|
19606
|
Shiori by @Kaorii | Stardance
|
Kaorii
|
1
|
1.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-14T09:32:40Z", "hours": 1.0, "multiplier": 3.5, "payout": 3, "blessing": "neutral", "text": "An open-source AI study companion with Google Classroom sync, Gemini AI plans, SRS flashcards, GPA predictor, AI quiz, MCP server for Claude Code!", "repo": "https://github.com/kaorii-ako/Shiori-v1", "demo": "https://www.shiorii.tech/"}]...
|
[{"post_id": 9797, "ts": "2026 [{"post_id": 9797, "ts": "2026-06-16T07:18:43Z", "hours": 0.8964, "text": "Shiori - an AI Study and school assistant. First DevLog. Want to continue and ship this."}]...
|
Title: Shiori by @Kaorii | Stardance
Devlogs:
Shi Title: Shiori by @Kaorii | Stardance
Devlogs:
Shiori - an AI Study and school assistant. First DevLog. Want to continue and ship this.
Ships:
An open-source AI study companion with Google Classroom sync, Gemini AI plans, SRS flashcards, GPA predictor, AI quiz, MCP server for Claude Code!...
|
1792835795.3346426
|
1792922195.3346426
|
|
17893
|
Spotify Clone by @Anuja | Stardance
|
Anuja
|
0
|
0.6
|
0
|
[]
|
[{"post_id": 9800, "ts": "2026 [{"post_id": 9800, "ts": "2026-06-16T07:21:31Z", "hours": 0.5986, "text": "I started the project and as you can see the outline of the frontend that’s it, will keep updating #progress1"}]...
|
Title: Spotify Clone by @Anuja | Stardance
Devlog Title: Spotify Clone by @Anuja | Stardance
Devlogs:
I started the project and as you can see the outline of the frontend that’s it, will keep updating #progress1...
|
1792626537.3018773
|
1793231337.3018773
|
|
9775
|
FRC Strat Extension by @Scrax99 | Stardance
|
Scrax99
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T07:25:00Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an extension that helps a user find stats on an First Robotics Team by simply entering their number and getting all the stats they will need. I made this after seeing the need on our scouting team from getting bogged down by switching in between so many different tabs while scouting. I hope that this will speed up our workflow and hope to make this a tool for teams around the globe. I used A.I. for some parts of the code and troubleshooting as this was the first project I’ve made of this type and I really needed the help. Thanks to all of you for following along on this journey :)", "repo": "https://github.com/scraxx99/FRCextension", "demo": "https://github.com/scraxx99/FRCextension/releases/tag/ScoutBuddyV1"}]...
|
[{"post_id": 9801, "ts": "2026 [{"post_id": 9801, "ts": "2026-06-16T07:22:26Z", "hours": 0.6153, "text": "Finished work on the project and have final working version. I learned a whole bunch from this project that I’ll carry with me on my future projects."}, {"post_id": 6119, "ts": "2026-06-10T09:08:51Z", "hours": 1.52, "text": "Alright after a bit more work (and absolutely no issues ;) ) i have my working demo. I’m pretty proud of myself for not using A.I. for everything. I only used it when i faced issues (definitely did not face issues where the popup was so small you couldn’t see it) After I fix this buggy piece of software, I’ll port it to chrome so normal people can use it (not that firefox users aren’t normal) Current Features —————> User enters the number of their team and gets *The name of the team *The Rookie Year *The headquartered Area of the team *A photo of the team robot On the right hand side using the previously entered team number it displays *All events team went to during this season *The 5 most recent matches *The score from said matches and which alliance the team was on *The link to the match video Future Goals and Features —————> *Win or Loss (I’m dumb I remembered to add this while typing this up) *Statbotics stats like EPA and expected win or lose next match (have to learn Statbotics API) *Cooler Color scheme (I’m a fudgin child ) Notes ———––> Still learning a lot and have a lot more to learn, but this is prob gonna be one of the most useful projects that I build. I have to learn how to use the statbotics api, but shouldn’t be that hard since I already mastered TBA’s. I’m gonna start asking for feedback and adding more stuff to it. P.S. getting this authenticated on the extension store is gonna SUCK. Alright thank you for listening, and the featured team is the World Champ team 4414 High Tide. My team was in their division at worlds and we lowkey felt the aura."