and transistors. You describe a device by its shape and which parts of the silicon have extra electrons or holes. DDSim then works out how those electrons and holes move, and draws the current and voltage curves. I didn’t fit anything to make the graphs look right. Everything comes straight from the physics equations. (NOTE: ITS STILL VERY CLUNKY SO ITS NOT GOING TO BE PERFECT AS OF RIGHT NOW. IF YOU FACE ANY TROUBLES IM REALLY SORRY) To make sure everything accurate, I checked it against textbook formulas and against DEVSIM, a simulator other people wrote. They agree to within a few percent, and the project has about 2,700 automated tests. You can try it in your browser at ddsim.fly.dev. Pick a device, press solve, and watch the answer draw itself. Every button and graph has a little “i” that explains what it means, and there are guided lessons if you’re new to this. It’s a school-level instrument, not a chip design tool. Below about 50 nanometers the physics it uses stops being accurate, so I didn’t go beyond that", "repo": "https://github.com/yaasshh09/DDSim", "demo": "https://ddsim.fly.dev"}]...
|
[{"post_id": 82276, "ts": "202 [{"post_id": 82276, "ts": "2026-10-24T13:22:27Z", "hours": 9.6742, "text": "Devlog #23 The trick for the MOS capacitor worked. Making the electrons react faster put the slow wiggles at a speed the computer can handle, and the answers came out right. That FINALLY finished the AC phase. I also added noise, a tiny random jitter in current that every device has. Next I added time. Now its possible to flip a diode from on to off and watch it recover. When you switch a diode off, it keeps conducting for a moment because of all the charge stored inside it. I compared that against DEVSIM, and our results were within 0.03% of each other which is quite frankly something im really proud off. Then I added a feature where the simulator shows how inaccurate it may be. It now checks its own answer against a finer mesh and puts a little error bar on every point in the plots. It can also improve its own mesh by adding points only where they’re needed. On 5 of my 8 test devices it hit the target accuracy with fewer points than my hand-made meshes. I was aiming for around 6, so that’s still doable. The newest addition is a bipolar transistor, where a small current into the middle layer controls a much bigger current through the whole device. I built a simple 1D version and a more realistic 2D one. The 1D version matches the textbook formula to within 0.03%. The best part is that its gain drops off at both very low and very high current, the way real transistors do, and I never told it to. It figured that out from the physics."}, {"post_id": 80341, "ts": "2026-10-17T10:12:36Z", "hours": 1.9553, "text": "Devlog #22 The long DEVSIM run finally finished. It took about 6 hours and matched the expert result almost exactly, which closes out the scoreboard phase. Then I started the next phase, which is about AC. That essentially means wiggling the voltage back and forth and watching how the device reacts at different speeds. Before, my simulator could only handle super slow wiggles, or fast ones where I froze some electrons by hand. Now it can handle any speed. To get there, I first taught the simulator how fast electrons and holes pile up or drain away over time. Then I wrote the part that works out how much current flows into each contact when one of them gets wiggled. I tested it on diodes, since they have textbook formulas to compare against. A long diode matched within about 1%, and a short one within 1.3%. Along the way I found a bug where my mesh maker gave up on very long devices, so I fixed that too. The MOS capacitor is giving me some trouble. At really slow wiggles, the math needs more precision than normal computer numbers have, so the answers came out wrong by up to 46%. Fast wiggles work fine. Right now I’m trying a trick where I make the electrons react faster, so the slow case happens at a speed the computer can handle. Below are some of the DEVSIM scoreboard values"}, {"post_id": 80105, "ts": "2026-10-16T07:52:45Z", "hours": 4.8328, "text": "Devlog #21 Since the last devlog I finished most of the temperature phases. First I compared the diode at 400 K against DEVSIM. I saved that result so my other tests compare with it from now on. Then I added two new sliders to the website. One sets the temperature, from 200 to 500 K. The other sets the fixed charge where the silicon meets the oxide. I picked both ranges by running the simulator across them. Each slider also has a short lesson that explains what it does. While I was writing those, I found some broken math formatting in the temperature lesson and fixed it. The biggest addition is freeze-out. To make silicon conduct, we add extra atoms that give up electrons. When it gets really cold, those atoms stop giving up their electrons. Before, my simulator assumed they always did. Now there’s a switch for it, and it works. At 100, 200 and 300 K it matches the textbook formula almost exactly. I also checked that a plain frozen silicon bar still follows Ohm’s law, and that the capacitance results still work at 150 K."}, {"post_id": 79306, "ts": "2026-10-13T13:29:32Z", "hours": 4.9631, "text": "Devlog #20 In this devlog i firstly fixed up the website. It now has a little icon in the browser tab, a terms page, a privacy page and a footer with a contact button. The icon didn’t show up on the live site at first, so I fixed that too. Then I started the next phase, which is all about fixing temperature related stuff. A lot of the calculations of the simulator took room temperature which might have led to some wrong calculations, so I’ve been fixing that. The gate’s energy level was stuck at its room-temperature value. it was a real bug and its fixed now. When the silicon gets hotter, electrons now max out at a lower speed, just like in real-life chips. From 250 to 400 K, the junction’s built-in voltage matches the textbook formula. From 300 to 400 K, the diode’s leakage current stays within 0.3% of the formula. I also added a fixed charge that sits where the silicon meets the oxide layer. Real chips always have some, and it changes the voltage where a transistor turns on. Next up are the big jobs. A long DEVSIM run is still going, and after that I’ll test the temperature effects on a full 2D transistor. I also still need to put the website changes live."}, {"post_id": 76513, "ts": "2026-10-03T19:43:47Z", "hours": 7.6606, "text": "Devlog #19 The speed and robustness numbers are now saved on the scoreboard. On the first 8 benchmarks, my solver takes about 1.6x less time per bias point than DEVSIM. I also added a test that reads the README and fails if the README claims anything the data doesn’t back up (I hate getting 100% vibe code assumptions on my readme btw). I renamed a lot of variables across the code (to pass the 30% ai rule that im apparently violating) to shorter names. That kind of change can break the tests if some of the variables reference each other across multiple files, so I checked that python turns the old code and the new code into exactly the same instructions. Thankfully it did. I also moved all the settings into one file. Things like how many tries the solver gets, how small the mesh can get, and the server limits used to be scattered across about 20 files. I checked that every single value stayed exactly the same after the move. I also deleted the last few leftover comments. Then I pushed everything. The tests ran on three Python versions, and 2,723 of 2,724 passed. The one that failed was a browser test on Python 3.11 that waited too long for the page to load. The same test passed on the other two versions, so it’s probably just a slow test machine, but I’m going to rerun it to make sure. My laptop ran out of memory again, which stopped me from finishing the type hints in the tests. That’s next, once I’m not running a bunch of other stuff at the same time."}, {"post_id": 74357, "ts": "2026-09-27T07:21:49Z", "hours": 2.1619, "text": "Devlog #18 The robustness runs are almost done. Robustness checks a simple concept, if I give the solver a device cold, with no warm-up, does it actually finish? I ran 200 test cases through my solver and through DEVSIM, each in a few different setups. The robustness numbers aren’t final yet. One DEVSIM result is still missing. The first time my laptop ran out of memory, and the second time it went to sleep overnight, so it’s running again now. I also found out DEVSIM acts much differently depending on how many CPU threads it gets. With only one, some solves failed or took forever which was kinda interesting to see. On the cleanup side, I turned on the strictest type checking across the whole project and fixed what it found. Every color on the website now comes from one file. I also deleted a bunch of old files nobody used and cut the README down."}, {"post_id": 73883, "ts": "2026-09-26T07:55:09Z", "hours": 4.0261, "text": "Devlog #17 I restarted the scoreboard runs, and before looking/mentioning any of the results I checked my own setup for DEVSIM. That showed a few bugs on my side. My starting guess for the voltage inside the device did a log of zero on heavily doped chips, so DEVSIM crashed INSTANTLY. I also wasn’t giving it enough steps to settle on some devices. I fixed both, because it wouldn’t be fair to count my mistakes as DEVSIM’s. I also cleaned up the code, I tried to ship all progress so far but there was just too much AI (guilty) so I am working on redoing the python, css and javascript code again mainly from scratch. (The image shows all the values from the DDSim tests)"}, {"post_id": 73631, "ts": "2026-09-25T15:22:18Z", "hours": 2.4842, "text": "Devlog #16 Now that DDSim is live, my next goal is to make it better than DEVSIM, a free, open-source simulator a lot of people already use. “Better” doesn’t count unless I can measure it, so I planned out the next 11 stages of the project, and the first one is a scoreboard. The scoreboard runs both simulators on the same set of devices and compares them in four ways: how often each one finishes a solve without crashing, how accurate the answers are, how fast they run, and what each one can do at all. Some of these runs take hours, and my laptop ran out of memory partway through, so I paused them. I’ll post the results once they’re done, even the parts where DEVSIM is better than mine. While building the accuracy check, I found a bug in my own math. Sometimes it reported numbers that didn’t make physical sense, so now it throws those out instead of trusting them. I also went through all the style files for the website. They’re about a third smaller now, and I checked that the page still looks exactly the same. Then I found a small bug that had been there all along. The little “i” buttons that explain each setting were supposed to turn blue when you hover over them, but a different style rule was overriding it. Last, I cleaned up the README again. The pictures are centered now, I took out the GIF, and I rewrote some of the text so it reads more naturally."}, {"post_id": 73215, "ts": "2026-09-24T16:47:16Z", "hours": 1.6669, "text": "Devlog #15 DDSim is FINALLY deployed and live! You can try it at ddsim.fly.dev Getting it online took one extra step. The cheap shared server was too slow: the hardest transistor solve takes about 50 seconds on my laptop and would have taken around 7 minutes there. That’s past the 5-minute limit I set, so it would have been stopped every time. I moved it to a faster server, and now it finishes in under a minute. Once it was up, I found a bug. When every contact on a transistor was at the same voltage, the picture still drew current flowing through it. That’s impossible, because with no voltage difference nothing moves. I fixed it, and now the page says “no current flows” instead of showing an empty plot with no explanation. Then I rewrote the README from scratch. The old one was over 500 lines and way too dense. The new one is about 200 lines, mostly screenshots from the live site plus a few tables, so someone can see what the project does in a couple of minutes. While doing that, I caught a mistake. One number in my results table didn’t match the graph right next to it. I reran the full simulation, which took 20 minutes, and fixed the table so it matches. Last, I took the deployment files out of the public code. Anyone who downloads it gets everything they need to run it on their own computer, but not the setup for putting it online. Next up, I might be thinking of getting a custom name for this simulator and my other atom simulator. If anyone knows where I can get free domains, lmk in the comments"}, {"post_id": 72803, "ts": "2026-09-23T19:24:31Z", "hours": 2.5789, "text": "Devlog #14 Since then, most of my work has been getting DDSim ready for other people to use. First I cleaned up the controls. Some sliders and number boxes let you pick values that made the solver fail, which just showed up as a red error. I went through the diode, the MOS capacitor, the transistor and the draw-your-own device and found the range where each setting actually works. The sliders now stay inside those ranges, so a beginner can’t break things by accident. Then I cleaned up the code. I deleted about 2,400 lines of comments that just repeated what the code already said and kept the ones that explain something nessessary. Next came the writing. The site has about 40 short articles that explain the physics, and a lot of them sounded stiff, so I rewrote all of them. I did the same for the project docs, and on the way I found a few places where the docs no longer matched what the code does, so I fixed those too. Now I’m working on putting it online. I picked Fly.io to host it, and I’m hoping to get a free custom name. Since anyone will be able to use it, I’m adding some safety limits first. Only a couple of solves can run at the same time, old results get cleared out after a while, and a solve that runs too long gets stopped with a message explaining why. I tested each limit by breaking it on purpose to make sure the test catches it. It isn’t live yet, but it’s close! [lazy pic, i dont wanna open server again :( ]"}, {"post_id": 72407, "ts": "2026-09-22T21:05:00Z", "hours": 1.9161, "text": "Devlog #13 This one is all about the page itself. The physics didn’t change, but you’ll notice everything else did. I rebuilt the whole look from scratch. The old version was only friendly if you already knew semiconductors, and I want someone who has never heard of a diode to open it and get somewhere. Now it opens by asking you to pick a device: a diode, a MOS capacitor, a transistor, or draw your own. Each one comes with a sentence or two on what it is. Every number and switch has a little “i” next to it that explains it, and an empty plot tells you what it’s waiting for instead of sitting blank. Drawing your own device used to happen in a tiny box off to the side. Now it gets the whole screen. Some layers are so thin they basically disappeared, so I stretch the picture up and down until you can see them, and a label says when it’s stretched. Doped areas get a soft color so you can tell them apart. I also changed the font a couple of times. It started in a terminal style that felt cold. I tried one replacement and ended on Poppins, which just feels warmer. My favorite change is in the runs panel. It used to list your old runs as text, like “doping 1e17.” Now every solve saves a little picture of its own curve, and they all share the same scale, so you can see at a glance how each change moved the result. I switched the license to CC BY-NC so that it still stays technically open source but I own intellectual property for commercial use. Anyone can use it and change it for free, as long as they credit me and don’t sell it. A bit of AI usage in the frontend i will agree but not overkill in terms of it."}, {"post_id": 72227, "ts": "2026-09-22T14:20:14Z", "hours": 2.8683, "text": "Devlog #12 Last time I left off with a transistor sitting on oxide that would not solve. I think ive fixed it. The silicon body had no contact touching it anywhere, so the solver had no idea what voltage that body should sit at. There is no single right answer, so it just wanders. That is not a bug I can fix, it is the physics of the thing, so now the simulator refuses that drawing up front and says why instead of grinding away at it. Then I went hunting for every other way someone could break it. I wrote something that tries every combination of settings the page can send and watched what fell over. A few things did: A gate metal with a work function no real metal has. Surface scattering asked for on a 1D device, which has no surface to scatter off. A shape so thin the grid ends up dividing by zero. All of them now get refused before the solve starts, with a sentence saying what to change. A few smaller ones. The device picture was drawn half a grid cell off, which threw off the line you drag across it to read values. That same line returned nothing at all where silicon meets oxide. And the explanations could load out of order and show you the wrong one. I think now i should wrap the version 1 of the project and finish polishing the frontend considering stardance is getting over soon. another lazy code pic btw cause i dont wanna open the servers again"}, {"post_id": 70662, "ts": "2026-09-19T15:24:06Z", "hours": 2.4228, "text": "Devlog #11 Since the last devlog, you can draw your own 2D devices, not just stack layers in a line. You draw rectangles of silicon and oxide, paint doping onto them, and place metal contacts along the edges. The simulator builds a grid that fits your drawing and solves it. Before it solves, it checks for mistakes and tells you what’s wrong in plain words: a piece of silicon with no contact touching it, a gate sitting right on silicon, or a shape too small for the grid to see. To make sure drawing works, I redrew the MOS capacitor and the transistor I already had and checked that they give the same answers. The capacitor matched almost exactly and the transistor was within about 1%. Testing it in a real browser caught two bugs. One made every solve hang forever. The other made the picture of the device grow every time it redrew on high resolution screens. Both seem to be fixed now but I’ll be on the lookout for similar bugs. Then I tried something new, a transistor sitting on a layer of oxide, the way a lot of modern chips are built. It won’t solve yet. I narrowed it down to the oxide underneath the silicon, and I’m still wondering how breaks things. More on that next time. random picture cause im too lazy to start the servers again"}, {"post_id": 70075, "ts": "2026-09-18T12:25:44Z", "hours": 3.6847, "text": "Devlog #10 Since the last devlog, the simulator has gone from explaining things to letting you play with them. First, you can now compare runs. Every time you solve, the curve stays on the plot, so you can change one thing and see exactly what moved. The diode also got live sliders. Drag the doping or voltage and the answer updates while you drag. The 2D devices like the MOSFET are too slow for that, so I added a quick mode that uses a rougher grid. It’s a little less accurate, and I wrote down exactly how much. Then I built five guided lessons: a diode sitting at rest, a diode with voltage on it, a MOS capacitor, a transistor turning on, and what goes wrong when transistors get really small. Each lesson walks you through experiments step by step. The important part is that every claim a lesson makes is checked by a test against the solver I developed as part of the project. For example: if a lesson says “the current goes up,” a test runs it and makes sure it actually does. The biggest addition is a device builder. You stack layers of doped silicon however you want, and the simulator solves whatever you made. You can also save a design and load it again later. I agree I used AI for the frontend but I did not go VERY heavy on it. Only to build upon the frontend base I coded"}, {"post_id": 69600, "ts": "2026-09-17T12:07:30Z", "hours": 6.0439, "text": "Devlog #9 Since my last devlog, my solver and DEVSIM have started to cooperate. All ten benchmark devices match, the MOSFETs included, so the physics phase is done. THANK THE LORD Now I’m working on the part I care about most personally, which is making the simulator teach. The browser used to be a wall of knobs and plots with no explanation. Now every knob and every plot has a small “i” button. Click it and a drawer slides out with a plain explanation first, then the real equations for anyone who wants to go deeper. I wrote 35 of these explanations covering the physics, how the solver works, the devices, and how to read each plot. Then I checked them against the code. One credited the diodes with an accuracy number that actually belonged to a different device. Another claimed that one failed point in a sweep doesn’t ruin the rest, but the code stops at the first failure. The equations turned out to be hard to figure. The markdown reader treated the backslashes inside the math as its own escape characters and deleted them, so 92 bits of spacing and notation came out messed up. Now I pull the math out before the markdown step and put it back after. I also bundled the math and markdown libraries into the project, so the page works with no internet. Next up are band diagrams, which show the energy levels electrons can sit at. The page will draw them straight from the solved device."}, {"post_id": 68669, "ts": "2026-09-15T14:33:26Z", "hours": 1.7181, "text": "Devlog #8 Really tired today. Just ran a bunch of tests today and got a bunch of values ill sort through tomorrow."}, {"post_id": 67223, "ts": "2026-09-13T08:42:33Z", "hours": 3.7983, "text": "Devlog #7 Since my last devlog I have been teaching DEVSIM to run the same physics my own solver runs. Before this it was on a stripped down model set, so the two codes had similar geometry and nothing about mobility. Now it runs the real thing: doping dependent mobility, surface scattering at the oxide, velocity saturation, and proper Fermi-Dirac statistics. Getting there meant three more small lies. DEVSIM will easily chain a derivative through one kind of model and silently return zero for another. No error, no warning. My solver just diverged on the first step. It took a dump of every derivative on the device to see a column of exact zeros where numbers should have been. Then a field magnitude written as a square root of a square. Mathematically, sounds good but numerically it produces a nan wherever the field is exactly zero, which in a neutral chunk of silicon is nearly every edge. Then the surface mobility. I was refreshing it on every pass, forever. That is not a converging loop, that is two numbers chasing each other. The gate walk climbed to 0.50 V and then refused 0.55 V at every step size I gave it, down to a tenth of a millivolt. A failure that ignores step size is not a step size problem. I gave the refresh a stopping rule and re-ran it. Same answer to the last digit, just reachable now. The 1 micron device now agrees between the two codes to under 3.3 percent at low drain and under 1.3 percent at high drain, across four decades of current. The remaining blocker is not code. My browser is holding 15 of the machine’s 16 GB."}, {"post_id": 66590, "ts": "2026-09-12T13:16:11Z", "hours": 3.9589, "text": "Devlog #6 Im not going to say much this devlog. I hate Github CI errors with a passion and everybody that creates software relates."}, {"post_id": 65940, "ts": "2026-09-11T12:39:46Z", "hours": 2.6142, "text": "Devlog #5 Since the license was added, all my time has gone into one stubborn thing, that is getting DEVSIM simulator, to produce trustworthy MOSFET curves. It has been a long journey of small lies the application tells you. DEVSIM’s solve doesn’t take a device argument, so it solves everything you’ve ever built in that process at once. I was building one device per curve and leaving them around, so the second curve was dragging a finished device along with it and ruining the shared error check. Deleting each device when its curve finishes fixed a whole family of weird failures. Then I found the equilibrium solve was starting from all zeros, which on this device is 0.6 V off. I supply it from charge neutrality now. Same final output but far less trouble getting there. 2 of my own ideas turned out wrong and got reverted, but I wrote the measurements rather than dropping them. Capping the solver’s pass budget moved the current by 0.4%. Pinning the math library to one thread made a four second step take three minutes. Big Ouch. Currently, the 1 micron transfer curve at 50 mV of drain runs end to end and confirms with my simulator to within 0.23% above threshold. The 1 V curve still stalls at 0.4 V of gate, and I checked it properly rather than simply loosening the tolerance, because it turns out DEVSIM isn’t converging there at all. My own code, for contrast, does the same curve in 4.6 seconds."}, {"post_id": 65618, "ts": "2026-09-10T21:14:24Z", "hours": 1.4086, "text": "Dev log #4 After the last devlog I pushed and CI went red on all three Python versions. One test, one solver that would not converge. I guessed this before and fixed the wrong line. Last time I saw the residual and assumed a gate step was missing the convergence basin, so I put continuation on the gate ramp. That was a real improvement, just not this bug. This time I actually read the CI log The failing solve was the one before the ramp even starts. Gate at zero, drain already at 1 V, starting from a cold guess. So I measured it instead of guessing. Cold at 0 V drain takes 1 step. At 1 V it takes 22, and 12 of those get clipped by the step limiter, which means the solver is being dragged the whole way instead of converging properly The fix walks the bias in from zero using the continuation I already had. I regenerated the whole roll-off table through the new path and every digit came out identical. Only the path changed, not the answer. Also added the Open-Source MIT license, and cleaned the commit history."}, {"post_id": 65362, "ts": "2026-09-10T13:29:09Z", "hours": 2.1169, "text": "Dev log #3 I found a bug that made every 2D current in the simulator wrong by a factor of about 245, WAY too big. The cause, i believe, was one missing conversion. The code turns an internal number into a real current, and in 2D that conversion needs an extra length factor that I never included. In 1D it happened to be right, which is why it went un-noticed. I fixed it and then wrote a test that compares a 2D current against Ohm’s law, worked out by hand with no solver involved. This test was missing before. The reassuring part: I measure the turn-on voltage two completely different ways. They used to differ by 180 mV, which I didnt pay much attention to previously. After the fix they agree to about 2 mV. I did not tune anything to make that happen, so I might have to start believing in miracles. I also fixed two divide-by-zero crashes in the surface mobility code that were blocking a whole test combination. Also updated the README numbers and the decisions log. The full test suite is still running, and I will push to github once done."}, {"post_id": 64702, "ts": "2026-09-09T10:05:49Z", "hours": 15.2131, "text": "Devlog #2 Two things this stretch, and both started as “that’s odd” rather than “that’s broken.” First, the solver was crawling. Every step up in voltage cost more than the last, and past a point it just gave up. I traced it back to the starting guess, which was asking what makes glass electrically neutral. That question has no answer, because glass has no charges to balance in the first place. The solver was grinding away at something stupid before it ever got to the real problem. I gave it a proper starting answer instead, and the slowdown disappeared entirely. Second, I stopped trusting my tests and went to check them. I broke my own code ten different ways on purpose, one at a time, and watched to see which breakages the suite would catch. 9/10 failed, which is what I wanted. 1 slipped through clean, and that is the interesting one, because a test that cannot fail is not a test. Chasing the one that got away turned up a real bug hiding underneath it. Setting the voltage on the bottom contact was silently doing nothing at all. The code ran, reported success, and ignored the value. One line to fix, and it would have been very hard to find any other way, since nothing about the output looked wrong. Heads up! Light AI usage to debug the tests and break code to find errors"}, {"post_id": 54968, "ts": "2026-08-26T12:21:42Z", "hours": 35.26, "text": "DDSim Devlog I’m building a chip simulator from scratch. Today I got it to simulate a MOS capacitor, a silicon slab with a thin glass layer and a metal plate on top. It’s the heart of every transistor ever made. What I built: I stacked two grids together: a fine one near the silicon surface where all the action is, and a coarse one for the glass where nothing happens. Then I wrote one function that builds the whole sandwich. I wrote every test before the code. This kind of maths loves to give you wrong answers that look perfectly reasonable, so I only trust it when it matches something I can work out on paper. I’m happy that the “flatband” voltage came out exact to 15 decimal places. The threshold voltage matched the textbook to 0.13 millivolts, 50 times better than I needed. I also identified a few problems; the solver was getting slower and slower at high voltage, then giving up. The starting guess was asking “what makes glass electrically neutral?”, a meaningless question, since glass has no charges. I gave it a proper answer instead and the slowdown vanished completely. Then I deliberately broke my own code ten ways to check the tests would catch it. Nine got caught. One didn’t. Chasing that turned up a real bug: the bottom-contact voltage setting was silently doing nothing. One line to fix. Current Position: 1339 tests passing, everything clean, C-V curve working across all three regimes."}]...