}, {"post_id": 5680, "ts": "2026-06-09T15:41:59Z", "hours": 0.7647, "text": "Alright this time the MVP is actually done. After a whole lot of dumb mistakes and other mishaps that I had to fix with the help of Mr. GPT (GASP!!! I know, AI right, but this my first time working on a project like this and I needed the help especially since I’m making this for firefox and have much less resources available. Current Features ––––––––––> The user enters a team number and gets a reply with team name, rookie year, and headquarters location (Superuseful I knowwwww) I hope to add more strat stuff in the future for my team’s strat team. Future Features and Goals ———–> *Get rid of headquarters location (Not super useful) *Add district (Helpful) *Add Epa (VERY IMPORTANT) *Add 5 past match scores *Add a photo of latest robot (helps user get a grasp on score) Notes —————> I think i’m actually learning on this project, and I’m trying to use A.I. for help instead of code generation. Doing a somewhat good job of that. The project is turning out pretty well and will get some feedback after about 5 more hours of development from an actual strat person that isn’t me. I think there’s a paradox where when a person is designing something they find it easier to use as they are used to the controls and thats why they should have another human being test it out to tell them what’s wrong so i’m gonna do that (holy yap) Thank you for tagging along and listening to this madman talk. Todays demo features team 7769 THE CREW!!!!"}, {"post_id": 4979, "ts": "2026-06-08T17:03:10Z", "hours": 1.2503, "text": "After about an Hour of work the MVP bare bones version of this extension is finished! Currently the only functionality is that it finds a picture of FRC team 4188 (totally not biased) and displays it. The U.I. is completely bare, and I made so many dumb mistakes while building that I had to use A.I. for (Not Proud of a year error :( in the slightest) Future Features to Work on ———––> Variable Team input (VERY IMPORTANT) *Specific Match Stats *Pretty Maybe???? Notes —————––> I think that I am making good progress on this extension, but I’ll let you judge. I’m a strat bug so I thought this would help me and those in the FIRST Community. I’ve attached a video demo at the bottom of the post. I’m kinda embarrassed it took me this long only for it to have a one button feature, but hey! I’m learning. Thank you for listening to my rant, that’s all. Bye !!!!"}]...
|
Title: FRC Strat Extension by @Scrax99 | Stardance Title: FRC Strat Extension by @Scrax99 | Stardance
Devlogs:
After about an Hour of work the MVP bare bones version of this extension is finished! Currently the only functionality is that it finds a picture of FRC team 4188 (totally not biased) and displays it. The U.I. is completely bare, and I made so many dumb mistakes while building that I had to use A.I. for (Not Proud of a year error :( in the slightest) Future Features to Work on ———––> Variable Team input (VERY IMPORTANT) *Specific Match Stats *Pretty Maybe???? Notes —————––> I think that I am making good progress on this extension, but I’ll let you judge. I’m a strat bug so I thought this would help me and those in the FIRST Community. I’ve attached a video demo at the bottom of the post. I’m kinda embarrassed it took me this long only for it to have a one button feature, but hey! I’m learning. Thank you for listening to my rant, that’s all. Bye !!!!
Alright this time the MVP is actually done. After a whole lot of dumb mistakes and other mishaps that I had to fix with the help of Mr. GPT (GASP!!! I know, AI right, but this my first time working on a project like this and I needed the help especially since I’m making this for firefox and have much less resources available. Current Features ––––––––––> The user enters a team number and gets a reply with team name, rookie year, and headquarters location (Superuseful I knowwwww) I hope to add more strat stuff in the future for my team’s strat team. Future Features and Goals ———–> *Get rid of headquarters location (Not super useful) *Add district (Helpful) *Add Epa (VERY IMPORTANT) *Add 5 past match scores *Add a photo of latest robot (helps user get a grasp on score) Notes —————> I think i’m actually learning on this project, and I’m trying to use A.I. for help instead of code generation. Doing a somewhat good job of that. The project is turning out pretty well and will get some feedback after about 5 more hours of development from an actual strat person that isn’t me. I think there’s a paradox where when a person is designing something they find it easier to use as they are used to the controls and thats why they should have another human being test it out to tell them what’s wrong so i’m gonna do that (holy yap) Thank you for tagging along and listening to this madman talk. Todays demo features team 7769 THE CREW!!!!