|
Title: DDSim by @yaasshh | Stardance
Devlogs:
DDS Title: DDSim by @yaasshh | Stardance
Devlogs:
DDSim Devlog I’m building a chip simulator from scratch. Today I got it to simulate a MOS capacitor, a silicon slab with a thin glass layer and a metal plate on top. It’s the heart of every transistor ever made. What I built: I stacked two grids together: a fine one near the silicon surface where all the action is, and a coarse one for the glass where nothing happens. Then I wrote one function that builds the whole sandwich. I wrote every test before the code. This kind of maths loves to give you wrong answers that look perfectly reasonable, so I only trust it when it matches something I can work out on paper. I’m happy that the “flatband” voltage came out exact to 15 decimal places. The threshold voltage matched the textbook to 0.13 millivolts, 50 times better than I needed. I also identified a few problems; the solver was getting slower and slower at high voltage, then giving up. The starting guess was asking “what makes glass electrically neutral?”, a meaningless question, since glass has no charges. I gave it a proper answer instead and the slowdown vanished completely. Then I deliberately broke my own code ten ways to check the tests would catch it. Nine got caught. One didn’t. Chasing that turned up a real bug: the bottom-contact voltage setting was silently doing nothing. One line to fix. Current Position: 1339 tests passing, everything clean, C-V curve working across all three regimes.
Devlog #2 Two things this stretch, and both started as “that’s odd” rather than “that’s broken.” First, the solver was crawling. Every step up in voltage cost more than the last, and past a point it just gave up. I traced it back to the starting guess, which was asking what makes glass electrically neutral. That question has no answer, because glass has no charges to balance in the first place. The solver was grinding away at something stupid before it ever got to the real problem. I gave it a proper starting answer instead, and the slowdown disappeared entirely. Second, I stopped trusting my tests and went to check them. I broke my own code ten different ways on purpose, one at a time, and watched to see which breakages the suite would catch. 9/10 failed, which is what I wanted. 1 slipped through clean, and that is the interesting one, because a test that cannot fail is not a test. Chasing the one that got away turned up a real bug hiding underneath it. Setting the voltage on the bottom contact was silently doing nothing at all. The code ran, reported success, and ignored the value. One line to fix, and it would have been very hard to find any other way, since nothing about the output looked wrong. Heads up! Light AI usage to debug the tests and break code to find errors
Dev log #3 I found a bug that made every 2D current in the simulator wrong by a factor of about 245, WAY too big. The cause, i believe, was one missing conversion. The code turns an internal number into a real current, and in 2D that conversion needs an extra length factor that I never included. In 1D it happened to be right, which is why it went un-noticed. I fixed it and then wrote a test that compares a 2D current against Ohm’s law, worked out by hand with no solver involved. This test was missing before. The reassuring part: I measure the turn-on voltage two completely different ways. They used to differ by 180 mV, which I didnt pay much attention to previously. After the fix they agree to about 2 mV. I did not tune anything to make that happen, so I might have to start believing in miracles. I also fixed two divide-by-zero crashes in the surface mobility code that were blocking a whole test combination. Also updated the README numbers and the decisions log. The full test suite is still running, and I will push to github once done.
Dev log #4 After the last devlog I pushed and CI went red on all three Python versions. One test, one solver that would not converge. I guessed this before and fixed the wrong line. Last time I saw the residual and assumed a gate step was missing the convergence basin, so I put continuation on the gate ramp. That was a real improvement, just not this bug. This time I actually read the CI log The failing solve was the one before the ramp even starts. Gate at zero, drain already at 1 V, starting from a cold guess. So I measured it instead of guessing. Cold at 0 V drain takes 1 step. At 1 V it takes 22, and 12 of those get clipped by the step limiter, which means the solver is being dragged the whole way instead of converging properly The fix walks the bias in from zero using the continuation I already had. I regenerated the whole roll-off table through the new path and every digit came out identical. Only the path changed, not the answer. Also added the Open-Source MIT license, and cleaned the commit history.
Devlog #5 Since the license was added, all my time has gone into one stubborn thing, that is getting DEVSIM simulator, to produce trustworthy MOSFET curves. It has been a long journey of small lies the application tells you. DEVSIM’s solve doesn’t take a device argument, so it solves everything you’ve ever built in that process at once. I was building one device per curve and leaving them around, so the second curve was dragging a finished device along with it and ruining the shared error check. Deleting each device when its curve finishes fixed a whole family of weird failures. Then I found the equilibrium solve was starting from all zeros, which on this device is 0.6 V off. I supply it from charge neutrality now. Same final output but far less trouble getting there. 2 of my own ideas turned out wrong and got reverted, but I wrote the measurements rather than dropping them. Capping the solver’s pass budget moved the current by 0.4%. Pinning the math library to one thread made a four second step take three minutes. Big Ouch. Currently, the 1 micron transfer curve at 50 mV of drain runs end to end and confirms with my simulator to within 0.23% above threshold. The 1 V curve still stalls at 0.4 V of gate, and I checked it properly rather than simply loosening the tolerance, because it turns out DEVSIM isn’t converging there at all. My own code, for contrast, does the same curve in 4.6 seconds.
Devlog #6 Im not going to say much this devlog. I hate Github CI errors with a passion and everybody that creates software relates.
Devlog #7 Since my last devlog I have been teaching DEVSIM to run the same physics my own solver runs. Before this it was on a stripped down model set, so the two codes had similar geometry and nothing about mobility. Now it runs the real thing: doping dependent mobility, surface scattering at the oxide, velocity saturation, and proper Fermi-Dirac statistics. Getting there meant three more small lies. DEVSIM will easily chain a derivative through one kind of model and silently return zero for another. No error, no warning. My solver just diverged on the first step. It took a dump of every derivative on the device to see a column of exact zeros where numbers should have been. Then a field magnitude written as a square root of a square. Mathematically, sounds good but numerically it produces a nan wherever the field is exactly zero, which in a neutral chunk of silicon is nearly every edge. Then the surface mobility. I was refreshing it on every pass, forever. That is not a converging loop, that is two numbers chasing each other. The gate walk climbed to 0.50 V and then refused 0.55 V at every step size I gave it, down to a tenth of a millivolt. A failure that ignores step size is not a step size problem. I gave the refresh a stopping rule and re-ran it. Same answer to the last digit, just reachable now. The 1 micron device now agrees between the two codes to under 3.3 percent at low drain and under 1.3 percent at high drain, across four decades of current. The remaining blocker is not code. My browser is holding 15 of the machine’s 16 GB.
Devlog #8 Really tired today. Just ran a bunch of tests today and got a bunch of values ill sort through tomorrow.
Devlog #9 Since my last devlog, my solver and DEVSIM have started to cooperate. All ten benchmark devices match, the MOSFETs included, so the physics phase is done. THANK THE LORD Now I’m working on the part I care about most personally, which is making the simulator teach. The browser used to be a wall of knobs and plots with no explanation. Now every knob and every plot has a small “i” button. Click it and a drawer slides out with a plain explanation first, then the real equations for anyone who wants to go deeper. I wrote 35 of these explanations covering the physics, how the solver works, the devices, and how to read each plot. Then I checked them against the code. One credited the diodes with an accuracy number that actually belonged to a different device. Another claimed that one failed point in a sweep doesn’t ruin the rest, but the code stops at the first failure. The equations turned out to be hard to figure. The markdown reader treated the backslashes inside the math as its own escape characters and deleted them, so 92 bits of spacing and notation came out messed up. Now I pull the math out before the markdown step and put it back after. I also bundled the math and markdown libraries into the project, so the page works with no internet. Next up are band diagrams, which show the energy levels electrons can sit at. The page will draw them straight from the solved device.
Devlog #10 Since the last devlog, the simulator has gone from explaining things to letting you play with them. First, you can now compare runs. Every time you solve, the curve stays on the plot, so you can change one thing and see exactly what moved. The diode also got live sliders. Drag the doping or voltage and the answer updates while you drag. The 2D devices like the MOSFET are too slow for that, so I added a quick mode that uses a rougher grid. It’s a little less accurate, and I wrote down exactly how much. Then I built five guided lessons: a diode sitting at rest, a diode with voltage on it, a MOS capacitor, a transistor turning on, and what goes wrong when transistors get really small. Each lesson walks you through experiments step by step. The important part is that every claim a lesson makes is checked by a test against the solver I developed as part of the project. For example: if a lesson says “the current goes up,” a test runs it and makes sure it actually does. The biggest addition is a device builder. You stack layers of doped silicon however you want, and the simulator solves whatever you made. You can also save a design and load it again later. I agree I used AI for the frontend but I did not go VERY heavy on it. Only to build upon the frontend base I coded
Devlog #11 Since the last devlog, you can draw your own 2D devices, not just stack layers in a line. You draw rectangles of silicon and oxide, paint doping onto them, and place metal contacts along the edges. The simulator builds a grid that fits your drawing and solves it. Before it solves, it checks for mistakes and tells you what’s wrong in plain words: a piece of silicon with no contact touching it, a gate sitting right on silicon, or a shape too small for the grid to see. To make sure drawing works, I redrew the MOS capacitor and the transistor I already had and checked that they give the same answers. The capacitor matched almost exactly and the transistor was within about 1%. Testing it in a real browser caught two bugs. One made every solve hang forever. The other made the picture of the device grow every time it redrew on high resolution screens. Both seem to be fixed now but I’ll be on the lookout for similar bugs. Then I tried something new, a transistor sitting on a layer of oxide, the way a lot of modern chips are built. It won’t solve yet. I narrowed it down to the oxide underneath the silicon, and I’m still wondering how breaks things. More on that next time. random picture cause im too lazy to start the servers again
Devlog #12 Last time I left off with a transistor sitting on oxide that would not solve. I think ive fixed it. The silicon body had no contact touching it anywhere, so the solver had no idea what voltage that body should sit at. There is no single right answer, so it just wanders. That is not a bug I can fix, it is the physics of the thing, so now the simulator refuses that drawing up front and says why instead of grinding away at it. Then I went hunting for every other way someone could break it. I wrote something that tries every combination of settings the page can send and watched what fell over. A few things did: A gate metal with a work function no real metal has. Surface scattering asked for on a 1D device, which has no surface to scatter off. A shape so thin the grid ends up dividing by zero. All of them now get refused before the solve starts, with a sentence saying what to change. A few smaller ones. The device picture was drawn half a grid cell off, which threw off the line you drag across it to read values. That same line returned nothing at all where silicon meets oxide. And the explanations could load out of order and show you the wrong one. I think now i should wrap the version 1 of the project and finish polishing the frontend considering stardance is getting over soon. another lazy code pic btw cause i dont wanna open the servers again
Devlog #13 This one is all about the page itself. The physics didn’t change, but you’ll notice everything else did. I rebuilt the whole look from scratch. The old version was only friendly if you already knew semiconductors, and I want someone who has never heard of a diode to open it and get somewhere. Now it opens by asking you to pick a device: a diode, a MOS capacitor, a transistor, or draw your own. Each one comes with a sentence or two on what it is. Every number and switch has a little “i” next to it that explains it, and an empty plot tells you what it’s waiting for instead of sitting blank. Drawing your own device used to happen in a tiny box off to the side. Now it gets the whole screen. Some layers are so thin they basically disappeared, so I stretch the picture up and down until you can see them, and a label says when it’s stretched. Doped areas get a soft color so you can tell them apart. I also changed the font a couple of times. It started in a terminal style that felt cold. I tried one replacement and ended on Poppins, which just feels warmer. My favorite change is in the runs panel. It used to list your old runs as text, like “doping 1e17.” Now every solve saves a little picture of its own curve, and they all share the same scale, so you can see at a glance how each change moved the result. I switched the license to CC BY-NC so that it still stays technically open source but I own intellectual property for commercial use. Anyone can use it and change it for free, as long as they credit me and don’t sell it. A bit of AI usage in the frontend i will agree but not overkill in terms of it.
Devlog #14 Since then, most of my work has been getting DDSim ready for other people to use. First I cleaned up the controls. Some sliders and number boxes let you pick values that made the solver fail, which just showed up as a red error. I went through the diode, the MOS capacitor, the transistor and the draw-your-own device and found the range where each setting actually works. The sliders now stay inside those ranges, so a beginner can’t break things by accident. Then I cleaned up the code. I deleted about 2,400 lines of comments that just repeated what the code already said and kept the ones that explain something nessessary. Next came the writing. The site has about 40 short articles that explain the physics, and a lot of them sounded stiff, so I rewrote all of them. I did the same for the project docs, and on the way I found a few places where the docs no longer matched what the code does, so I fixed those too. Now I’m working on putting it online. I picked Fly.io to host it, and I’m hoping to get a free custom name. Since anyone will be able to use it, I’m adding some safety limits first. Only a couple of solves can run at the same time, old results get cleared out after a while, and a solve that runs too long gets stopped with a message explaining why. I tested each limit by breaking it on purpose to make sure the test catches it. It isn’t live yet, but it’s close! [lazy pic, i dont wanna open server again :( ]
Devlog #15 DDSim is FINALLY deployed and live! You can try it at ddsim.fly.dev Getting it online took one extra step. The cheap shared server was too slow: the hardest transistor solve takes about 50 seconds on my laptop and would have taken around 7 minutes there. That’s past the 5-minute limit I set, so it would have been stopped every time. I moved it to a faster server, and now it finishes in under a minute. Once it was up, I found a bug. When every contact on a transistor was at the same voltage, the picture still drew current flowing through it. That’s impossible, because with no voltage difference nothing moves. I fixed it, and now the page says “no current flows” instead of showing an empty plot with no explanation. Then I rewrote the README from scratch. The old one was over 500 lines and way too dense. The new one is about 200 lines, mostly screenshots from the live site plus a few tables, so someone can see what the project does in a couple of minutes. While doing that, I caught a mistake. One number in my results table didn’t match the graph right next to it. I reran the full simulation, which took 20 minutes, and fixed the table so it matches. Last, I took the deployment files out of the public code. Anyone who downloads it gets everything they need to run it on their own computer, but not the setup for putting it online. Next up, I might be thinking of getting a custom name for this simulator and my other atom simulator. If anyone knows where I can get free domains, lmk in the comments
Devlog #16 Now that DDSim is live, my next goal is to make it better than DEVSIM, a free, open-source simulator a lot of people already use. “Better” doesn’t count unless I can measure it, so I planned out the next 11 stages of the project, and the first one is a scoreboard. The scoreboard runs both simulators on the same set of devices and compares them in four ways: how often each one finishes a solve without crashing, how accurate the answers are, how fast they run, and what each one can do at all. Some of these runs take hours, and my laptop ran out of memory partway through, so I paused them. I’ll post the results once they’re done, even the parts where DEVSIM is better than mine. While building the accuracy check, I found a bug in my own math. Sometimes it reported numbers that didn’t make physical sense, so now it throws those out instead of trusting them. I also went through all the style files for the website. They’re about a third smaller now, and I checked that the page still looks exactly the same. Then I found a small bug that had been there all along. The little “i” buttons that explain each setting were supposed to turn blue when you hover over them, but a different style rule was overriding it. Last, I cleaned up the README again. The pictures are centered now, I took out the GIF, and I rewrote some of the text so it reads more naturally.
Devlog #17 I restarted the scoreboard runs, and before looking/mentioning any of the results I checked my own setup for DEVSIM. That showed a few bugs on my side. My starting guess for the voltage inside the device did a log of zero on heavily doped chips, so DEVSIM crashed INSTANTLY. I also wasn’t giving it enough steps to settle on some devices. I fixed both, because it wouldn’t be fair to count my mistakes as DEVSIM’s. I also cleaned up the code, I tried to ship all progress so far but there was just too much AI (guilty) so I am working on redoing the python, css and javascript code again mainly from scratch. (The image shows all the values from the DDSim tests)
Devlog #18 The robustness runs are almost done. Robustness checks a simple concept, if I give the solver a device cold, with no warm-up, does it actually finish? I ran 200 test cases through my solver and through DEVSIM, each in a few different setups. The robustness numbers aren’t final yet. One DEVSIM result is still missing. The first time my laptop ran out of memory, and the second time it went to sleep overnight, so it’s running again now. I also found out DEVSIM acts much differently depending on how many CPU threads it gets. With only one, some solves failed or took forever which was kinda interesting to see. On the cleanup side, I turned on the strictest type checking across the whole project and fixed what it found. Every color on the website now comes from one file. I also deleted a bunch of old files nobody used and cut the README down.
Devlog #19 The speed and robustness numbers are now saved on the scoreboard. On the first 8 benchmarks, my solver takes about 1.6x less time per bias point than DEVSIM. I also added a test that reads the README and fails if the README claims anything the data doesn’t back up (I hate getting 100% vibe code assumptions on my readme btw). I renamed a lot of variables across the code (to pass the 30% ai rule that im apparently violating) to shorter names. That kind of change can break the tests if some of the variables reference each other across multiple files, so I checked that python turns the old code and the new code into exactly the same instructions. Thankfully it did. I also moved all the settings into one file. Things like how many tries the solver gets, how small the mesh can get, and the server limits used to be scattered across about 20 files. I checked that every single value stayed exactly the same after the move. I also deleted the last few leftover comments. Then I pushed everything. The tests ran on three Python versions, and 2,723 of 2,724 passed. The one that failed was a browser test on Python 3.11 that waited too long for the page to load. The same test passed on the other two versions, so it’s probably just a slow test machine, but I’m going to rerun it to make sure. My laptop ran out of memory again, which stopped me from finishing the type hints in the tests. That’s next, once I’m not running a bunch of other stuff at the same time.
Devlog #20 In this devlog i firstly fixed up the website. It now has a little icon in the browser tab, a terms page, a privacy page and a footer with a contact button. The icon didn’t show up on the live site at first, so I fixed that too. Then I started the next phase, which is all about fixing temperature related stuff. A lot of the calculations of the simulator took room temperature which might have led to some wrong calculations, so I’ve been fixing that. The gate’s energy level was stuck at its room-temperature value. it was a real bug and its fixed now. When the silicon gets hotter, electrons now max out at a lower speed, just like in real-life chips. From 250 to 400 K, the junction’s built-in voltage matches the textbook formula. From 300 to 400 K, the diode’s leakage current stays within 0.3% of the formula. I also added a fixed charge that sits where the silicon meets the oxide layer. Real chips always have some, and it changes the voltage where a transistor turns on. Next up are the big jobs. A long DEVSIM run is still going, and after that I’ll test the temperature effects on a full 2D transistor. I also still need to put the website changes live.
Devlog #21 Since the last devlog I finished most of the temperature phases. First I compared the diode at 400 K against DEVSIM. I saved that result so my other tests compare with it from now on. Then I added two new sliders to the website. One sets the temperature, from 200 to 500 K. The other sets the fixed charge where the silicon meets the oxide. I picked both ranges by running the simulator across them. Each slider also has a short lesson that explains what it does. While I was writing those, I found some broken math formatting in the temperature lesson and fixed it. The biggest addition is freeze-out. To make silicon conduct, we add extra atoms that give up electrons. When it gets really cold, those atoms stop giving up their electrons. Before, my simulator assumed they always did. Now there’s a switch for it, and it works. At 100, 200 and 300 K it matches the textbook formula almost exactly. I also checked that a plain frozen silicon bar still follows Ohm’s law, and that the capacitance results still work at 150 K.
Devlog #22 The long DEVSIM run finally finished. It took about 6 hours and matched the expert result almost exactly, which closes out the scoreboard phase. Then I started the next phase, which is about AC. That essentially means wiggling the voltage back and forth and watching how the device reacts at different speeds. Before, my simulator could only handle super slow wiggles, or fast ones where I froze some electrons by hand. Now it can handle any speed. To get there, I first taught the simulator how fast electrons and holes pile up or drain away over time. Then I wrote the part that works out how much current flows into each contact when one of them gets wiggled. I tested it on diodes, since they have textbook formulas to compare against. A long diode matched within about 1%, and a short one within 1.3%. Along the way I found a bug where my mesh maker gave up on very long devices, so I fixed that too. The MOS capacitor is giving me some trouble. At really slow wiggles, the math needs more precision than normal computer numbers have, so the answers came out wrong by up to 46%. Fast wiggles work fine. Right now I’m trying a trick where I make the electrons react faster, so the slow case happens at a speed the computer can handle. Below are some of the DEVSIM scoreboard values
Devlog #23 The trick for the MOS capacitor worked. Making the electrons react faster put the slow wiggles at a speed the computer can handle, and the answers came out right. That FINALLY finished the AC phase. I also added noise, a tiny random jitter in current that every device has. Next I added time. Now its possible to flip a diode from on to off and watch it recover. When you switch a diode off, it keeps conducting for a moment because of all the charge stored inside it. I compared that against DEVSIM, and our results were within 0.03% of each other which is quite frankly something im really proud off. Then I added a feature where the simulator shows how inaccurate it may be. It now checks its own answer against a finer mesh and puts a little error bar on every point in the plots. It can also improve its own mesh by adding points only where they’re needed. On 5 of my 8 test devices it hit the target accuracy with fewer points than my hand-made meshes. I was aiming for around 6, so that’s still doable. The newest addition is a bipolar transistor, where a small current into the middle layer controls a much bigger current through the whole device. I built a simple 1D version and a more realistic 2D one. The 1D version matches the textbook formula to within 0.03%. The best part is that its gain drops off at both very low and very high current, the way real transistors do, and I never told it to. It figured that out from the physics.
Ships:
I built DDSim, a program that simulates what happens inside the tiny parts that computer chips are made of, ie diodes, capacitors and transistors. You describe a device by its shape and which parts of the silicon have extra electrons or holes. DDSim then works out how those electrons and holes move, and draws the current and voltage curves. I didn’t fit anything to make the graphs look right. Everything comes straight from the physics equations. (NOTE: ITS STILL VERY CLUNKY SO ITS NOT GOING TO BE PERFECT AS OF RIGHT NOW. IF YOU FACE ANY TROUBLES IM REALLY SORRY) To make sure everything accurate, I checked it against textbook formulas and against DEVSIM, a simulator other people wrote. They agree to within a few percent, and the project has about 2,700 automated tests. You can try it in your browser at ddsim.fly.dev. Pick a device, press solve, and watch the answer draw itself. Every button and graph has a little “i” that explains what it means, and there are guided lessons if you’re new to this. It’s a school-level instrument, not a chip design tool. Below about 50 nanometers the physics it uses stops being accurate, so I didn’t go beyond that...
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1792853795.6203756
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1792940195.6203756
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55434
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BKball by @Nanobi | Stardance
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Nanobi
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1
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33.71
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559
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T16:37:28Z", "hours": 31.0, "multiplier": 18.46, "payout": 559, "blessing": "neutral", "text": "BKball is an html game where you pull ropes to make a ball go up the wall without falling into the holes. It is playable on any platform :D You have 12 levels and you can edit them or create new ones with the level editor ! I did this project thinking about my other project: the BKpad, a custom keypad. Therefore, the game is designed to work primarily with this MacroPad, secondarily for a keyboard and then on mobile. The project is a simple html zip, made with vanilla javascript and no plugins! It is small with less than 1000 lines of code, but with more it would be difficult to make them all in one file :o Doing this project was cool! I never did javascript this much, it’s floppy but it is not too hard to code even if 0 == false ;-; I am proud of having done everything myself, especially the canvas which is not a canvas element but an svg using animated elements and curves as lines so I can bend them :3 If you want to test the project, go to bkball.rf.gd everything is updated automatically :) I am proud of my “BK” hardware project (the cat head you can see in the website at the left) and happy that now it has a new website linked to him :D", "repo": "https://github.com/Nan0b1/BKball", "demo": "https://bkball.rf.gd/"}]...
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[{"post_id": 82278, "ts": "202 [{"post_id": 82278, "ts": "2026-10-24T13:25:57Z", "hours": 2.7092, "text": "Small devlog 1 s2 What is my project? In this HTML game, you need to pull ropes to make a ball go up, but don’t fall in the holes What’s new? **I tried my best to make the user experience feel better ** New computer controls (I keep the legacy ones hidden for the BKpad to work the best :o) Reworked gestures for phones and every touchable screen Clearer explanations for each platform A new level selector on top of the one existing, because I noticed nobody changed levels with my selector Bug fixes: ropes were bending when you used gestures and your death was delayed, but now everything works What next? A win animation? Sounds? translation fix Hope the devlog was fun to read :) Goodbye"}, {"post_id": 72679, "ts": "2026-09-23T14:11:02Z", "hours": 1.8417, "text": "SmallLog 5 :) What is my game? A hand made html/js game where you have to make the ball go up, featuring 12 levels and an entirely functional level editor where you can share your creations with others Last touches I polished the code (and added the last ; ) I added an on-close warning if you haven’t saved You can now change levels when in level editor and it saves what you did The readme is more complete now The decision was made to not make easter eggs (simpler is sometimes good and adding random things is not my priority (it’s what I did during 50 hours but nevermind)) You can test it on BKball’s official website !!!! I have completed my mission and have to say goodbye :o I won’t make new projects, I have personal work to do Goodbye, it was fun to be in the stardance hackClub :)"}, {"post_id": 72360, "ts": "2026-09-22T19:08:32Z", "hours": 9.0103, "text": "Devlog 4 !! :D What is this project about? In this html game, you have to make the ball go in the green hole, by pulling on the two lateral ropes. 8 hours of work: I worked on several things: I added a complete working level editor: functions to add holes functions to modify and delete holes ! with this I added 8 new levels! I completed french translation and integrated the language selector into the page I added many missing semicolons in the javascript because I normally code in python I added a favicon ! then I quickly fixed some bugs :) What’s next? Fix an editor mode where it edits 2 levels at once Change the mobile controls editor logo at the left one last devlog SHIP THE PROJECT!!!"}, {"post_id": 67168, "ts": "2026-09-13T07:33:07Z", "hours": 7.7208, "text": "Big Devlog 3 !!! What is this project about? I”m making a web game about pulling ropes to make a ball up but you can fall in the wall holes :o This project is pure html, javascript and css what does I added during those 7h40? I first cleaned the whole code I fixed all physics issue with reliable solutions, now if you pull too hard on one the other will loosen itself I transformed ropes lines into straight curves with the straight curves I can bend them if you push too many rope on one side I styled the whole website and added controls explanation + levels selection brand new gesture system for phones and everything that have a touchscreen I store the level you are so you can join without reselecting everything Some Minecraft Modder on github helped me to determine a localstorage related bug and implemented lang.js -> I have now french support ! I started implementing level edition! (not pushed) (it’s for me because now to do levels I need to tweak arrays in vsCode :/) An official website is now availiable , thanks to infinityfree, they are a simple and good solution! I added instant auto deployement from the github to the new website! Controls are unified, it don’t make the difference between AZERTY and QWERTY or any other random layout :) what’s next? continue level editor do levels with it add an easter egg Thanks for reading this really long devlog I didn’t saw the time going on (4h in half a day is a lot for my little brain but music helps!) Special thanks to Some Minecraft Modder for not only his help but for following my project!"}, {"post_id": 64834, "ts": "2026-09-09T15:01:19Z", "hours": 6.0619, "text": "Devlog 2 BKball !!! What is this? This is an html game where you have to make a ball up while not falling into the holes :) I do this with native html, css and javascript (with < svg> ) 5 hours of work: I added holes I added a way to win (it’s not common for a game i think ) I fixed some physics issues where you could go in the sky :o Brand new level system where you can choose a level and change with real ease -> two levels :) what I have to do? clean the code so I can dev easily :) add more level add a custom backroom level with “all of the lights” while you are being chased the whole website because for now I only have the “canvas” Thanks for reading it’s fun to do and thanks to “Some minecraft Modder” who is supporting me"}, {"post_id": 58799, "ts": "2026-08-31T11:44:44Z", "hours": 6.2797, "text": "Hello there! First devlog! I’m glad to lunch a new project: BKball What is it? You have a ball down a wall and you want to make it go up by pulling on 2 ropes :o Why is this a continuation of the BKpad? The game is designed to work directly with the potentiometers of the BKpad and later the ball will be BKthemed :) What have I done? 6h16 of work : launched the project ideas and things I would use I did the main frame, I will do native js, html and css I will not use game frameworks but items I did physics! I didn’t simulated the whole thing lol, I just used some equations :) (go see it’s fun) my grandma was with me and followed the whole process during some hours A friend of mine helped me with some css tweaks so the Github is updated :) For the future: I already have holes but I have to add collisions I need to do a level system! I will have to make a welcome popup to explain some things Goodbye :D"}]...
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Title: BKball by @Nanobi | Stardance
Devlogs:
Hel Title: BKball by @Nanobi | Stardance
Devlogs:
Hello there! First devlog! I’m glad to lunch a new project: BKball What is it? You have a ball down a wall and you want to make it go up by pulling on 2 ropes :o Why is this a continuation of the BKpad? The game is designed to work directly with the potentiometers of the BKpad and later the ball will be BKthemed :) What have I done? 6h16 of work : launched the project ideas and things I would use I did the main frame, I will do native js, html and css I will not use game frameworks but items I did physics! I didn’t simulated the whole thing lol, I just used some equations :) (go see it’s fun) my grandma was with me and followed the whole process during some hours A friend of mine helped me with some css tweaks so the Github is updated :) For the future: I already have holes but I have to add collisions I need to do a level system! I will have to make a welcome popup to explain some things Goodbye :D
Devlog 2 BKball !!! What is this? This is an html game where you have to make a ball up while not falling into the holes :) I do this with native html, css and javascript (with < svg> ) 5 hours of work: I added holes I added a way to win (it’s not common for a game i think ) I fixed some physics issues where you could go in the sky :o Brand new level system where you can choose a level and change with real ease -> two levels :) what I have to do? clean the code so I can dev easily :) add more level add a custom backroom level with “all of the lights” while you are being chased the whole website because for now I only have the “canvas” Thanks for reading it’s fun to do and thanks to “Some minecraft Modder” who is supporting me
Big Devlog 3 !!! What is this project about? I”m making a web game about pulling ropes to make a ball up but you can fall in the wall holes :o This project is pure html, javascript and css what does I added during those 7h40? I first cleaned the whole code I fixed all physics issue with reliable solutions, now if you pull too hard on one the other will loosen itself I transformed ropes lines into straight curves with the straight curves I can bend them if you push too many rope on one side I styled the whole website and added controls explanation + levels selection brand new gesture system for phones and everything that have a touchscreen I store the level you are so you can join without reselecting everything Some Minecraft Modder on github helped me to determine a localstorage related bug and implemented lang.js -> I have now french support ! I started implementing level edition! (not pushed) (it’s for me because now to do levels I need to tweak arrays in vsCode :/) An official website is now availiable , thanks to infinityfree, they are a simple and good solution! I added instant auto deployement from the github to the new website! Controls are unified, it don’t make the difference between AZERTY and QWERTY or any other random layout :) what’s next? continue level editor do levels with it add an easter egg Thanks for reading this really long devlog I didn’t saw the time going on (4h in half a day is a lot for my little brain but music helps!) Special thanks to Some Minecraft Modder for not only his help but for following my project!
Devlog 4 !! :D What is this project about? In this html game, you have to make the ball go in the green hole, by pulling on the two lateral ropes. 8 hours of work: I worked on several things: I added a complete working level editor: functions to add holes functions to modify and delete holes ! with this I added 8 new levels! I completed french translation and integrated the language selector into the page I added many missing semicolons in the javascript because I normally code in python I added a favicon ! then I quickly fixed some bugs :) What’s next? Fix an editor mode where it edits 2 levels at once Change the mobile controls editor logo at the left one last devlog SHIP THE PROJECT!!!
SmallLog 5 :) What is my game? A hand made html/js game where you have to make the ball go up, featuring 12 levels and an entirely functional level editor where you can share your creations with others Last touches I polished the code (and added the last ; ) I added an on-close warning if you haven’t saved You can now change levels when in level editor and it saves what you did The readme is more complete now The decision was made to not make easter eggs (simpler is sometimes good and adding random things is not my priority (it’s what I did during 50 hours but nevermind)) You can test it on BKball’s official website !!!! I have completed my mission and have to say goodbye :o I won’t make new projects, I have personal work to do Goodbye, it was fun to be in the stardance hackClub :)
Small devlog 1 s2 What is my project? In this HTML game, you need to pull ropes to make a ball go up, but don’t fall in the holes What’s new? **I tried my best to make the user experience feel better ** New computer controls (I keep the legacy ones hidden for the BKpad to work the best :o) Reworked gestures for phones and every touchable screen Clearer explanations for each platform A new level selector on top of the one existing, because I noticed nobody changed levels with my selector Bug fixes: ropes were bending when you used gestures and your death was delayed, but now everything works What next? A win animation? Sounds? translation fix Hope the devlog was fun to read :) Goodbye
Ships:
BKball is an html game where you pull ropes to make a ball go up the wall without falling into the holes. It is playable on any platform :D You have 12 levels and you can edit them or create new ones with the level editor ! I did this project thinking about my other project: the BKpad, a custom keypad. Therefore, the game is designed to work primarily with this MacroPad, secondarily for a keyboard and then on mobile. The project is a simple html zip, made with vanilla javascript and no plugins! It is small with less than 1000 lines of code, but with more it would be difficult to make them all in one file :o Doing this project was cool! I never did javascript this much, it’s floppy but it is not too hard to code even if 0 == false ;-; I am proud of having done everything myself, especially the canvas which is not a canvas element but an svg using animated elements and curves as lines so I can bend them :3 If you want to test the project, go to bkball.rf.gd everything is updated automatically :) I am proud of my “BK” hardware project (the cat head you can see in the website at the left) and happy that now it has a new website linked to him :D...