Alright after a bit more work (and absolutely no issues ;) ) i have my working demo. I’m pretty proud of myself for not using A.I. for everything. I only used it when i faced issues (definitely did not face issues where the popup was so small you couldn’t see it) After I fix this buggy piece of software, I’ll port it to chrome so normal people can use it (not that firefox users aren’t normal) Current Features —————> User enters the number of their team and gets *The name of the team *The Rookie Year *The headquartered Area of the team *A photo of the team robot On the right hand side using the previously entered team number it displays *All events team went to during this season *The 5 most recent matches *The score from said matches and which alliance the team was on *The link to the match video Future Goals and Features —————> *Win or Loss (I’m dumb I remembered to add this while typing this up) *Statbotics stats like EPA and expected win or lose next match (have to learn Statbotics API) *Cooler Color scheme (I’m a fudgin child ) Notes ———––> Still learning a lot and have a lot more to learn, but this is prob gonna be one of the most useful projects that I build. I have to learn how to use the statbotics api, but shouldn’t be that hard since I already mastered TBA’s. I’m gonna start asking for feedback and adding more stuff to it. P.S. getting this authenticated on the extension store is gonna SUCK. Alright thank you for listening, and the featured team is the World Champ team 4414 High Tide. My team was in their division at worlds and we lowkey felt the aura.
Finished work on the project and have final working version. I learned a whole bunch from this project that I’ll carry with me on my future projects.
Ships:
I made an extension that helps a user find stats on an First Robotics Team by simply entering their number and getting all the stats they will need. I made this after seeing the need on our scouting team from getting bogged down by switching in between so many different tabs while scouting. I hope that this will speed up our workflow and hope to make this a tool for teams around the globe. I used A.I. for some parts of the code and troubleshooting as this was the first project I’ve made of this type and I really needed the help. Thanks to all of you for following along on this journey :)...
|
1792821102.7632413
|
1792907502.7632413
|
|
17318
|
RemOS (WebOS) by @pksmkwe26 | Stardance
|
pksmkwe26
|
1
|
3.0
|
18
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T09:12:14Z", "hours": 3.0, "multiplier": 5.99, "payout": 18, "blessing": "neutral", "text": "I made an WebOS (RemOS). I used shadcn_flutter package for ease UI library and Windows Function with the Snap-in Functionality As well, I’ve also used Flutter InAppWebView for the IFrame Support in Apps.", "repo": "https://github.com/kwe26/remos", "demo": "https://kwe26.github.io/remos/"}]...
|
[{"post_id": 9818, "ts": "2026 [{"post_id": 9818, "ts": "2026-06-16T08:13:06Z", "hours": 2.4719, "text": "Devlog #2 . I’ve added Startup Sound . Also Calculator App and Some WebView Apps such as Paint, Wikipedia and YouTube. . And an Top Bar just like in GNOME and such . And Also Clock Widget on Home Screen as well . Thanks"}, {"post_id": 7520, "ts": "2026-06-12T15:45:33Z", "hours": 0.5039, "text": "Devlog #1 RemOS an WebOS named after Rem from Re:Zero . . Using shadcn_flutter + Flutter for Window Widgets and it even supports Windows 11’s Snap-In like Feature. . Working on Other Elements Soon! . Thanks ;;3"}]...
|
Title: RemOS (WebOS) by @pksmkwe26 | Stardance
De Title: RemOS (WebOS) by @pksmkwe26 | Stardance
Devlogs:
Devlog #1 RemOS an WebOS named after Rem from Re:Zero . . Using shadcn_flutter + Flutter for Window Widgets and it even supports Windows 11’s Snap-In like Feature. . Working on Other Elements Soon! . Thanks ;;3
Devlog #2 . I’ve added Startup Sound . Also Calculator App and Some WebView Apps such as Paint, Wikipedia and YouTube. . And an Top Bar just like in GNOME and such . And Also Clock Widget on Home Screen as well . Thanks
Ships:
I made an WebOS (RemOS). I used shadcn_flutter package for ease UI library and Windows Function with the Snap-in Functionality As well, I’ve also used Flutter InAppWebView for the IFrame Support in Apps....
|
1792850003.4945626
|
1792936403.4945626
|
|
18423
|
Study Planner by @juny62017 | Stardance
|
juny62017
|
1
|
6.0
|
45
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T09:15:00Z", "hours": 6.0, "multiplier": 7.23, "payout": 45, "blessing": "neutral", "text": "i made this for students who really wants to focus on their upcoming exam and wants to complete syllabus with the constant pace", "repo": "https://github.com/juny62017/Study-planner", "demo": "https://juny62017.github.io/Study-planner/"}]...
|
[{"post_id": 9831, "ts": "2026 [{"post_id": 9831, "ts": "2026-06-16T08:51:56Z", "hours": 0.3056, "text": "Devlog 10 - Subject Editing Feature I added a feature that allows users to edit existing subjects. Previously, once a subject was added, the only option was to remove it and create a new one. This was inconvenient if a user made a typing mistake or wanted to rename a subject. To improve usability, I added an Edit button to every subject card. When the button is clicked, the user can enter a new subject name and update the information directly from the planner. I tested the feature with different subject names and also added validation to prevent empty values from being saved. I also updated the local storage data after editing so the changes remain available even after refreshing the page."}, {"post_id": 9820, "ts": "2026-06-16T08:22:44Z", "hours": 0.3506, "text": "Devlog 9 - Clear All Subjects Feature I added a feature that allows users to remove all subjects at once. Previously, subjects could only be removed one by one. This worked fine for a small number of subjects, but it could become time consuming if a user wanted to start over with a new study plan. To solve this, I added a Clear All Subjects button. When the button is clicked, all subject cards are removed from the page and the default empty message is shown again. I also made sure that the saved data in local storage is cleared at the same time. This prevents old subjects from coming back after refreshing the page. After implementing the feature, I tested it with different numbers of subjects to make sure everything was removed correctly."}, {"post_id": 9811, "ts": "2026-06-16T07:50:07Z", "hours": 0.5736, "text": "Devlog 8 - Local Storage Support I worked on saving data in the browser. Before this update, all subjects disappeared whenever the page was refreshed. This meant users would lose their information every time they closed or reloaded the website. To improve this, I added local storage support. Now the planner saves subject information directly in the browser. When the page loads again, the saved subjects are displayed automatically. I spent some time learning how local storage works and testing different situations such as adding subjects, removing subjects, and refreshing the page. This helped me make sure the saved data stays updated."}, {"post_id": 9778, "ts": "2026-06-16T06:57:37Z", "hours": 0.5783, "text": "Devlog 7 - Exam Countdown Feature I added an exam countdown feature to the Study Planner. Each subject already had an exam date, but the date by itself was not very useful. To make the information easier to understand, I added a countdown that shows how many days are left until the exam. When a subject is created, the planner now calculates the difference between the current date and the selected exam date. The result is displayed directly below the exam date. I also handled a few different situations. If no exam date is selected, the planner shows a message to let the user know. If the exam date is today, a special message is displayed. If the date has already passed, the planner will show that as well. After adding the countdown feature, I tested it with different dates to make sure the calculation worked correctly."}, {"post_id": 9753, "ts": "2026-06-16T05:41:53Z", "hours": 0.7908, "text": "Devlog 6 - Progress Tracking Today I added a progress tracking feature to the Study Planner. The planner already allowed users to create subjects, add tasks, and mark tasks as completed. To make it easier to see overall progress, I added a progress bar for each subject. The progress bar updates automatically based on how many tasks have been completed. If no tasks are finished, the progress stays at 0%. As tasks are completed, the percentage increases and the progress bar grows. I spent some time testing different situations such as adding new tasks, completing tasks, and unchecking completed tasks. This helped make sure the progress always shows the correct value. I also added a small percentage display above the progress bar so users can quickly see their current progress without needing to count tasks."}, {"post_id": 9540, "ts": "2026-06-15T22:24:19Z", "hours": 0.5144, "text": "Devlog 5 - Task Completion Feature I improved the task system by adding a way to mark tasks as completed. Before this update, users could add study tasks, but there was no way to show which tasks had already been finished. To solve this, I added a checkbox next to every task. When a checkbox is selected, the task text gets a line through it. I also reduced the opacity a little so completed tasks look different from active ones."