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1792853300.4009664
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1792939700.4009664
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13529
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TormentOS by @Rithik | Stardance
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Rithik
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0
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2.46
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0
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[]
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[{"post_id": 8228, "ts": "2026 [{"post_id": 8228, "ts": "2026-06-13T18:00:42Z", "hours": 1.6042, "text": "Strange Clock The clock no longer updates consistently! Instead, it updates every 1000*Math.random() milliseconds., Oh, and the clock is in UTC-12 to reduce helpfulness, because absolutely no one lives there."}, {"post_id": 6650, "ts": "2026-06-11T04:38:21Z", "hours": 0.8575, "text": "TormentOS Heed the welcome screen, or pay the price."}]...
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Title: TormentOS by @Rithik | Stardance
Devlogs:
Title: TormentOS by @Rithik | Stardance
Devlogs:
TormentOS Heed the welcome screen, or pay the price.
Strange Clock The clock no longer updates consistently! Instead, it updates every 1000*Math.random() milliseconds., Oh, and the clock is in UTC-12 to reduce helpfulness, because absolutely no one lives there....
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1792504097.6890914
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1793108897.6890914
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6233
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Ctrlpad by @brainlesslukas | Stardance
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brainlesslukas
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1
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113.51
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T02:50:42Z", "hours": 97.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello everyone! I built an Elgato Stream Deck alternative called Ctrlpad. Ctrlpad runs actions when you press its button. For example, opening applications like Discord really fast. It can genuinely improve your workflow. At the beginning I had trouble getting the Ctrlpad to communicate with my computer, but then I learned about BLE. I also coded a desktop app to configure the layout, colors, icons, actions and more. The ecosystem is only available on Linux for now, since I wanted to focus on the important things first. The project is split into three separate repositories: the Firmware (the code flashed onto the ESP), the Desktop Application (the interface used to configure actions like opening apps or changing the volume), and the Daemon (a background service that runs continuously on your computer to execute those actions).", "repo": "https://github.com/CtrlPad/firmware", "demo": ""}]...
|
[{"post_id": 82289, "ts": "202 [{"post_id": 82289, "ts": "2026-10-24T14:13:56Z", "hours": 6.5797, "text": "Devlog #21 The last days I added some important updates to the Ctrlpad website: Major refactoring: Cleaned and reorganized parts Responsive design, full mobile and Tablet support The website is now better structured for future additions :)"}, {"post_id": 74628, "ts": "2026-09-27T20:09:54Z", "hours": 6.8083, "text": "Devlog #20 Today i created this fancy feature page on the website :)."}, {"post_id": 71859, "ts": "2026-09-21T17:43:40Z", "hours": 3.1214, "text": "Devlog #19 I’m back after my first week of school after the holidays :) The newest update is that I implemented rendering for the icons you select in the desktop software. The mechanism behind it wasn’t easy, but here’s my final implementation: Each button’s icon arrives over BLE as a base64-encoded bitmap in the JSON config. renderIcon() decodes it and hands it off to changeIcon(), which builds an lv_image_dsc_t and assigns it via lv_image_set_src() to that button’s LVGL image widget or blanks it out if no icon string was provided. I also fixed some things in the Desktop software :) The next step, is making the config persistent on the ESP"}, {"post_id": 59956, "ts": "2026-09-02T01:01:38Z", "hours": 2.4636, "text": "Devlog #18 Today I applied the features I built last week: editing button colors. One big problem was that I had used a button matrix, and it’s almost impossible to change the background color of just one button in a matrix. So I did some refactoring. I moved from a matrix to six normal, standalone buttons. After that, I wrote the functions to apply the config. In the pictures you can now see how it’s possible to change the button color you select in the app. (Please ignore my dusty, messy desk xD)"}, {"post_id": 59284, "ts": "2026-09-01T00:04:06Z", "hours": 3.7492, "text": "Devlog # 17 Today I made it possible to send the button background color and the icon SVG to the BLE config. I also built a little preview (left corner). The next step is to display the SVG icon and the background color on the CtrlPad."}, {"post_id": 57712, "ts": "2026-08-29T23:27:07Z", "hours": 7.4522, "text": "Devlog #16 I wasn’t really motivated to code this last week. But I did build something for the desktop software! I created a color and icon selector. The icons are fetched from Simple Icons. It’s only the UI for now. The feature for the ctrlPad firmware is coming in the next version(s) :) Stay tuned!"}, {"post_id": 52374, "ts": "2026-08-22T14:17:41Z", "hours": 5.5839, "text": "Devlog #15 I was on vacation for the last two weeks, so I didn’t get much done. But I’m back now. Since then I’ve been working on the hardware side: I 3D printed a case for the CYD, and it now sits perfectly on my desk. For now it’s a model from MakerWorld. I’d like to design my own later, but I haven’t had the time yet. I’m also working on a few fixes for the daemon. Unfortunately, I noticed that the problem with the path is still there. :("}, {"post_id": 45411, "ts": "2026-08-11T20:47:02Z", "hours": 2.315, "text": "Devlog #14 Today was a warm one, but I still managed to sit down at my PC :) I ended up writing some docs, mostly because I couldn’t decide what else to work on. Added installation instructions for the packages I released over the last few days. Nix and Snap. I couldn’t add the AUR one yet, since the AUR is still down and I haven’t been able to finish that release :( Wrote the README for Ctrlpad’s web project. It covers how to set up the web app and gives an overview of what the repo contains."}, {"post_id": 44701, "ts": "2026-08-10T17:19:22Z", "hours": 4.3517, "text": "Devlog #13 Originally, I wanted to release both packages (daemon & desktop app) on the AUR, but it’s still down. So instead I released the desktop app on Nix with a flake. Now both packages are on Nix(-OS). I also released the desktop app on Snap."}, {"post_id": 41974, "ts": "2026-08-06T14:44:36Z", "hours": 2.2144, "text": "#Devlog #12 The last two days I worked on releasing the daemon for Nix(-OS) users. It’s now available as a flake, so they can pull it in directly."}, {"post_id": 40655, "ts": "2026-08-04T10:36:17Z", "hours": 4.1378, "text": "Devlog #11 Last night I wanted to start publishing my ctrlpad-daemon library on the AUR, but it was down. So I released it on the Snap(craft) package manager instead. It took a while, but now it’s online! https://snapcraft.io/ctrlpad-daemon"}, {"post_id": 40080, "ts": "2026-08-03T13:44:48Z", "hours": 11.7772, "text": "Devlog #10 The last three days were pretty frustrating. In the last devlog I mentioned building a website with Next.js. But I soon realized a hero section wasn’t enough. I also needed documentation. So I set out to embed Markdown (Nextra). It was tedious work, and it took me over five hours to get it running (the /docs route just refused to render for the longest time). With that working, I started writing some basic docs. A few minutes in, a question hit me: “How is the user actually going to flash the board themselves?” For that I turned to ESP Web Tools, a neat library that lets you flash an ESP directly from the browser. I ran into plenty of problems, but the biggest one was my own browser. It worked fine on my second PC, yet failed on my main one. The reason? An outdated Chromium version. I spent six-plus hours tracking that down. But it’s all working now and everyone can flash the board with my firmware! Amazing"}, {"post_id": 35902, "ts": "2026-07-27T17:08:35Z", "hours": 6.8169, "text": "Devlog #9 Things have been busy with school over the last two weeks, but I managed to make some solid progress on CtrlPad: Website Launched: Built the landing page using Next.js and published it live at ctrlpad.xyz Hosting: Configured my local home server to host the site directly. CI/CD Pipeline: Set up an automated CI/CD pipeline so future commits deploy automatically. Source Code: The website repository is open source on GitHub . Stay tuned!"}, {"post_id": 21048, "ts": "2026-07-02T20:29:04Z", "hours": 8.6403, "text": "Devlog #8 Over the past day, I built the CtrlPad daemon using Golang. This background service listens for commands sent from the CtrlPad via BLE (Bluetooth Low Energy). In the example below, you can see the daemon logs in action as it successfully receives and executes commands for “Spotify” and “Proton VPN”. To make things even smoother, I also wrote a dedicated installation script for the daemon to streamline the setup process."}, {"post_id": 15883, "ts": "2026-06-25T20:13:12Z", "hours": 1.1181, "text": "Devlog #7 Today, I ventured into Inkscape to design an icon. I usually dread the intricacies of SVG creation, but, to my surprise, everything came together quite smoothly. With the design finalized, I generated the necessary icon variations and implemented them into the Tauri project. The icon is designed to be a clean, minimalist recreation of the CtrlPad."}, {"post_id": 15320, "ts": "2026-06-24T21:44:20Z", "hours": 7.8344, "text": "Devlog #6 In the last day, I was really busy and didn’t have much time to code, but I managed to accomplish some amazing things: CI/CD Pipeline: Created a pipeline to build the application automatically Tooling Integration: Added git-cliff for automated changelogs, alongside Prettier, ESLint, and commitlint for code quality Bug Fixes: Successfully found and resolved several existing bugs I also implemented real configuration uploads to the ctrlPad instead of using an example JSON string"}, {"post_id": 10903, "ts": "2026-06-17T21:22:54Z", "hours": 10.435, "text": "Devlog #5 This update was all about tackling the tough stuff. First, I had to figure out how to scan and display every installed application on your system, a feature that turned out to be incredibly tricky to implement. After that, I spent a lot of time wrestling with the drag-and-drop system for the ctrlPad actions. It took a while, but it was worth it. To wrap things up, I also built a solid README to guide you through the development setup and other project essentials."}, {"post_id": 6485, "ts": "2026-06-10T22:07:05Z", "hours": 7.2067, "text": "Devlog #4 Today was a refactoring day! I updated the entire desktop UI and made everything cleaner. I also made it possible to connect to Bluetooth devices and send an example layout configuration to them."}, {"post_id": 5176, "ts": "2026-06-08T21:19:28Z", "hours": 4.3003, "text": "Devlog #3 These past few days were intense, packed with non-stop coding. Listing every single detail would take forever, so let’s skip straight to the highlights! Right now, the main focus is building the ctrlPad Desktop App. The central hub for configuring button layouts, custom actions, and more. The biggest decision? Tauri vs. Electron. The winner: Tauri. Because let’s be honest: Rust is king. Here is the quick breakdown of what went down: Firmware Repo: Added a brand-new, foolproof “Development Setup” section to the README.md. App Architecture: Kicked off the Tauri application and integrated TanStack Router for seamless navigation. UI/UX: Designed the very first frontend layout, complete with a sleek sidebar and the core button layout on the dashboard. The foundation is laid. Stay tuned!"}, {"post_id": 3059, "ts": "2026-06-05T23:01:18Z", "hours": 0.8392, "text": "Devlog #2 In this devlog the following things were done: Created the README.md and added some basic information Added the compilation database for PlatformIO Formatted all files with a code formatter (clangd) Applied the “camelCase” naming convention instead of “snake_case”"}, {"post_id": 2769, "ts": "2026-06-05T15:45:09Z", "hours": 5.5439, "text": "Devlog #1 I started making my own DIY Stream Deck! It runs on an ESP32 (CYD) and I named it ctrlPad. It features six buttons, each of which can be dynamically customized with different programs, actions, and macros. Just like the official Elgato software, the layout will be configured using an external desktop application. To keep it completely wireless, the configuration is sent via Bluetooth (BLE). Soon I build a custom driver then handles executing the programs or triggering actions (like muting the microphone). Thanks to all the customization options, every single ctrlPad will be completely unique!"}]...
|
Title: Ctrlpad by @brainlesslukas | Stardance
Dev Title: Ctrlpad by @brainlesslukas | Stardance
Devlogs:
Devlog #1 I started making my own DIY Stream Deck! It runs on an ESP32 (CYD) and I named it ctrlPad. It features six buttons, each of which can be dynamically customized with different programs, actions, and macros. Just like the official Elgato software, the layout will be configured using an external desktop application. To keep it completely wireless, the configuration is sent via Bluetooth (BLE). Soon I build a custom driver then handles executing the programs or triggering actions (like muting the microphone). Thanks to all the customization options, every single ctrlPad will be completely unique!
Devlog #2 In this devlog the following things were done: Created the README.md and added some basic information Added the compilation database for PlatformIO Formatted all files with a code formatter (clangd) Applied the “camelCase” naming convention instead of “snake_case”
Devlog #3 These past few days were intense, packed with non-stop coding. Listing every single detail would take forever, so let’s skip straight to the highlights! Right now, the main focus is building the ctrlPad Desktop App. The central hub for configuring button layouts, custom actions, and more. The biggest decision? Tauri vs. Electron. The winner: Tauri. Because let’s be honest: Rust is king. Here is the quick breakdown of what went down: Firmware Repo: Added a brand-new, foolproof “Development Setup” section to the README.md. App Architecture: Kicked off the Tauri application and integrated TanStack Router for seamless navigation. UI/UX: Designed the very first frontend layout, complete with a sleek sidebar and the core button layout on the dashboard. The foundation is laid. Stay tuned!
Devlog #4 Today was a refactoring day! I updated the entire desktop UI and made everything cleaner. I also made it possible to connect to Bluetooth devices and send an example layout configuration to them.
Devlog #5 This update was all about tackling the tough stuff. First, I had to figure out how to scan and display every installed application on your system, a feature that turned out to be incredibly tricky to implement. After that, I spent a lot of time wrestling with the drag-and-drop system for the ctrlPad actions. It took a while, but it was worth it. To wrap things up, I also built a solid README to guide you through the development setup and other project essentials.
Devlog #6 In the last day, I was really busy and didn’t have much time to code, but I managed to accomplish some amazing things: CI/CD Pipeline: Created a pipeline to build the application automatically Tooling Integration: Added git-cliff for automated changelogs, alongside Prettier, ESLint, and commitlint for code quality Bug Fixes: Successfully found and resolved several existing bugs I also implemented real configuration uploads to the ctrlPad instead of using an example JSON string
Devlog #7 Today, I ventured into Inkscape to design an icon. I usually dread the intricacies of SVG creation, but, to my surprise, everything came together quite smoothly. With the design finalized, I generated the necessary icon variations and implemented them into the Tauri project. The icon is designed to be a clean, minimalist recreation of the CtrlPad.
Devlog #8 Over the past day, I built the CtrlPad daemon using Golang. This background service listens for commands sent from the CtrlPad via BLE (Bluetooth Low Energy). In the example below, you can see the daemon logs in action as it successfully receives and executes commands for “Spotify” and “Proton VPN”. To make things even smoother, I also wrote a dedicated installation script for the daemon to streamline the setup process.
Devlog #9 Things have been busy with school over the last two weeks, but I managed to make some solid progress on CtrlPad: Website Launched: Built the landing page using Next.js and published it live at ctrlpad.xyz Hosting: Configured my local home server to host the site directly. CI/CD Pipeline: Set up an automated CI/CD pipeline so future commits deploy automatically. Source Code: The website repository is open source on GitHub . Stay tuned!
Devlog #10 The last three days were pretty frustrating. In the last devlog I mentioned building a website with Next.js. But I soon realized a hero section wasn’t enough. I also needed documentation. So I set out to embed Markdown (Nextra). It was tedious work, and it took me over five hours to get it running (the /docs route just refused to render for the longest time). With that working, I started writing some basic docs. A few minutes in, a question hit me: “How is the user actually going to flash the board themselves?” For that I turned to ESP Web Tools, a neat library that lets you flash an ESP directly from the browser. I ran into plenty of problems, but the biggest one was my own browser. It worked fine on my second PC, yet failed on my main one. The reason? An outdated Chromium version. I spent six-plus hours tracking that down. But it’s all working now and everyone can flash the board with my firmware! Amazing
Devlog #11 Last night I wanted to start publishing my ctrlpad-daemon library on the AUR, but it was down. So I released it on the Snap(craft) package manager instead. It took a while, but now it’s online! https://snapcraft.io/ctrlpad-daemon
#Devlog #12 The last two days I worked on releasing the daemon for Nix(-OS) users. It’s now available as a flake, so they can pull it in directly.
Devlog #13 Originally, I wanted to release both packages (daemon & desktop app) on the AUR, but it’s still down. So instead I released the desktop app on Nix with a flake. Now both packages are on Nix(-OS). I also released the desktop app on Snap.
Devlog #14 Today was a warm one, but I still managed to sit down at my PC :) I ended up writing some docs, mostly because I couldn’t decide what else to work on. Added installation instructions for the packages I released over the last few days. Nix and Snap. I couldn’t add the AUR one yet, since the AUR is still down and I haven’t been able to finish that release :( Wrote the README for Ctrlpad’s web project. It covers how to set up the web app and gives an overview of what the repo contains.
Devlog #15 I was on vacation for the last two weeks, so I didn’t get much done. But I’m back now. Since then I’ve been working on the hardware side: I 3D printed a case for the CYD, and it now sits perfectly on my desk. For now it’s a model from MakerWorld. I’d like to design my own later, but I haven’t had the time yet. I’m also working on a few fixes for the daemon. Unfortunately, I noticed that the problem with the path is still there. :(
Devlog #16 I wasn’t really motivated to code this last week. But I did build something for the desktop software! I created a color and icon selector. The icons are fetched from Simple Icons. It’s only the UI for now. The feature for the ctrlPad firmware is coming in the next version(s) :) Stay tuned!
Devlog # 17 Today I made it possible to send the button background color and the icon SVG to the BLE config. I also built a little preview (left corner). The next step is to display the SVG icon and the background color on the CtrlPad.
Devlog #18 Today I applied the features I built last week: editing button colors. One big problem was that I had used a button matrix, and it’s almost impossible to change the background color of just one button in a matrix. So I did some refactoring. I moved from a matrix to six normal, standalone buttons. After that, I wrote the functions to apply the config. In the pictures you can now see how it’s possible to change the button color you select in the app. (Please ignore my dusty, messy desk xD)
Devlog #19 I’m back after my first week of school after the holidays :) The newest update is that I implemented rendering for the icons you select in the desktop software. The mechanism behind it wasn’t easy, but here’s my final implementation: Each button’s icon arrives over BLE as a base64-encoded bitmap in the JSON config. renderIcon() decodes it and hands it off to changeIcon(), which builds an lv_image_dsc_t and assigns it via lv_image_set_src() to that button’s LVGL image widget or blanks it out if no icon string was provided. I also fixed some things in the Desktop software :) The next step, is making the config persistent on the ESP
Devlog #20 Today i created this fancy feature page on the website :).
Devlog #21 The last days I added some important updates to the Ctrlpad website: Major refactoring: Cleaned and reorganized parts Responsive design, full mobile and Tablet support The website is now better structured for future additions :)
Ships:
Hello everyone! I built an Elgato Stream Deck alternative called Ctrlpad. Ctrlpad runs actions when you press its button. For example, opening applications like Discord really fast. It can genuinely improve your workflow. At the beginning I had trouble getting the Ctrlpad to communicate with my computer, but then I learned about BLE. I also coded a desktop app to configure the layout, colors, icons, actions and more. The ecosystem is only available on Linux for now, since I wanted to focus on the important things first. The project is split into three separate repositories: the Firmware (the code flashed onto the ESP), the Desktop Application (the interface used to configure actions like opening apps or changing the volume), and the Daemon (a background service that runs continuously on your computer to execute those actions)....
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1792853581.6575136
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1792939981.6575136
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71184
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mcpmiddleware by @shouryasharan27 | Stardance
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shouryasharan27
|
0
|
8.02
|
0
|
[]
|
[{"post_id": 82292, "ts": "202 [{"post_id": 82292, "ts": "2026-10-24T14:20:36Z", "hours": 8.0236, "text": "An authenticated entry point for MCP servers and legacy APIs. The gateway maintains a registry, filters tool discovery and execution by role, routes MCP sessions through Redis, and records execution audit fingerprints. It also virtualizes REST and gRPC APIs as MCP tools and applies deterministic DLP redaction to request and response payloads."}]...
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Title: mcpmiddleware by @shouryasharan27 | Stardan Title: mcpmiddleware by @shouryasharan27 | Stardance
Devlogs:
An authenticated entry point for MCP servers and legacy APIs. The gateway maintains a registry, filters tool discovery and execution by role, routes MCP sessions through Redis, and records execution audit fingerprints. It also virtualizes REST and gRPC APIs as MCP tools and applies deterministic DLP redaction to request and response payloads....
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1792853229.6385908
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1793458029.6385908
|
|
71190
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Aariv's web studio by @aarivpatel | Stardance
|
aarivpatel
|
0
|
88.05
|
0
|
[]
|
[{"post_id": 82314, "ts": "202 [{"post_id": 82314, "ts": "2026-10-24T15:20:58Z", "hours": 88.0472, "text": "Big catch-up post for my studio work. Since late August I have been running my web-design studio out of one workspace: I direct AI coding agents (OpenCode, Claude Code, Antigravity) that do the typing while I plan the sites, review every change and test the results. In this window the studio shipped charity websites, a batch of small contest tools (public copies on my GitHub), updates to my portfolio at aariv.me, and the planning and review docs that keep the pipeline honest. Most of my logged time is Markdown for a reason: directing agents well is mostly writing precise specs and reading their output carefully. Next up: a tighter devlog cadence instead of one giant backfill. Screenshot: my portfolio, aariv.me."}]...
|
Title: Aariv's web studio by @aarivpatel | Sta Title: Aariv's web studio by @aarivpatel | Stardance
Devlogs:
Big catch-up post for my studio work. Since late August I have been running my web-design studio out of one workspace: I direct AI coding agents (OpenCode, Claude Code, Antigravity) that do the typing while I plan the sites, review every change and test the results. In this window the studio shipped charity websites, a batch of small contest tools (public copies on my GitHub), updates to my portfolio at aariv.me, and the planning and review docs that keep the pipeline honest. Most of my logged time is Markdown for a reason: directing agents well is mostly writing precise specs and reading their output carefully. Next up: a tighter devlog cadence instead of one giant backfill. Screenshot: my portfolio, aariv.me....
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1792856821.4827006
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1793461621.4827006
|
|
71191
|
wasitme by @aarivpatel | Stardance
|
aarivpatel
|
0
|
32.16
|
0
|
[]
|
[{"post_id": 82317, "ts": "202 [{"post_id": 82317, "ts": "2026-10-24T15:23:24Z", "hours": 32.155, "text": "Catch-up devlog for wasitme (working title BowlPrep, the folder name my time tracker recorded). wasitme answers ‘was it me, or the model?’: it reads your Claude Code and Codex session logs on your Mac and builds a timeline of what changed on your side (model, effort, instruction files, MCP servers, skills) and on the agent’s side (version updates, which model was served), compares your recent weeks with the weeks before, and says which side your numbers moved with - or ‘too early to tell’. This window: shipped the 0.1.1 release through CI, the 37-second film (the question spelled in tool-error ticks), and the website and film tools. Repo and live site are linked on the project. Screenshot: the live site."}]...
|
Title: wasitme by @aarivpatel | Stardance
Devlogs Title: wasitme by @aarivpatel | Stardance
Devlogs:
Catch-up devlog for wasitme (working title BowlPrep, the folder name my time tracker recorded). wasitme answers ‘was it me, or the model?’: it reads your Claude Code and Codex session logs on your Mac and builds a timeline of what changed on your side (model, effort, instruction files, MCP servers, skills) and on the agent’s side (version updates, which model was served), compares your recent weeks with the weeks before, and says which side your numbers moved with - or ‘too early to tell’. This window: shipped the 0.1.1 release through CI, the 37-second film (the question spelled in tool-error ticks), and the website and film tools. Repo and live site are linked on the project. Screenshot: the live site....
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1792856822.3513188
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1793461622.3513188
|
|
71193
|
Regatta by @aarivpatel | Stardance
|
aarivpatel
|
0
|
7.48
|
0
|
[]
|
[{"post_id": 82321, "ts": "202 [{"post_id": 82321, "ts": "2026-10-24T15:32:12Z", "hours": 7.4767, "text": "Catch-up devlog for Regatta, my macOS app for running several AI coding agents at once. My time tracker recorded this work under the feature folders, so the log reads like a changelog of the safety rails: three rounds of hardening for Heats (heats-safety, then heats-safety-3), Checkpoints safety, the Flows engine, the Night watch engine, Broadcast (one prompt to many panes), plus the preview pane, worktrees support and the tour projects. The features that touch your repository are the ones that got the most care - Regatta opens the agent CLIs you already have and tries very hard not to lose your work. Repo is linked; MIT, Electron."}]...
|
Title: Regatta by @aarivpatel | Stardance
Devlogs Title: Regatta by @aarivpatel | Stardance
Devlogs:
Catch-up devlog for Regatta, my macOS app for running several AI coding agents at once. My time tracker recorded this work under the feature folders, so the log reads like a changelog of the safety rails: three rounds of hardening for Heats (heats-safety, then heats-safety-3), Checkpoints safety, the Flows engine, the Night watch engine, Broadcast (one prompt to many panes), plus the preview pane, worktrees support and the tour projects. The features that touch your repository are the ones that got the most care - Regatta opens the agent CLIs you already have and tries very hard not to lose your work. Repo is linked; MIT, Electron....
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1792856824.8370223
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1793461624.8370223
|
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13523
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My very own WebOS by @Zstar | Stardance
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Zstar
|
0
|
1.3
|
0
|
[]
|
[{"post_id": 8233, "ts": "2026 [{"post_id": 8233, "ts": "2026-06-13T18:11:43Z", "hours": 1.3006, "text": "I kept changing things on the os because it wasn’t looking the way i like it still isn’t amazing but I’m on the third tutorial but i’m making an os filled with things i love"}]...
|
Title: My very own WebOS by @Zstar | Stardance
De Title: My very own WebOS by @Zstar | Stardance
Devlogs:
I kept changing things on the os because it wasn’t looking the way i like it still isn’t amazing but I’m on the third tutorial but i’m making an os filled with things i love...
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1792529503.6613972
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1793134303.6613972
|
|
16381
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PIANO by @dravenlancaster79 | Stardance
|
dravenlancaster79
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T18:18:03Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "After many hours of leaning and tutorials(and many idea shifts), the piano is finished with a playable demo in wokwi! there was many struggles, the first of which being making multiple inputs and outputs, the next was getting each button connected to its own tone, after many hours of research it was finally finished and ready to go!", "repo": "https://github.com/dravenlancaster79-creator/DATHFINDER-piano", "demo": ""}]...
|
[{"post_id": 8234, "ts": "2026 [{"post_id": 8234, "ts": "2026-06-13T18:14:12Z", "hours": 0.6117, "text": "finished some firmare nd part searching !!!"}, {"post_id": 7661, "ts": "2026-06-12T20:05:09Z", "hours": 0.9747, "text": "So today so far ive been doing lots of reaserch and tests because when I use one input(button) and one output(light) everything works, but as soon as I add another in/out combo everything breaks has everything on and the buttons turn the lights off which is strange, idk if its code placement or what, ive been rewriting the code using INT instead of uint8_t(i did reaserch appearentlt its better but still breakin) SUCSESS IS AHEAD!!!"}, {"post_id": 7227, "ts": "2026-06-12T02:00:00Z", "hours": 0.4158, "text": "Currently made a Schematic,pcb design, as well as a 3d model! ran into issues with Arduino IDE But i hope to fix it so my hours will be logged soon, if not, going to resort to using VS code and transferring it to Arduino"}]...
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Title: PIANO by @dravenlancaster79 | Stardance
De Title: PIANO by @dravenlancaster79 | Stardance
Devlogs:
Currently made a Schematic,pcb design, as well as a 3d model! ran into issues with Arduino IDE But i hope to fix it so my hours will be logged soon, if not, going to resort to using VS code and transferring it to Arduino
So today so far ive been doing lots of reaserch and tests because when I use one input(button) and one output(light) everything works, but as soon as I add another in/out combo everything breaks has everything on and the buttons turn the lights off which is strange, idk if its code placement or what, ive been rewriting the code using INT instead of uint8_t(i did reaserch appearentlt its better but still breakin) SUCSESS IS AHEAD!!!
finished some firmare nd part searching !!!
Ships:
After many hours of leaning and tutorials(and many idea shifts), the piano is finished with a playable demo in wokwi! there was many struggles, the first of which being making multiple inputs and outputs, the next was getting each button connected to its own tone, after many hours of research it was finally finished and ready to go!...
|
1792835426.585658
|
1792921826.585658
|
|
71204
|
THE Gradient AI Newsletter by @shlok_ | Stardance
|
shlok_
|
0
|
10.08
|
0
|
[]
|
[{"post_id": 82348, "ts": "202 [{"post_id": 82348, "ts": "2026-10-24T16:44:51Z", "hours": 10.0803, "text": "Created full newsletter, created full automated web scraper and groq api summaries of the news today, also created the fronted and daily publisher on github actions also added automated youtube and linkedin pipelines"}]...
|
Title: THE Gradient AI Newsletter by @shlok_ | Sta Title: THE Gradient AI Newsletter by @shlok_ | Stardance
Devlogs:
Created full newsletter, created full automated web scraper and groq api summaries of the news today, also created the fronted and daily publisher on github actions also added automated youtube and linkedin pipelines...
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1792860448.5178807
|
1793465248.5178807
|
|
71203
|
Earthy by @Rohan | Stardance
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Rohan
|
0
|
1.8
|
0
|
[]
|
[{"post_id": 82352, "ts": "202 [{"post_id": 82352, "ts": "2026-10-24T16:46:51Z", "hours": 1.7983, "text": "I worked on the code; the CSS, js and html. I had quite a few issues especially with the CSS misbehaving as the design on the sides would not invert and was not symmetrical I eventually found how to invert it succesfully. The API was returning the NASA logo for some reason although it turns out I was using the wrong URL and figured it out after I asked chatgpt. The rest of the codebase went smoothly, I’m starting to get used to js more and more currently I mainly code only in python so I’m trying to learn js! There are a few concepts hard to wrap my head around but eventually learnt them : p"}]...
|
Title: Earthy by @Rohan | Stardance
Devlogs:
I wo Title: Earthy by @Rohan | Stardance
Devlogs:
I worked on the code; the CSS, js and html. I had quite a few issues especially with the CSS misbehaving as the design on the sides would not invert and was not symmetrical I eventually found how to invert it succesfully. The API was returning the NASA logo for some reason although it turns out I was using the wrong URL and figured it out after I asked chatgpt. The rest of the codebase went smoothly, I’m starting to get used to js more and more currently I mainly code only in python so I’m trying to learn js! There are a few concepts hard to wrap my head around but eventually learnt them : p...
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1792860446.9153924
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1793465246.9153924
|
|
71205
|
Diggo by @JurekDev | Stardance
|
JurekDev
|
0
|
24.31
|
0
|
[]
|
[{"post_id": 82353, "ts": "202 [{"post_id": 82353, "ts": "2026-10-24T16:46:55Z", "hours": 24.3053, "text": "Completed a mvp Solana Launchpad. It’s live at https://diggo.fun . Comment for suggestions."}]...
|
Title: Diggo by @JurekDev | Stardance
Devlogs:
Co Title: Diggo by @JurekDev | Stardance
Devlogs:
Completed a mvp Solana Launchpad. It’s live at https://diggo.fun . Comment for suggestions....
|
1792860449.3756733
|
1793465249.3756733
|
|
2233
|
R0B0 by @Rocket | Stardance
|
Rocket
|
1
|
4.01
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-10T19:54:50Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an mini Jarvis, is only on vocal command. The hardest thing was making him listen, because pyaudio wasn’t working so I had to replace it. I’m proud of making it open task manager,chrome and youtube.", "repo": "https://github.com/rocket806/R0B0", "demo": "https://github.com/rocket806/R0B0/releases/tag/v1.0.2-demo"}]...
|
[{"post_id": 8251, "ts": "2026 [{"post_id": 8251, "ts": "2026-06-13T18:37:01Z", "hours": 1.0142, "text": "Devlog 3 Hi! My first ship was denied so I’m making a new devlog. What I did today: So I made a new readme for my project(it took a while) and I fixed something. R0B0 was doing the task whitout the wake word,so I finally managed to make it respond only with the wake word. That’s all for today, see you soon,bye!"}, {"post_id": 6413, "ts": "2026-06-10T19:49:17Z", "hours": 0.5822, "text": "Devlog 2 Hi! this is my last devlog on this project and I want to tell you the latest functions that I added. One of them is opening Chrome and vs code that I do it with the library os. And the last function is searching and opening Youtube. This function I do it with de library webbrowser. See you soon! Bye!"}, {"post_id": 6336, "ts": "2026-06-10T17:46:19Z", "hours": 2.4108, "text": "Devlog 1 Hi! My name is Rocket, and I really like Jarvis, so I thought I’d make my own. The idea is simple: create an assistant that is always ready to do simple tasks (like creating a new directory or opening Task Manager) and is also fun (he can tell jokes! :) ). Today, I managed to implement some important functions for R0B0. One of them was making him listen continuously. In the beginning, I had some problems with this feature because it was consuming around 20-30% of my CPU. After some tweaking, I managed to lower it below 10% (it still spikes over 10% sometimes, but only for a very short moment). Another very important feature I added was microphone input. At first, I tried using PyAudio (an older Python library for microphone access), but it didn’t work because I am using a very recent version of Python. I also tried workarounds like pipwin, but that failed too. Ultimately, I used two other libraries sounddevice and scipy and it worked perfectly! That’s all for today! See you soon, bye!"}]...
|
Title: R0B0 by @Rocket | Stardance
Devlogs:
Devlo Title: R0B0 by @Rocket | Stardance
Devlogs:
Devlog 1 Hi! My name is Rocket, and I really like Jarvis, so I thought I’d make my own. The idea is simple: create an assistant that is always ready to do simple tasks (like creating a new directory or opening Task Manager) and is also fun (he can tell jokes! :) ). Today, I managed to implement some important functions for R0B0. One of them was making him listen continuously. In the beginning, I had some problems with this feature because it was consuming around 20-30% of my CPU. After some tweaking, I managed to lower it below 10% (it still spikes over 10% sometimes, but only for a very short moment). Another very important feature I added was microphone input. At first, I tried using PyAudio (an older Python library for microphone access), but it didn’t work because I am using a very recent version of Python. I also tried workarounds like pipwin, but that failed too. Ultimately, I used two other libraries sounddevice and scipy and it worked perfectly! That’s all for today! See you soon, bye!
Devlog 2 Hi! this is my last devlog on this project and I want to tell you the latest functions that I added. One of them is opening Chrome and vs code that I do it with the library os. And the last function is searching and opening Youtube. This function I do it with de library webbrowser. See you soon! Bye!
Devlog 3 Hi! My first ship was denied so I’m making a new devlog. What I did today: So I made a new readme for my project(it took a while) and I fixed something. R0B0 was doing the task whitout the wake word,so I finally managed to make it respond only with the wake word. That’s all for today, see you soon,bye!
Ships:
I made an mini Jarvis, is only on vocal command. The hardest thing was making him listen, because pyaudio wasn’t working so I had to replace it. I’m proud of making it open task manager,chrome and youtube....
|
1792838964.9432597
|
1792925364.9432597
|
|
71247
|
vib-bl by @vweb | Stardance
|
vweb
|
0
|
6.51
|
0
|
[]
|
[{"post_id": 82522, "ts": "202 [{"post_id": 82522, "ts": "2026-10-25T03:24:46Z", "hours": 6.5058, "text": "there’s gotta be a cleaner way to make this"}]...
|
Title: vib-bl by @vweb | Stardance
Devlogs:
there Title: vib-bl by @vweb | Stardance
Devlogs:
there’s gotta be a cleaner way to make this...
|
1792900030.1153815
|
1793504830.1153815
|
|
17961
|
SpotOn by @nishanth05 | Stardance
|
nishanth05
|
1
|
2.0
|
15
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T19:07:30Z", "hours": 2.0, "multiplier": 7.23, "payout": 15, "blessing": "neutral", "text": "SpotOn is a Slack bot that brings music discovery into your workspace via slash commands. Random track picks, artist comparisons, similar artist recommendations, stats, trivia, and band name generation — all without leaving Slack. It uses the free music brainz api and trivia api. Originally the project was supposed to use the spotify developer api , it’s been long since i used the api. When i tried to Implement the commands below, i encountered the error of not having a spotify premium account 😭. Finally ended up changing everyting to the music brainz api. Making a slack bot using javascript was definitely an experience, as once i’ve made a slack bot with python. Using the actions to handle the trivia was a headache second to the artist comparing So please sure do check out the /spoton-trivia and /spoton-vs commands. Of course there are other ones, make sure to try them before deciding ✌️", "repo": "https://github.com/Nishanth-S-A/SpotOn", "demo": "https://app.slack.com/client/E09V59WQY1E/C0B8P5DRDB3"}]...