}, {"post_id": 9419, "ts": "2026-06-15T19:39:17Z", "hours": 0.705, "text": "Devlog 4 - Adding Study Tasks I added a task section to each subject. Until now, the planner could only store subject names and exam dates. I wanted users to be able to keep track of what they actually need to study, so I added a simple task system. Each subject now has its own task input box and an Add Task button. Users can type a study task and add it directly to that subject. The tasks are displayed in a list below the subject information. While working on this feature, I tested different subjects to make sure tasks stay inside the correct subject card. I also added a small check to stop empty tasks from being added. I made a few style changes so the task section fits nicely inside the existing layout and remains easy to read. The planner now feels more useful because subjects can contain actual study work instead of only basic information."}, {"post_id": 8676, "ts": "2026-06-14T12:35:41Z", "hours": 0.3919, "text": "Devlog 3 - Removing Subjects Now I worked on improving subject management in the Study Planner. In the previous version, users could add subjects, but there was no way to remove them if they made a mistake or no longer needed them. To solve this, I added a remove button to every subject Now each subject has its own button, and clicking it will remove that subject from the page. I spent some time testing different situations to make sure the correct subject is removed each time. I also noticed that when all subjects were deleted, the page looked a little empty. Because of this, I brought back the “No subjects added yet” message whenever there are no subject on the screen. This makes the page feel more complete I made a few small style changes as well This update makes the planner easier to use because users can now both add and remove subjects whenever they want."}, {"post_id": 8641, "ts": "2026-06-14T11:20:29Z", "hours": 0.7672, "text": "Devlog 2 - Adding Subjects NOW I started working on the first main feature of the Study Planner….. I used Java to connect the form with the page Now when a user enters a subject name and clicks the Add Subject button, the subject is shown in the subjects section. I also added the exam date to each subject card. If the user does not select an exam date, the boxwill show that no date has been set. At first, I tested the form with different inputs to make sure it was working correctly. I noticed that users could try to submit an empty subject name, so I added a simple check to prevent that. I also updated the design of the subjects section a little. Each subject now appears inside its own box, which makes the information easier to read and keeps the page organized. After testing everything a few times, I fixed some small spacing issues and made sure the form clears itself after a subject is added. Users can add subjects without refreshing the page, which is an important step before adding more features in future updates."}, {"post_id": 8616, "ts": "2026-06-14T10:02:22Z", "hours": 1.3111, "text": "Devlog 1 - Project Setup and Basic Layout Today I started working on my Study Planner project. First….I created the basic structure of the website using HTML and CSS. I added a header with the project title and a short description. After that, I made a form section where users will be able to add subjects and exam dates. I also created a section to display subjects in the future. Right now it only shows a message saying that no subjects have been added yet. For styling, I used simple colors and spacing to keep the website clean and easy to read. I also made sure the layout looks fine on smaller screens. At this stage…. the website is only a layout and does not have any functionality yet. The next step will be adding JavaScript so users can actually add subjects."}]...
|
Title: Study Planner by @juny62017 | Stardance
De Title: Study Planner by @juny62017 | Stardance
Devlogs:
Devlog 1 - Project Setup and Basic Layout Today I started working on my Study Planner project. First….I created the basic structure of the website using HTML and CSS. I added a header with the project title and a short description. After that, I made a form section where users will be able to add subjects and exam dates. I also created a section to display subjects in the future. Right now it only shows a message saying that no subjects have been added yet. For styling, I used simple colors and spacing to keep the website clean and easy to read. I also made sure the layout looks fine on smaller screens. At this stage…. the website is only a layout and does not have any functionality yet. The next step will be adding JavaScript so users can actually add subjects.