|
[{"post_id": 8254, "ts": "2026 [{"post_id": 8254, "ts": "2026-06-13T18:47:25Z", "hours": 2.0511, "text": "Guess it’s done , SpotOn Project: SpotOn · Stack: Node.js, Slack Bolt, MusicBrainz API, OpenTDB Status: ✅ Working · Commands shipped: 6 What is SpotOn? SpotOn is a Slack bot that brings music discovery into your workspace via slash commands. Random track picks, artist comparisons, similar artist recommendations, stats, trivia, and band name generation — all without leaving Slack. The goal was simple: a bot you can actually use casually in a team channel without it feeling like a chore. What I Built CommandWhat it does/spoton-trackRandom track pick from the MusicBrainz catalogue/spoton-similar Finds artists sharing genres/tags/spoton-vs vs Head-to-head stat battle/spoton-stats Full artist profile — genres, albums, recordings/spoton-triviaInteractive music trivia with Slack buttons/spoton-bandnameGenerates a random band name + debut album title The Spotify Problem I originally built everything on the Spotify Web API. No user OAuth needed — just client credentials for public catalog data. Seemed perfect. Then the /spoton-track command started throwing 403 Forbidden. The error body said it all: “Active premium subscription required for the owner of the app.” Spotify quietly tightened their API access in late 2024. Even the Search endpoint — purely public catalog data — now requires the app owner to have a Premium account. Every command I’d built against the Search API was dead. Scrapped Spotify entirely. Switched everything to MusicBrainz. Why MusicBrainz Completely free, no API key required Massive open music database Structured data: tags, release groups, recordings, artist relationships The only rule: identify your app in the User-Agent header and stay under ~1 req/sec The tradeoff is no popularity scores or audio previews, but for everything SpotOn actually needs — artist metadata, genres, recordings, album counts — it’s more than enough. Interesting Implementation Notes Similar artists without a “related” endpoint MusicBrainz has no direct “related artists” API. The workaround: fetch the source artist’s top tags, then search for other artists matching those same tags. It’s not perfect, but the results are surprisingly good — searching tag:alternative rock AND tag:indie for Radiohead surfaces exactly the kind of artists you’d expect. Parsing /spoton-vs input Getting two artist names from a single text field is messier than it looks. Users might type: Taylor Swift vs Drake Taylor Swift, Drake oasis blur (no separator at all) The final parsing tries vs split first, then comma, then a midpoint word split as a last resort. Not bulletproof, but handles the common cases. Documenting the preferred format in /spoton-help does the rest. Trivia with interactive buttons The /spoton-trivia command uses Slack’s Block Kit action buttons for the answer choices. Answer state is stored in a Map keyed by userId-channelId, so multiple people can have active questions at once. The map entry is deleted after the user answers, keeping memory clean. One gotcha: the OpenTDB API returns HTML-encoded strings (&, ', etc.) in question and answer text. Had to add a small decode() helper to strip those before sending to Slack, otherwise the blocks render raw HTML entities. MusicBrainz rate limiting MusicBrainz asks for 1 request/second max. Commands like /spoton-stats make 3 sequential API calls (artist detail, albums, recordings). Running them with Promise.all works fine most of the time, but under load it can trigger a 503. The safe pattern is sequential calls with a sleep(300) between each — slower, but reliable. Stack Runtime: Node.js Slack: Slack Bolt with Socket Mode (no public URL needed) Music data: MusicBrainz API (free, no key) Trivia: OpenTDB API (free, no key) HTTP: axios Config: dotenv"}]...
|
Title: SpotOn by @nishanth05 | Stardance
Devlogs: Title: SpotOn by @nishanth05 | Stardance
Devlogs:
Guess it’s done , SpotOn Project: SpotOn · Stack: Node.js, Slack Bolt, MusicBrainz API, OpenTDB Status: ✅ Working · Commands shipped: 6 What is SpotOn? SpotOn is a Slack bot that brings music discovery into your workspace via slash commands. Random track picks, artist comparisons, similar artist recommendations, stats, trivia, and band name generation — all without leaving Slack. The goal was simple: a bot you can actually use casually in a team channel without it feeling like a chore. What I Built CommandWhat it does/spoton-trackRandom track pick from the MusicBrainz catalogue/spoton-similar Finds artists sharing genres/tags/spoton-vs vs Head-to-head stat battle/spoton-stats Full artist profile — genres, albums, recordings/spoton-triviaInteractive music trivia with Slack buttons/spoton-bandnameGenerates a random band name + debut album title The Spotify Problem I originally built everything on the Spotify Web API. No user OAuth needed — just client credentials for public catalog data. Seemed perfect. Then the /spoton-track command started throwing 403 Forbidden. The error body said it all: “Active premium subscription required for the owner of the app.” Spotify quietly tightened their API access in late 2024. Even the Search endpoint — purely public catalog data — now requires the app owner to have a Premium account. Every command I’d built against the Search API was dead. Scrapped Spotify entirely. Switched everything to MusicBrainz. Why MusicBrainz Completely free, no API key required Massive open music database Structured data: tags, release groups, recordings, artist relationships The only rule: identify your app in the User-Agent header and stay under ~1 req/sec The tradeoff is no popularity scores or audio previews, but for everything SpotOn actually needs — artist metadata, genres, recordings, album counts — it’s more than enough. Interesting Implementation Notes Similar artists without a “related” endpoint MusicBrainz has no direct “related artists” API. The workaround: fetch the source artist’s top tags, then search for other artists matching those same tags. It’s not perfect, but the results are surprisingly good — searching tag:alternative rock AND tag:indie for Radiohead surfaces exactly the kind of artists you’d expect. Parsing /spoton-vs input Getting two artist names from a single text field is messier than it looks. Users might type: Taylor Swift vs Drake Taylor Swift, Drake oasis blur (no separator at all) The final parsing tries vs split first, then comma, then a midpoint word split as a last resort. Not bulletproof, but handles the common cases. Documenting the preferred format in /spoton-help does the rest. Trivia with interactive buttons The /spoton-trivia command uses Slack’s Block Kit action buttons for the answer choices. Answer state is stored in a Map keyed by userId-channelId, so multiple people can have active questions at once. The map entry is deleted after the user answers, keeping memory clean. One gotcha: the OpenTDB API returns HTML-encoded strings (&, ', etc.) in question and answer text. Had to add a small decode() helper to strip those before sending to Slack, otherwise the blocks render raw HTML entities. MusicBrainz rate limiting MusicBrainz asks for 1 request/second max. Commands like /spoton-stats make 3 sequential API calls (artist detail, albums, recordings). Running them with Promise.all works fine most of the time, but under load it can trigger a 503. The safe pattern is sequential calls with a sleep(300) between each — slower, but reliable. Stack Runtime: Node.js Slack: Slack Bolt with Socket Mode (no public URL needed) Music data: MusicBrainz API (free, no key) Trivia: OpenTDB API (free, no key) HTTP: axios Config: dotenv
Ships:
SpotOn is a Slack bot that brings music discovery into your workspace via slash commands. Random track picks, artist comparisons, similar artist recommendations, stats, trivia, and band name generation — all without leaving Slack. It uses the free music brainz api and trivia api. Originally the project was supposed to use the spotify developer api , it’s been long since i used the api. When i tried to Implement the commands below, i encountered the error of not having a spotify premium account 😭. Finally ended up changing everyting to the music brainz api. Making a slack bot using javascript was definitely an experience, as once i’ve made a slack bot with python. Using the actions to handle the trivia was a headache second to the artist comparing So please sure do check out the /spoton-trivia and /spoton-vs commands. Of course there are other ones, make sure to try them before deciding ✌️...
|
1792828595.418207
|
1792914995.418207
|
|
14489
|
PandaOS by @panda | Stardance
|
panda
|
1
|
6.0
|
74
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T21:56:55Z", "hours": 6.0, "multiplier": 12.02, "payout": 74, "blessing": "neutral", "text": "I made my very own webOS from scratch, themed just like my portfolio and nvim config. Check it out !", "repo": "https://github.com/mail2adnanyazik-bit/pandaOS", "demo": "https://panda-os-five.vercel.app/"}]...
|
[{"post_id": 8256, "ts": "2026 [{"post_id": 8256, "ts": "2026-06-13T18:52:29Z", "hours": 0.4458, "text": "Fixed final minor bugs, pushed final version to GitHub, and used Vercel to deploy ! Im pretty much done now, and am pretty proud of the end result - check out the page here : https://panda-84hn8kync-mail2adnanyazik-bits-projects.vercel.app/ I would love to hear some feedback / get some bug reports - feel free to check it out and let me know what you think in the comments !"}, {"post_id": 7585, "ts": "2026-06-12T18:01:28Z", "hours": 0.6078, "text": "Fixed all bugs from last time, did all TODO’s also added polish, animations, etc. fixed some buggy features"}, {"post_id": 7035, "ts": "2026-06-11T19:55:56Z", "hours": 2.4794, "text": "Added content to apps, a spotlight app search, and other polish features such as right clicking desktop, a music player, etc Still TODO : sync the dock volume bar with the settings volume bar and remove vol bar from music app. make the buttons for notes look better - right now they are wierd and grey fix brightness slider - when adjusted it just turns screen and background white make calculator look better Make text in panda profile bigger, and make window in total bigger along with everything inside it add song status bar (how long it has been playing , a loading bar dude, like in spotify) above the play and pause and so buttons delete about from spotlight add more css to all apps"}, {"post_id": 6356, "ts": "2026-06-10T18:10:46Z", "hours": 2.64, "text": "Finished the Homepage and core logic for my WebOS What was done : Added background image Changed font to look a little more terminal-y finished core window dragging logic made a close button for the windows time and date display on bottom right fake (for now) volume slider placeholder “Apps” including projects placeholder, sysmon (fake system stats display), terminal (again placeholder) Core logic for which window is in foreground and which in back (drawing layers) TODO : replace placeholders with actual content (i can copy a bit from my portfolio website :P ) add a favorite music playing app (and subsequently make volume slider actually adjust volume) push to github decide on next features to add"}]...
|
Title: PandaOS by @panda | Stardance
Devlogs:
Fin Title: PandaOS by @panda | Stardance
Devlogs:
Finished the Homepage and core logic for my WebOS What was done : Added background image Changed font to look a little more terminal-y finished core window dragging logic made a close button for the windows time and date display on bottom right fake (for now) volume slider placeholder “Apps” including projects placeholder, sysmon (fake system stats display), terminal (again placeholder) Core logic for which window is in foreground and which in back (drawing layers) TODO : replace placeholders with actual content (i can copy a bit from my portfolio website :P ) add a favorite music playing app (and subsequently make volume slider actually adjust volume) push to github decide on next features to add
Added content to apps, a spotlight app search, and other polish features such as right clicking desktop, a music player, etc Still TODO : sync the dock volume bar with the settings volume bar and remove vol bar from music app. make the buttons for notes look better - right now they are wierd and grey fix brightness slider - when adjusted it just turns screen and background white make calculator look better Make text in panda profile bigger, and make window in total bigger along with everything inside it add song status bar (how long it has been playing , a loading bar dude, like in spotify) above the play and pause and so buttons delete about from spotlight add more css to all apps
Fixed all bugs from last time, did all TODO’s also added polish, animations, etc. fixed some buggy features
Fixed final minor bugs, pushed final version to GitHub, and used Vercel to deploy ! Im pretty much done now, and am pretty proud of the end result - check out the page here : https://panda-84hn8kync-mail2adnanyazik-bits-projects.vercel.app/ I would love to hear some feedback / get some bug reports - feel free to check it out and let me know what you think in the comments !
Ships:
I made my very own webOS from scratch, themed just like my portfolio and nvim config. Check it out !...
|
1792846509.4931886
|
1792932909.4931886
|
|
7091
|
AI Mail Cleaner by @Rihaan_da_goat-0- | Stardance
|
Rihaan_da_goat-0-
|
0
|
7.69
|
0
|
[]
|
[{"post_id": 8258, "ts": "2026 [{"post_id": 8258, "ts": "2026-06-13T18:59:21Z", "hours": 2.4281, "text": "Sigh Update #3 I implemented all of the feature extraction part. The TF-IDF vectorization, the unsupervised kmeans, the labelling the custom folders. The problem is… it’s just not accurate. I’m not very sure what to do. At this point, I have a few options, I guess. Option #1: Hyperparameterize the vectorization. It could possible immensely boost my accuracy. Kmeans is already essentiallly hyperparametrized. But this is REALLY computationally expensive. Option #2: Just make API calls ot GPT or something. Lame. Boring. No. idk what to do."}, {"post_id": 4182, "ts": "2026-06-07T12:24:57Z", "hours": 2.7322, "text": "Update #2 I’m really stupid. I found this library called simplegmail which handles the oauth and the parsing for me, so far a particular message I can just call message.id or message.html to get content. I quit on classifier.ipynb and just started a new one, and I managed to get a dataframe for ALL the mails which is really exciting! next stage: convert the combined text feature into numerical data via tf-idf(Term Frequency-Inverse document Frequency) vectorization. Then, I need to implement unsupervised KNN and have the user label the clusters. image -> short snippet of the dataframe I generated, im so proud ^^"}, {"post_id": 3251, "ts": "2026-06-06T03:03:44Z", "hours": 2.5342, "text": "Update #1 So I got the google Oauth figured out, it was surprisingly easy considering I usually struggle with auth lol. The next thing I need to do is extract features from the user’s mailbox in order to train the model. I thought this would be easy. Key word, thought. The problem is, some mails contain content in HTML, some in plain text, and some are a mix. So each have a different method of parsing. There are 5 main types, which you can see in the notebook in the repo. I’m almost done with the first one(multipart/alternative) though only the plain text has been retrieved, I need to parse the html too. I got a doctor appointment today, and I have other courses to do, so I might not be able to grind. P.S this is a visualization of the all the information the gmail API returns for ONE mail. Please help me."}]...
|
Title: AI Mail Cleaner by @Rihaan_da_goat-0- | Sta Title: AI Mail Cleaner by @Rihaan_da_goat-0- | Stardance
Devlogs:
Update #1 So I got the google Oauth figured out, it was surprisingly easy considering I usually struggle with auth lol. The next thing I need to do is extract features from the user’s mailbox in order to train the model. I thought this would be easy. Key word, thought. The problem is, some mails contain content in HTML, some in plain text, and some are a mix. So each have a different method of parsing. There are 5 main types, which you can see in the notebook in the repo. I’m almost done with the first one(multipart/alternative) though only the plain text has been retrieved, I need to parse the html too. I got a doctor appointment today, and I have other courses to do, so I might not be able to grind. P.S this is a visualization of the all the information the gmail API returns for ONE mail. Please help me.
Update #2 I’m really stupid. I found this library called simplegmail which handles the oauth and the parsing for me, so far a particular message I can just call message.id or message.html to get content. I quit on classifier.ipynb and just started a new one, and I managed to get a dataframe for ALL the mails which is really exciting! next stage: convert the combined text feature into numerical data via tf-idf(Term Frequency-Inverse document Frequency) vectorization. Then, I need to implement unsupervised KNN and have the user label the clusters. image -> short snippet of the dataframe I generated, im so proud ^^
Sigh Update #3 I implemented all of the feature extraction part. The TF-IDF vectorization, the unsupervised kmeans, the labelling the custom folders. The problem is… it’s just not accurate. I’m not very sure what to do. At this point, I have a few options, I guess. Option #1: Hyperparameterize the vectorization. It could possible immensely boost my accuracy. Kmeans is already essentiallly hyperparametrized. But this is REALLY computationally expensive. Option #2: Just make API calls ot GPT or something. Lame. Boring. No. idk what to do....
|
1792511247.5780663
|
1793116047.5780663
|
|
2851
|
My first slack bot! by @alfie_nicholls | Stardance
|
alfie_nicholls
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T15:03:24Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple slack bot. it has 4 features so far (looking to add some in the near future). Parts were relatively straight forward using the hack club guide, however other parts were more challenging and really taught me alot about JavaScript and Slack bots. 8^)", "repo": "https://github.com/AlfieNico/First-slack-bot", "demo": "https://app.slack.com/"}]...
|
[{"post_id": 826, "ts": "2026- [{"post_id": 826, "ts": "2026-06-02T14:48:29Z", "hours": 0.2714, "text": "Finished things off and polished it all off (also sorry for putting peter in the slack whoopsie)"}, {"post_id": 799, "ts": "2026-06-02T13:57:48Z", "hours": 0.3419, "text": "I added peteh gruffen"}, {"post_id": 776, "ts": "2026-06-02T13:13:25Z", "hours": 0.3989, "text": "I followed the guide pretty much, more to come soon!"}]...
|
Title: My first slack bot! by @alfie_nicholls | St Title: My first slack bot! by @alfie_nicholls | Stardance
Devlogs:
I followed the guide pretty much, more to come soon!
I added peteh gruffen
Finished things off and polished it all off (also sorry for putting peter in the slack whoopsie)
Ships:
I made a simple slack bot. it has 4 features so far (looking to add some in the near future). Parts were relatively straight forward using the hack club guide, however other parts were more challenging and really taught me alot about JavaScript and Slack bots. 8^)...
|
1792821266.105853
|
1792907666.105853
|
|
18152
|
Untitled by @bryan_hu_2020 | Stardance
|
bryan_hu_2020
|
0
|
18.97
|
0
|
[]
|
[{"post_id": 8269, "ts": "2026 [{"post_id": 8269, "ts": "2026-06-13T19:19:13Z", "hours": 18.9697, "text": "Publishing this repository to make it ready for everyone to see."}]...
|
Title: Untitled by @bryan_hu_2020 | Stardance
Dev Title: Untitled by @bryan_hu_2020 | Stardance
Devlogs:
Publishing this repository to make it ready for everyone to see....
|
1792515286.8290427
|
1793120086.8290427
|
|
3172
|
Billion by @bryan_hu_2020 | Stardance
|
bryan_hu_2020
|
0
|
11.54
|
0
|
[]
|
[{"post_id": 8273, "ts": "2026 [{"post_id": 8273, "ts": "2026-06-13T19:21:06Z", "hours": 4.8517, "text": "Getting the outreach tracker to be set up"}, {"post_id": 469, "ts": "2026-06-01T22:37:03Z", "hours": 6.6903, "text": "Trying to get this information to work"}]...
|
Title: Billion by @bryan_hu_2020 | Stardance
Devl Title: Billion by @bryan_hu_2020 | Stardance
Devlogs:
Trying to get this information to work
Getting the outreach tracker to be set up...
|
1792702340.3257139
|
1793307140.3257139
|
|
3126
|
gah by @bryan_hu_2020 | Stardance
|
bryan_hu_2020
|
0
|
0.86
|
0
|
[]
|
[{"post_id": 8274, "ts": "2026 [{"post_id": 8274, "ts": "2026-06-13T19:22:43Z", "hours": 0.8647, "text": "Ship to GitHub"}]...
|
Title: gah by @bryan_hu_2020 | Stardance
Devlogs: Title: gah by @bryan_hu_2020 | Stardance
Devlogs:
Ship to GitHub...
|
1792562067.0822015
|
1793166867.0822015
|
|
17021
|
DnD bot by @ximotu | Stardance
|
ximotu
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T20:06:34Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a discord bot that you can use to roll digital dice. You can roll several sizes of dice and see all commands with /dnd-help. I found it a bit difficult to use systemctl with nest since I’ve never done that before, and got confused because I put my project in /root at first. I’m proud of having learned out all of this about virtual machines, ssh, apis, nodeJS and so much more! This project should work 24/7. Keep in mind that only /d20 tracks critical hits as of right now.", "repo": "https://github.com/ximo-tu/dnd-slack-bot", "demo": "https://hackclub.slack.com/archives/C0BA6T4PG03"}]...
|
[{"post_id": 8278, "ts": "2026 [{"post_id": 8278, "ts": "2026-06-13T19:23:26Z", "hours": 0.6042, "text": "We now have support for every dice size in the actual Dungeons & Dragons"}, {"post_id": 7761, "ts": "2026-06-12T23:34:21Z", "hours": 0.5614, "text": "I made a DnD bot! Currently just supports some simple dice rolls but more to come soon."}]...
|
Title: DnD bot by @ximotu | Stardance
Devlogs:
I Title: DnD bot by @ximotu | Stardance
Devlogs:
I made a DnD bot! Currently just supports some simple dice rolls but more to come soon.
We now have support for every dice size in the actual Dungeons & Dragons
Ships:
I made a discord bot that you can use to roll digital dice. You can roll several sizes of dice and see all commands with /dnd-help. I found it a bit difficult to use systemctl with nest since I’ve never done that before, and got confused because I put my project in /root at first. I’m proud of having learned out all of this about virtual machines, ssh, apis, nodeJS and so much more! This project should work 24/7. Keep in mind that only /d20 tracks critical hits as of right now....
|
1792824991.2818992
|
1792911391.2818992
|
|
6994
|
Hilopad by @ahclip89 | Stardance
|
ahclip89
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T19:29:27Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hilopad It has A 3x2 grid of mechanical switches A radial dial A 0.9” OLED panel A 2x8 LED matrix Render (Attached image) I made sure to include several peepholes to see the PCB. The Schemetic As you can see, the entire thing will be controlled by a Module-Seeeduino-XIAO. The 6 buttons and rotary switch are all routed through a 2x4 matrix. I also added a 2x8 RGB LED matrix, but I have not used it in the current firmware. In the future, I plan to make it an audio visualizer. Lastly, I have an OLED panel. It will display the current keyboard layout that is controlled by the encoder. (I only have 2 right now) The PCB This was my first time designing a PCB, so it is probably very messy. I rerouted it a couple of times due to errors in the schematic, and I learned a lot. Overall, I am very proud of it. I also had fun adding silkscreen art. The Case I designed the case in Fusion 360, which I had just taken a class for during my freshman year. I added holes for all the buttons and art, as well as some more for the fun of it. BOM 1 Seeed XIAO RP2040 7 through-hole 1N4148 Diodes 6 MX-Style switches 1 EC11 Rotary encoder 1 0.91 inch OLED display (pin order: GND-VCC-SCL-SDA) 6 DSA keycaps 16 SK6812 MINI-E LEDs 4 M3x16mm screws 4 M3x5mx4mm heatset inserts", "repo": "https://github.com/ahclip89/My-Hackpad", "demo": ""}]...
|
[{"post_id": 8283, "ts": "2026 [{"post_id": 8283, "ts": "2026-06-13T19:34:47Z", "hours": 3.0, "text": "Created the firmware and README I finished making the firmware for my keyboard as well as creating a render and submitting the GitHub repo with a README."}, {"post_id": 3230, "ts": "2026-06-06T01:55:11Z", "hours": 1.0, "text": "I Finished The Case For My Hackpad The case will have slots for all the buttons and lights, as well as a hole to see the mural and a vent-looking thing to peek at the diodes."}, {"post_id": 2562, "ts": "2026-06-05T03:50:19Z", "hours": 3.0, "text": "I finished the PCB design for my hackpad. It will have: a 2x3 button array a radial dial a 2x8 LED array I plan to use the LED array as an audio visualizer or volume percentage. The OLED will likely display the CPU’s temperature."}]...
|
Title: Hilopad by @ahclip89 | Stardance
Devlogs:
Title: Hilopad by @ahclip89 | Stardance
Devlogs:
I finished the PCB design for my hackpad. It will have: a 2x3 button array a radial dial a 2x8 LED array I plan to use the LED array as an audio visualizer or volume percentage. The OLED will likely display the CPU’s temperature.
I Finished The Case For My Hackpad The case will have slots for all the buttons and lights, as well as a hole to see the mural and a vent-looking thing to peek at the diodes.
Created the firmware and README I finished making the firmware for my keyboard as well as creating a render and submitting the GitHub repo with a README.
Ships:
Hilopad It has A 3x2 grid of mechanical switches A radial dial A 0.9” OLED panel A 2x8 LED matrix Render (Attached image) I made sure to include several peepholes to see the PCB. The Schemetic As you can see, the entire thing will be controlled by a Module-Seeeduino-XIAO. The 6 buttons and rotary switch are all routed through a 2x4 matrix. I also added a 2x8 RGB LED matrix, but I have not used it in the current firmware. In the future, I plan to make it an audio visualizer. Lastly, I have an OLED panel. It will display the current keyboard layout that is controlled by the encoder. (I only have 2 right now) The PCB This was my first time designing a PCB, so it is probably very messy. I rerouted it a couple of times due to errors in the schematic, and I learned a lot. Overall, I am very proud of it. I also had fun adding silkscreen art. The Case I designed the case in Fusion 360, which I had just taken a class for during my freshman year. I added holes for all the buttons and art, as well as some more for the fun of it. BOM 1 Seeed XIAO RP2040 7 through-hole 1N4148 Diodes 6 MX-Style switches 1 EC11 Rotary encoder 1 0.91 inch OLED display (pin order: GND-VCC-SCL-SDA) 6 DSA keycaps 16 SK6812 MINI-E LEDs 4 M3x16mm screws 4 M3x5mx4mm heatset inserts...
|
1792817670.896315
|
1792904070.896315
|
|
18032
|
Inspection Rover by @dhairya_09 | Stardance
|
dhairya_09
|
0
|
0.26
|
0
|
[]
|
[{"post_id": 8284, "ts": "2026 [{"post_id": 8284, "ts": "2026-06-13T19:36:32Z", "hours": 0.2556, "text": "Devlog 01 — Why Argus Exists June 13, 2026 The why My dad works in facilities and industrial management in Dubai. I’ve seen firsthand what inspection looks like in practice: engineers going into spaces that are genuinely unpleasant and sometimes dangerous, in a city where summer temperatures outside regularly hit 45C and inside certain industrial environments can be worse. The job is slow, manual, and puts people in places they shouldn’t need to be in just to check whether something is working or not. It got more concrete when I did internships at two UAE companies. At BEEAH, one of the UAE’s largest waste management and environmental services groups, I saw how large-scale industrial operations actually run on the ground. At Nissan’s UAE operations I got a closer look at manufacturing and engineering workflows. Both experiences made the same thing clear: a huge amount of human time goes into tasks that are repetitive, physically demanding, and in some cases genuinely risky, specifically because there’s nothing autonomous doing them instead. That’s the problem Argus is built to solve. An autonomous rover that navigates a facility, reads thermal signatures, detects anomalies, and generates a report, without a human entering the space. BEEAH is the first target client. I’ve already had conversations with them and with MBRIF about deployment. This isn’t a school project with a real-world framing bolted on. The real-world deployment is the point. Where I’m starting from I’m not starting from zero on electronics. Over the past few weeks I’ve been building up the fundamentals before touching the rover hardware. I worked through two soldering kits. The first was a spring electromagnetic swing kit with LED, a simple but satisfying build that got me comfortable with through-hole components, iron temperature control, and reading a basic schematic. The second was a more involved obstacle avoidance smart car kit with an ultrasonic ranging sensor, directly relevant to Argus given it uses similar distance-sensing logic. Both came out working first try. From there I built my first fully independent project: a panning radar with a real-time laptop display using an ultrasonic sensor and Arduino. The sensor sweeps on a servo, pings distances at each angle, and the results render as a radar sweep on screen. First thing I built without a kit manual, and seeing the display populate in real time made the whole sensor-to-software pipeline click properly. What’s arriving Rover parts are 2-3 days out. Raspberry Pi 5 8GB with AI HAT+ 26 TOPS, four JGB37-520 200RPM motors, four BTS7960 motor drivers, MLX90640 thermal camera, Pi Camera Module 3, VL53L1X ToF sensors, environmental sensors, LiPo power system, and an IP67 enclosure. Chassis plate and extrusions are being laser cut externally. What’s next The moment parts arrive: unbox, photograph everything, and start with ESP32 and motor driver wiring. First milestone is all four motors spinning under manual control before touching anything else. Get the chassis moving first, add sensors one at a time."}]...
|
Title: Inspection Rover by @dhairya_09 | Stardance Title: Inspection Rover by @dhairya_09 | Stardance
Devlogs:
Devlog 01 — Why Argus Exists June 13, 2026 The why My dad works in facilities and industrial management in Dubai. I’ve seen firsthand what inspection looks like in practice: engineers going into spaces that are genuinely unpleasant and sometimes dangerous, in a city where summer temperatures outside regularly hit 45C and inside certain industrial environments can be worse. The job is slow, manual, and puts people in places they shouldn’t need to be in just to check whether something is working or not. It got more concrete when I did internships at two UAE companies. At BEEAH, one of the UAE’s largest waste management and environmental services groups, I saw how large-scale industrial operations actually run on the ground. At Nissan’s UAE operations I got a closer look at manufacturing and engineering workflows. Both experiences made the same thing clear: a huge amount of human time goes into tasks that are repetitive, physically demanding, and in some cases genuinely risky, specifically because there’s nothing autonomous doing them instead. That’s the problem Argus is built to solve. An autonomous rover that navigates a facility, reads thermal signatures, detects anomalies, and generates a report, without a human entering the space. BEEAH is the first target client. I’ve already had conversations with them and with MBRIF about deployment. This isn’t a school project with a real-world framing bolted on. The real-world deployment is the point. Where I’m starting from I’m not starting from zero on electronics. Over the past few weeks I’ve been building up the fundamentals before touching the rover hardware. I worked through two soldering kits. The first was a spring electromagnetic swing kit with LED, a simple but satisfying build that got me comfortable with through-hole components, iron temperature control, and reading a basic schematic. The second was a more involved obstacle avoidance smart car kit with an ultrasonic ranging sensor, directly relevant to Argus given it uses similar distance-sensing logic. Both came out working first try. From there I built my first fully independent project: a panning radar with a real-time laptop display using an ultrasonic sensor and Arduino. The sensor sweeps on a servo, pings distances at each angle, and the results render as a radar sweep on screen. First thing I built without a kit manual, and seeing the display populate in real time made the whole sensor-to-software pipeline click properly. What’s arriving Rover parts are 2-3 days out. Raspberry Pi 5 8GB with AI HAT+ 26 TOPS, four JGB37-520 200RPM motors, four BTS7960 motor drivers, MLX90640 thermal camera, Pi Camera Module 3, VL53L1X ToF sensors, environmental sensors, LiPo power system, and an IP67 enclosure. Chassis plate and extrusions are being laser cut externally. What’s next The moment parts arrive: unbox, photograph everything, and start with ESP32 and motor driver wiring. First milestone is all four motors spinning under manual control before touching anything else. Get the chassis moving first, add sensors one at a time....
|
1792605138.6844113
|
1793209938.6844113
|
|
17999
|
Crypto trading bot by @dhairya_09 | Stardance
|
dhairya_09
|
0
|
2.48
|
0
|
[]
|
[{"post_id": 8288, "ts": "2026 [{"post_id": 8288, "ts": "2026-06-13T19:39:36Z", "hours": 2.4786, "text": "Devlog 01 — Building a Systematic Trading Bot June 13, 2026 The why I’ve always been interested in markets but what drew me to algorithmic trading specifically was the idea that you could remove emotion from the equation entirely and replace it with a testable, falsifiable system. Either the edge exists in the data or it doesn’t. What I built The bot runs on Freqtrade, an open source crypto trading framework, on Binance USDT-M futures. Everything is Dockerised and runs locally on my laptop. The core strategy is a mean-reversion long that enters dip positions in altcoins when BTC is in a confirmed uptrend, using RSI, Bollinger Bands, and an ADX regime filter to avoid trading in choppy conditions. The research process was more rigorous than I expected going in. Every strategy candidate goes through a multi-gate evaluation: full history backtest, out-of-sample holdout, walk-forward validation across multiple windows, per-pair concentration checks, and a fee sensitivity re-run at double the maker rate. Anything that fails a gate gets documented and dropped, not iterated on endlessly. What the numbers look like The current live system backtests at around 715% over 5 years across 39 pairs, with out-of-sample results of roughly 188% CAGR over the most recent 23 months. A Monte Carlo bootstrap of the out-of-sample trade history gives a median 1-year CAGR around 79% with a 2% chance of a losing year. The bot is currently in dry-run, meaning it trades with paper money to validate that live behaviour matches backtest expectations before any real capital goes in. What I learned The biggest lesson was around leverage semantics. Early in the project I discovered that Freqtrade applies stoploss and ROI values to the leveraged profit ratio, not the price move. A stoploss of -7% at 5x leverage is actually a -1.4% price move. Every stop in the original version of the bot was sized wrong because of this. Catching it and rebuilding the risk model from scratch was the most important thing I did on this project. The second lesson was that hyperopt, the built-in parameter optimisation tool, actively makes things worse if used before you have a real edge. I ran a 150-epoch optimisation that produced a strategy 4x worse out-of-sample than the hand-tuned defaults. Now I only run it after a candidate passes all evaluation gates on its original parameters. What’s next Observing the dry-run for 4 to 6 weeks and comparing live trade distribution against backtest expectations before considering real capital. Also researching a funding-rate carry strategy as a second uncorrelated bot."}]...
|
Title: Crypto trading bot by @dhairya_09 | Stardan Title: Crypto trading bot by @dhairya_09 | Stardance
Devlogs:
Devlog 01 — Building a Systematic Trading Bot June 13, 2026 The why I’ve always been interested in markets but what drew me to algorithmic trading specifically was the idea that you could remove emotion from the equation entirely and replace it with a testable, falsifiable system. Either the edge exists in the data or it doesn’t. What I built The bot runs on Freqtrade, an open source crypto trading framework, on Binance USDT-M futures. Everything is Dockerised and runs locally on my laptop. The core strategy is a mean-reversion long that enters dip positions in altcoins when BTC is in a confirmed uptrend, using RSI, Bollinger Bands, and an ADX regime filter to avoid trading in choppy conditions. The research process was more rigorous than I expected going in. Every strategy candidate goes through a multi-gate evaluation: full history backtest, out-of-sample holdout, walk-forward validation across multiple windows, per-pair concentration checks, and a fee sensitivity re-run at double the maker rate. Anything that fails a gate gets documented and dropped, not iterated on endlessly. What the numbers look like The current live system backtests at around 715% over 5 years across 39 pairs, with out-of-sample results of roughly 188% CAGR over the most recent 23 months. A Monte Carlo bootstrap of the out-of-sample trade history gives a median 1-year CAGR around 79% with a 2% chance of a losing year. The bot is currently in dry-run, meaning it trades with paper money to validate that live behaviour matches backtest expectations before any real capital goes in. What I learned The biggest lesson was around leverage semantics. Early in the project I discovered that Freqtrade applies stoploss and ROI values to the leveraged profit ratio, not the price move. A stoploss of -7% at 5x leverage is actually a -1.4% price move. Every stop in the original version of the bot was sized wrong because of this. Catching it and rebuilding the risk model from scratch was the most important thing I did on this project. The second lesson was that hyperopt, the built-in parameter optimisation tool, actively makes things worse if used before you have a real edge. I ran a 150-epoch optimisation that produced a strategy 4x worse out-of-sample than the hand-tuned defaults. Now I only run it after a candidate passes all evaluation gates on its original parameters. What’s next Observing the dry-run for 4 to 6 weeks and comparing live trade distribution against backtest expectations before considering real capital. Also researching a funding-rate carry strategy as a second uncorrelated bot....
|
1792659234.168202
|
1793264034.168202
|
|
8608
|
CAN Simulator by @sniperpsycho7 | Stardance
|
sniperpsycho7
|
0
|
4.49
|
0
|
[]
|
[{"post_id": 8295, "ts": "2026 [{"post_id": 8295, "ts": "2026-06-13T19:45:48Z", "hours": 4.49, "text": "till now made a basic can controller which earlier had sender and reciever which sent temperature values and reviever recieved it adn showed in terminal. then added few morte features like dashboard dtc reader diagnostic tools etc. the dasboard showed all value together at one place and then made a script to run multiple files together and not have many terminals"}]...
|
Title: CAN Simulator by @sniperpsycho7 | Stardance Title: CAN Simulator by @sniperpsycho7 | Stardance
Devlogs:
till now made a basic can controller which earlier had sender and reciever which sent temperature values and reviever recieved it adn showed in terminal. then added few morte features like dashboard dtc reader diagnostic tools etc. the dasboard showed all value together at one place and then made a script to run multiple files together and not have many terminals...
|
1792742032.489958
|
1793346832.489958
|
|
3621
|
Bananafish linux rice by @wojtek | Stardance
|
wojtek
|
0
|
2.68
|
0
|
[]
|
[{"post_id": 8296, "ts": "2026 [{"post_id": 8296, "ts": "2026-06-13T19:47:42Z", "hours": 1.9442, "text": "I’ve configured the terminal so it looks nice and added wallpaper. For the terminal, I use kitty, and for wallpapers I use hyprpaper. I had some problems configuring Hyprpaper via Home Manager because the NixOS Wiki page for Hyprpaper was kind of obsolete (and I didn’t read it thoroughly), so I updated it (the wiki page :3)."}, {"post_id": 546, "ts": "2026-06-02T01:04:47Z", "hours": 0.7383, "text": "I’ve set up flakes and Home Manager, installed some apps, and only ended up breaking my system twice, but thanks to NixOS superiority, I could just easily roll back. Next thing I will do will be probably ricing my terminal cuz its pretty bad rn :3"}]...
|
Title: Bananafish linux rice by @wojtek | Stardanc Title: Bananafish linux rice by @wojtek | Stardance
Devlogs:
I’ve set up flakes and Home Manager, installed some apps, and only ended up breaking my system twice, but thanks to NixOS superiority, I could just easily roll back. Next thing I will do will be probably ricing my terminal cuz its pretty bad rn :3
I’ve configured the terminal so it looks nice and added wallpaper. For the terminal, I use kitty, and for wallpapers I use hyprpaper. I had some problems configuring Hyprpaper via Home Manager because the NixOS Wiki page for Hyprpaper was kind of obsolete (and I didn’t read it thoroughly), so I updated it (the wiki page :3)....
|
1791822715.609136
|
1792686715.609136
|
|
18014
|
LewOS by @lando498 | Stardance
|
lando498
|
0
|
0.78
|
0
|
[]
|
[{"post_id": 8301, "ts": "2026 [{"post_id": 8301, "ts": "2026-06-13T20:00:18Z", "hours": 0.7811, "text": "it now works (mostly)"}]...
|
Title: LewOS by @lando498 | Stardance
Devlogs:
it Title: LewOS by @lando498 | Stardance
Devlogs:
it now works (mostly)...
|
1792479177.5626743
|
1793083977.5626743
|
|
17726
|
XyricOS by @ximotu | Stardance
|
ximotu
|
0
|
0.66
|
0
|
[]
|
[{"post_id": 8306, "ts": "2026 [{"post_id": 8306, "ts": "2026-06-13T20:14:22Z", "hours": 0.6564, "text": "Created XyricOS with triangular control buttons and a stained-glass like menu. The hard part was all the padding, since nothing registers when you press on the padding, but without it everything looks cramped. I spent a lot of time in codespaces figuring out how to only add padding on the bottom and sides, and not the top, but eventually I worked it out. I wish I started in vscode instead of codespaces, since aparently codespaces doesn’t have hackatime."}]...
|
Title: XyricOS by @ximotu | Stardance
Devlogs:
Cr Title: XyricOS by @ximotu | Stardance
Devlogs:
Created XyricOS with triangular control buttons and a stained-glass like menu. The hard part was all the padding, since nothing registers when you press on the padding, but without it everything looks cramped. I spent a lot of time in codespaces figuring out how to only add padding on the bottom and sides, and not the top, but eventually I worked it out. I wish I started in vscode instead of codespaces, since aparently codespaces doesn’t have hackatime....