Devlog 2 - Adding Subjects NOW I started working on the first main feature of the Study Planner….. I used Java to connect the form with the page Now when a user enters a subject name and clicks the Add Subject button, the subject is shown in the subjects section. I also added the exam date to each subject card. If the user does not select an exam date, the boxwill show that no date has been set. At first, I tested the form with different inputs to make sure it was working correctly. I noticed that users could try to submit an empty subject name, so I added a simple check to prevent that. I also updated the design of the subjects section a little. Each subject now appears inside its own box, which makes the information easier to read and keeps the page organized. After testing everything a few times, I fixed some small spacing issues and made sure the form clears itself after a subject is added. Users can add subjects without refreshing the page, which is an important step before adding more features in future updates.
Devlog 3 - Removing Subjects Now I worked on improving subject management in the Study Planner. In the previous version, users could add subjects, but there was no way to remove them if they made a mistake or no longer needed them. To solve this, I added a remove button to every subject Now each subject has its own button, and clicking it will remove that subject from the page. I spent some time testing different situations to make sure the correct subject is removed each time. I also noticed that when all subjects were deleted, the page looked a little empty. Because of this, I brought back the “No subjects added yet” message whenever there are no subject on the screen. This makes the page feel more complete I made a few small style changes as well This update makes the planner easier to use because users can now both add and remove subjects whenever they want.
Devlog 4 - Adding Study Tasks I added a task section to each subject. Until now, the planner could only store subject names and exam dates. I wanted users to be able to keep track of what they actually need to study, so I added a simple task system. Each subject now has its own task input box and an Add Task button. Users can type a study task and add it directly to that subject. The tasks are displayed in a list below the subject information. While working on this feature, I tested different subjects to make sure tasks stay inside the correct subject card. I also added a small check to stop empty tasks from being added. I made a few style changes so the task section fits nicely inside the existing layout and remains easy to read. The planner now feels more useful because subjects can contain actual study work instead of only basic information.
Devlog 5 - Task Completion Feature I improved the task system by adding a way to mark tasks as completed. Before this update, users could add study tasks, but there was no way to show which tasks had already been finished. To solve this, I added a checkbox next to every task. When a checkbox is selected, the task text gets a line through it. I also reduced the opacity a little so completed tasks look different from active ones.
Devlog 6 - Progress Tracking Today I added a progress tracking feature to the Study Planner. The planner already allowed users to create subjects, add tasks, and mark tasks as completed. To make it easier to see overall progress, I added a progress bar for each subject. The progress bar updates automatically based on how many tasks have been completed. If no tasks are finished, the progress stays at 0%. As tasks are completed, the percentage increases and the progress bar grows. I spent some time testing different situations such as adding new tasks, completing tasks, and unchecking completed tasks. This helped make sure the progress always shows the correct value. I also added a small percentage display above the progress bar so users can quickly see their current progress without needing to count tasks.
Devlog 7 - Exam Countdown Feature I added an exam countdown feature to the Study Planner. Each subject already had an exam date, but the date by itself was not very useful. To make the information easier to understand, I added a countdown that shows how many days are left until the exam. When a subject is created, the planner now calculates the difference between the current date and the selected exam date. The result is displayed directly below the exam date. I also handled a few different situations. If no exam date is selected, the planner shows a message to let the user know. If the exam date is today, a special message is displayed. If the date has already passed, the planner will show that as well. After adding the countdown feature, I tested it with different dates to make sure the calculation worked correctly.
Devlog 8 - Local Storage Support I worked on saving data in the browser. Before this update, all subjects disappeared whenever the page was refreshed. This meant users would lose their information every time they closed or reloaded the website. To improve this, I added local storage support. Now the planner saves subject information directly in the browser. When the page loads again, the saved subjects are displayed automatically. I spent some time learning how local storage works and testing different situations such as adding subjects, removing subjects, and refreshing the page. This helped me make sure the saved data stays updated.
Devlog 9 - Clear All Subjects Feature I added a feature that allows users to remove all subjects at once. Previously, subjects could only be removed one by one. This worked fine for a small number of subjects, but it could become time consuming if a user wanted to start over with a new study plan. To solve this, I added a Clear All Subjects button. When the button is clicked, all subject cards are removed from the page and the default empty message is shown again. I also made sure that the saved data in local storage is cleared at the same time. This prevents old subjects from coming back after refreshing the page. After implementing the feature, I tested it with different numbers of subjects to make sure everything was removed correctly.