|
1792482683.2596734
|
1793087483.2596734
|
|
17117
|
Grad Picture Getter For Picking The Right Picture Grad Picture Getter For Picking The Right Picture by @ryanthhua | Stardance...
|
ryanthhua
|
1
|
8.0
|
67
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T20:41:41Z", "hours": 8.0, "multiplier": 8.58, "payout": 67, "blessing": "neutral", "text": "Recently just had graduation, and found out that flash photography provides a zoomed in hd picture of the grad picture, which you can select each spot to zoom into. I did some research and found a github project which used the idea to stitch together the pictures, but when I ran it it did not work. So now I decided I will make my own program to stitch the zoomed in pictures together to make one big preview image of the graduation picture so that you can correctly decide what to get. I started with planning how it would work, such as the double for loop to get the x and y coordinate, which flash photography uses to grab the right zoomed picture via url, and then the idea to download each picture and then use some java method to put them onto a larger image. What I found difficult was not using new methods I had never seen, but rather understanding how the url worked and how even though you go down one pixel on the y axis it for some reason visually shifts the x axis to the right. So I could not take thousands of pictures and then place them together as they would not align correctly; instead I had to use larger pictures and divided up the picture by 4 x 4. After the first success with getting the picture stitched together I wanted to try and remove the zoom in box by cropping it out. So I used subimage method and did some measurements to see where I need to crop. Then I realized that the lines remove image data creating visual issues, and I need to find a way to restore it, so I implemented gaps to be introduced and after finding the correct tweaks for one picture, I tried it on a different one and then those didn’t work for that one, so I implemented user settings so that the user can adjust and try to make it work for their picture. I had ditched having the zoomed in box, but then I realized that trying to restore the data lost by removing the zoom in box may not work at all, so I put an option so that you can have one with the zoom in box, but have no visual issues. I think by limiting myself to no AI and only use forums like stack overflow, I was able to be more of an experimentor, with most of my time tweaking small things to see if they made a difference, and by doing these I think I gained more experience and understanding with the new methods I learned. Then I learned how to export ot jar in vscode and then use launch4j’s config to set it to cli,jre bundle path, and in the end create a exe.", "repo": "https://github.com/RyanTheHua/GraduationPictureGetter/tree/main", "demo": "https://github.com/RyanTheHua/GraduationPictureGetter/releases/tag/Graduation"}]...
|
[{"post_id": 8308, "ts": "2026 [{"post_id": 8308, "ts": "2026-06-13T20:24:43Z", "hours": 2.9153, "text": "Readme.md"}, {"post_id": 7883, "ts": "2026-06-13T04:51:42Z", "hours": 3.1411, "text": "I think finally done. Here are some screenshots of stages of development and the many different tweaks. In the beginning I started with just getting the whole image (the one with squares in the middle, but there were also some lines remaining and visual issues. Then I moved on to make the amount squares used to be 4 x 4 that way more quality could be saved and that looked a lot better. After that I started to utilize cropping to remove those squares and ran through some issues with measurement so I used a pixel ruler to get accurate cropping. After a lot of tweaking such by filling in the gap left from cropping the white square, and how many imagese to stitch together in one, I finally was able to get a good product out of the program and while it does look good there are dark lines where the stitches are, but I think that is good as this was not a program to generate full quality pictures from a photo company, but to generate a good full preview image."}, {"post_id": 7757, "ts": "2026-06-12T23:06:45Z", "hours": 1.7392, "text": "Some sites such as flash photography give you a small zoomed in hd image for you to preview, I want to stitich together all those images into one full image, so you can better view the image. If you like those pictures you have to buy from photographer’s website. If you use this project to get picture you are agreed you will delete those result later. My idea was I can download the images and then stitch them together using java’s imageIO and graphics. If you decide to keep any images as a result of this program is purely between you and that photographer company. And you agree do not use this program to mass-produce image for other people!"}]...
|
Title: Grad Picture Getter For Picking The Right P Title: Grad Picture Getter For Picking The Right Picture by @ryanthhua | Stardance
Devlogs:
Some sites such as flash photography give you a small zoomed in hd image for you to preview, I want to stitich together all those images into one full image, so you can better view the image. If you like those pictures you have to buy from photographer’s website. If you use this project to get picture you are agreed you will delete those result later. My idea was I can download the images and then stitch them together using java’s imageIO and graphics. If you decide to keep any images as a result of this program is purely between you and that photographer company. And you agree do not use this program to mass-produce image for other people!
I think finally done. Here are some screenshots of stages of development and the many different tweaks. In the beginning I started with just getting the whole image (the one with squares in the middle, but there were also some lines remaining and visual issues. Then I moved on to make the amount squares used to be 4 x 4 that way more quality could be saved and that looked a lot better. After that I started to utilize cropping to remove those squares and ran through some issues with measurement so I used a pixel ruler to get accurate cropping. After a lot of tweaking such by filling in the gap left from cropping the white square, and how many imagese to stitch together in one, I finally was able to get a good product out of the program and while it does look good there are dark lines where the stitches are, but I think that is good as this was not a program to generate full quality pictures from a photo company, but to generate a good full preview image.
Readme.md
Ships:
Recently just had graduation, and found out that flash photography provides a zoomed in hd picture of the grad picture, which you can select each spot to zoom into. I did some research and found a github project which used the idea to stitch together the pictures, but when I ran it it did not work. So now I decided I will make my own program to stitch the zoomed in pictures together to make one big preview image of the graduation picture so that you can correctly decide what to get. I started with planning how it would work, such as the double for loop to get the x and y coordinate, which flash photography uses to grab the right zoomed picture via url, and then the idea to download each picture and then use some java method to put them onto a larger image. What I found difficult was not using new methods I had never seen, but rather understanding how the url worked and how even though you go down one pixel on the y axis it for some reason visually shifts the x axis to the right. So I could not take thousands of pictures and then place them together as they would not align correctly; instead I had to use larger pictures and divided up the picture by 4 x 4. After the first success with getting the picture stitched together I wanted to try and remove the zoom in box by cropping it out. So I used subimage method and did some measurements to see where I need to crop. Then I realized that the lines remove image data creating visual issues, and I need to find a way to restore it, so I implemented gaps to be introduced and after finding the correct tweaks for one picture, I tried it on a different one and then those didn’t work for that one, so I implemented user settings so that the user can adjust and try to make it work for their picture. I had ditched having the zoomed in box, but then I realized that trying to restore the data lost by removing the zoom in box may not work at all, so I put an option so that you can have one with the zoom in box, but have no visual issues. I think by limiting myself to no AI and only use forums like stack overflow, I was able to be more of an experimentor, with most of my time tweaking small things to see if they made a difference, and by doing these I think I gained more experience and understanding with the new methods I learned. Then I learned how to export ot jar in vscode and then use launch4j’s config to set it to cli,jre bundle path, and in the end create a exe....
|
1792820913.930434
|
1792907313.930434
|
|
13294
|
SteganoHide by @iva33 | Stardance
|
iva33
|
1
|
8.0
|
123
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T21:12:50Z", "hours": 8.0, "multiplier": 15.92, "payout": 123, "blessing": "neutral", "text": "I built SteganoHide, a CLI tool that hides secret text messages inside PNG images using LSB steganography. The image looks completely normal to the human eye, but the hidden data is stored in the Red channel of each pixel. The most challenging part was the decoder, it has to follow the exact same pixel path as the encoder, and getting the stop signal logic right took a few tries. I’m proud that it’s fully installable via pip install steganohide and works in under a minute. To test it: install it, grab any PNG image, run the tool, hide a message, then decode it back. Windows users may need to run the full .exe path from the Scripts folder if the command isn’t recognized.", "repo": "https://github.com/ivadebandit/steganography-tool", "demo": "https://pypi.org/project/steganohide/"}]...
|
[{"post_id": 8310, "ts": "2026 [{"post_id": 8310, "ts": "2026-06-13T20:27:48Z", "hours": 1.9347, "text": "Shipping day! Spent the last couple of days on everything around the code, which turned out to be way more work than I expected. Setting up git properly, fixing merge conflicts, getting PyPI to accept the upload, writing a .gitignore, creating a release tag. None of this is hard individually but it’s a lot of steps and each one has its own way of going wrong. Also fixed two real bugs I hadn’t noticed: the tool would crash on non-ASCII characters like emoji, and nothing stopped you from saving the output as a .jpg (which would silently destroy the hidden data since JPEG is lossy). Both are one-liners to fix but they matter. The project is now on PyPI at pip install steganohide, fully open source, with a proper README and release. It actually works and anyone can try it."}, {"post_id": 7477, "ts": "2026-06-12T14:01:46Z", "hours": 2.0308, "text": "Devlog 3 — the decoder! This one took more thinking than I expected. The decoder has to follow the exact same path as the encoder: same starting corner, same row-by-row order, otherwise it reads the wrong pixels and gets messy. The trickiest part was the stop signal logic. The decoder reads Red values one by one and asks “is this a 0?” at every pixel. If yes, stop and convert everything collected so far back to text. If no, keep going. Sounds simple but getting the edge cases right (what if the image has no message at all? what if it hits the end without finding a stop?) took a few tries. When I finally ran encode → decode end to end and saw my message come back perfectly that was a relief."}, {"post_id": 7126, "ts": "2026-06-11T22:08:58Z", "hours": 2.5472, "text": "Devlog 2! Ran into my first real problem today, the SimpleImage library I started with wasn’t giving me direct pixel access the way I needed. Switched to Pillow and it made things a lot easier. getpixel() and putpixel() are what I needed. Writing the encoder felt satisfying. You loop through every pixel, overwrite the Red channel with your character’s ASCII value, move to the next pixel, repeat. It sounds almost too simple but it works and the encoded image looks identical to the original. Added a safety check too: if your message is longer than the image has pixels, it’ll tell you instead of crashing silently."}, {"post_id": 5075, "ts": "2026-06-08T19:16:52Z", "hours": 1.3611, "text": "First devlog! I’ve been wanting to build something that feels like actual secret agent stuff, and steganography caught my eye, hiding messages inside images that look completely normal. Nobody would ever know. Getting started was harder than I expected. I didn’t know how pixel data actually worked at first, I just knew images were made of pixels. Turns out every pixel has three numbers (R, G, B) and ASCII characters are also just numbers, so you can literally swap one for the other. That clicked for me and I got excited. Built the two core helper functions today: message_to_numbers which converts text to ASCII values, and numbers_to_message which does the reverse. The stop signal (0) idea came from wondering “how does the decoder know when to stop?” you need a flag at the end, like a period at the end of a sentence."}]...
|
Title: SteganoHide by @iva33 | Stardance
Devlogs: Title: SteganoHide by @iva33 | Stardance
Devlogs:
First devlog! I’ve been wanting to build something that feels like actual secret agent stuff, and steganography caught my eye, hiding messages inside images that look completely normal. Nobody would ever know. Getting started was harder than I expected. I didn’t know how pixel data actually worked at first, I just knew images were made of pixels. Turns out every pixel has three numbers (R, G, B) and ASCII characters are also just numbers, so you can literally swap one for the other. That clicked for me and I got excited. Built the two core helper functions today: message_to_numbers which converts text to ASCII values, and numbers_to_message which does the reverse. The stop signal (0) idea came from wondering “how does the decoder know when to stop?” you need a flag at the end, like a period at the end of a sentence.
Devlog 2! Ran into my first real problem today, the SimpleImage library I started with wasn’t giving me direct pixel access the way I needed. Switched to Pillow and it made things a lot easier. getpixel() and putpixel() are what I needed. Writing the encoder felt satisfying. You loop through every pixel, overwrite the Red channel with your character’s ASCII value, move to the next pixel, repeat. It sounds almost too simple but it works and the encoded image looks identical to the original. Added a safety check too: if your message is longer than the image has pixels, it’ll tell you instead of crashing silently.
Devlog 3 — the decoder! This one took more thinking than I expected. The decoder has to follow the exact same path as the encoder: same starting corner, same row-by-row order, otherwise it reads the wrong pixels and gets messy. The trickiest part was the stop signal logic. The decoder reads Red values one by one and asks “is this a 0?” at every pixel. If yes, stop and convert everything collected so far back to text. If no, keep going. Sounds simple but getting the edge cases right (what if the image has no message at all? what if it hits the end without finding a stop?) took a few tries. When I finally ran encode → decode end to end and saw my message come back perfectly that was a relief.
Shipping day! Spent the last couple of days on everything around the code, which turned out to be way more work than I expected. Setting up git properly, fixing merge conflicts, getting PyPI to accept the upload, writing a .gitignore, creating a release tag. None of this is hard individually but it’s a lot of steps and each one has its own way of going wrong. Also fixed two real bugs I hadn’t noticed: the tool would crash on non-ASCII characters like emoji, and nothing stopped you from saving the output as a .jpg (which would silently destroy the hidden data since JPEG is lossy). Both are one-liners to fix but they matter. The project is now on PyPI at pip install steganohide, fully open source, with a proper README and release. It actually works and anyone can try it.
Ships:
I built SteganoHide, a CLI tool that hides secret text messages inside PNG images using LSB steganography. The image looks completely normal to the human eye, but the hidden data is stored in the Red channel of each pixel. The most challenging part was the decoder, it has to follow the exact same pixel path as the encoder, and getting the stop signal logic right took a few tries. I’m proud that it’s fully installable via pip install steganohide and works in under a minute. To test it: install it, grab any PNG image, run the tool, hide a message, then decode it back. Windows users may need to run the full .exe path from the Scripts folder if the command isn’t recognized....
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1792846118.7492392
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1792932518.7492392
|
|
6409
|
OmniSchool by @fra | Stardance
|
fra
|
0
|
15.48
|
0
|
[]
|
[{"post_id": 8323, "ts": "2026 [{"post_id": 8323, "ts": "2026-06-13T20:48:58Z", "hours": 12.6261, "text": "Devlog #2: The Engine & The Studio 🛠️🎨 Captain’s log. The OmniSchool architecture is expanding fast. After securing the database and the grade registry, it was time to tackle the most complex interactive features of the app: the Calendar AI and the Studio workspace. Here is what I shipped in this massive sprint (Phases 3 & 4): 🗓️ The Calendar & Planning Engine: Built a custom Day/Week timeline grid from scratch using date-fns for strict timezone safety. Implemented dynamic TaskBlocks that visually adapt their height based on the duration of the study session. Wrote the first iteration of the local Planning Algorithm: it analyzes my pending tasks, checks my maximum daily study limit, and auto-suggests how to reschedule blocks based on difficulty stars! 💻 The Studio (Skia Canvas & Code IDE): Integrated @shopify /react-native-skia to build an A4 digital canvas. I can now draw smooth freehand paths directly inside the app. Embedded a fully working Monaco Editor via WebView for mobile coding (C++ and Python). Created a custom “Developer Keyboard Accessory” that sits above the native keyboard, giving me instant access to essential coding chars like {, }, [, ]. The app is officially turning into a pocket powerhouse. Next mission: the Python backend. Over and out! 🛰️"}, {"post_id": 5006, "ts": "2026-06-08T17:32:03Z", "hours": 2.8539, "text": "Devlog #1: Day Zero & Foundations 🚀 Captain’s log. Today marks the official start of OmniSchool. The first boss I had to defeat wasn’t a bug, but the environment setup. After a long battle with the Hackatime CLI on Windows, I finally got my tracker working perfectly! Here is what went down in the codebase during these first ~3 hours: Bootstrapped a clean React Native & Expo app with TypeScript. Configured the Babel plugins. Successfully integrated WatermelonDB for the local database. Built the bare-bones routing and navigation architecture. The scaffolding is officially up and running. Next time, we start building the actual UI. Over and out! 🛰️"}]...
|
Title: OmniSchool by @fra | Stardance
Devlogs:
De Title: OmniSchool by @fra | Stardance
Devlogs:
Devlog #1: Day Zero & Foundations 🚀 Captain’s log. Today marks the official start of OmniSchool. The first boss I had to defeat wasn’t a bug, but the environment setup. After a long battle with the Hackatime CLI on Windows, I finally got my tracker working perfectly! Here is what went down in the codebase during these first ~3 hours: Bootstrapped a clean React Native & Expo app with TypeScript. Configured the Babel plugins. Successfully integrated WatermelonDB for the local database. Built the bare-bones routing and navigation architecture. The scaffolding is officially up and running. Next time, we start building the actual UI. Over and out! 🛰️
Devlog #2: The Engine & The Studio 🛠️🎨 Captain’s log. The OmniSchool architecture is expanding fast. After securing the database and the grade registry, it was time to tackle the most complex interactive features of the app: the Calendar AI and the Studio workspace. Here is what I shipped in this massive sprint (Phases 3 & 4): 🗓️ The Calendar & Planning Engine: Built a custom Day/Week timeline grid from scratch using date-fns for strict timezone safety. Implemented dynamic TaskBlocks that visually adapt their height based on the duration of the study session. Wrote the first iteration of the local Planning Algorithm: it analyzes my pending tasks, checks my maximum daily study limit, and auto-suggests how to reschedule blocks based on difficulty stars! 💻 The Studio (Skia Canvas & Code IDE): Integrated @shopify /react-native-skia to build an A4 digital canvas. I can now draw smooth freehand paths directly inside the app. Embedded a fully working Monaco Editor via WebView for mobile coding (C++ and Python). Created a custom “Developer Keyboard Accessory” that sits above the native keyboard, giving me instant access to essential coding chars like {, }, [, ]. The app is officially turning into a pocket powerhouse. Next mission: the Python backend. Over and out! 🛰️...
|
1792770768.3275673
|
1793375568.3275673
|
|
17645
|
Draw Your Planet by @pujita_sunkara | Stardance
|
pujita_sunkara
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T03:11:40Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Draw Your Planet is a small space-themed drawing game where users can create their own planet. You can draw freely on the canvas, clear your drawing, and use a glow effect to make the planet look cooler. The project was built with HTML, CSS, JavaScript, and Python. One challenge was getting the drawing feature to work smoothly and making sure the glow effect looked good. I learned more about working with user input and designing interactive projects. In the future, I would like to add more colors, brush options, and a way to save drawings.", "repo": "https://github.com/pujitasunkara-jpg/web-os", "demo": "https://pujitasunkara-jpg.github.io/web-os/"}]...
|
[{"post_id": 8332, "ts": "2026 [{"post_id": 8332, "ts": "2026-06-13T21:01:34Z", "hours": 0.5981, "text": "I made a small interactive game where you can draw your own planet. You can sketch freely, clear the screen, and use a glow effect. It’s a fun space-project built using HTML and Python."}]...
|
Title: Draw Your Planet by @pujita_sunkara | Stard Title: Draw Your Planet by @pujita_sunkara | Stardance
Devlogs:
I made a small interactive game where you can draw your own planet. You can sketch freely, clear the screen, and use a glow effect. It’s a fun space-project built using HTML and Python.
Ships:
Draw Your Planet is a small space-themed drawing game where users can create their own planet. You can draw freely on the canvas, clear your drawing, and use a glow effect to make the planet look cooler. The project was built with HTML, CSS, JavaScript, and Python. One challenge was getting the drawing feature to work smoothly and making sure the glow effect looked good. I learned more about working with user input and designing interactive projects. In the future, I would like to add more colors, brush options, and a way to save drawings....
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1792821299.8575766
|
1792907699.8575766
|