Devlog 10 - Subject Editing Feature I added a feature that allows users to edit existing subjects. Previously, once a subject was added, the only option was to remove it and create a new one. This was inconvenient if a user made a typing mistake or wanted to rename a subject. To improve usability, I added an Edit button to every subject card. When the button is clicked, the user can enter a new subject name and update the information directly from the planner. I tested the feature with different subject names and also added validation to prevent empty values from being saved. I also updated the local storage data after editing so the changes remain available even after refreshing the page.
Ships:
i made this for students who really wants to focus on their upcoming exam and wants to complete syllabus with the constant pace...
|
1792878664.5723848
|
1793742664.5723848
|
|
19795
|
Untitled by @Mats | Stardance
|
Mats
|
0
|
0.29
|
0
|
[]
|
[{"post_id": 9833, "ts": "2026 [{"post_id": 9833, "ts": "2026-06-16T08:59:58Z", "hours": 0.2878, "text": "Worked on the outlines, css and the top of the website. Added my picture of a church to the top. Look at picture here I am going to work on the gallery and contact pages next."}]...
|
Title: Untitled by @Mats | Stardance
Devlogs:
Wor Title: Untitled by @Mats | Stardance
Devlogs:
Worked on the outlines, css and the top of the website. Added my picture of a church to the top. Look at picture here I am going to work on the gallery and contact pages next....
|
1792745728.0207648
|
1793350528.0207648
|
|
19125
|
Web Shooter by @super_man2775 | Stardance
|
super_man2775
|
1
|
2.28
|
13
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T15:51:25Z", "hours": 2.0, "multiplier": 7.23, "payout": 13, "blessing": "neutral", "text": "I built an extension where you can shoot websites with your cute small little spacecraft and it’s big fat gun! I love doing this on any website and seeing my friends look weird at me lmao. In the picture you can see how I am shooting the Hack Club website.", "repo": "https://github.com/superman2775/web-shooter", "demo": "https://github.com/superman2775/web-shooter/releases/tag/2.0.0"}]...
|
[{"post_id": 9835, "ts": "2026 [{"post_id": 9835, "ts": "2026-06-16T09:09:29Z", "hours": 0.2769, "text": "The reviewer requested to remove the extensive AI usage in the CSS, so I did that 🥳🍔"}, {"post_id": 9268, "ts": "2026-06-15T15:49:16Z", "hours": 1.7889, "text": "I made the basic shooter thing. 😀 I am going to ship this now, with an eye on future improvements like leaderboards or something. In the screenshot you can see me absolutely destroying hack club’s website."}]...
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Title: Web Shooter by @super_man2775 | Stardance
Title: Web Shooter by @super_man2775 | Stardance
Devlogs:
I made the basic shooter thing. 😀 I am going to ship this now, with an eye on future improvements like leaderboards or something. In the screenshot you can see me absolutely destroying hack club’s website.
The reviewer requested to remove the extensive AI usage in the CSS, so I did that 🥳🍔
Ships:
I built an extension where you can shoot websites with your cute small little spacecraft and it’s big fat gun! I love doing this on any website and seeing my friends look weird at me lmao. In the picture you can see how I am shooting the Hack Club website....
|
1792825021.436566
|
1792911421.436566
|
|
19231
|
AO3-TI-84 by @laithh | Stardance
|
laithh
|
0
|
0.68
|
0
|
[]
|
[{"post_id": 9845, "ts": "2026 [{"post_id": 9845, "ts": "2026-06-16T09:33:29Z", "hours": 0.6797, "text": "setting stuff up and stuff. ok i got beautifulsoup to work i guess but Ao3 is SLOW AS HELL!!!! they make it very hard for u. so i was thinkin i download the fics as html and just scrape data from there or summat. and then with that i can like convert it into a txt file and then upload it to the calculator. heh. i wish we could use pip and whatever on the ti-84 but unforunately that is not the case. if i have a spare i might mod it so it can access wifi. lel that would be cool. if i want other people to use this then they kinda gotta do some work but its not the end of the world you know."}]...
|
Title: AO3-TI-84 by @laithh | Stardance
Devlogs:
Title: AO3-TI-84 by @laithh | Stardance
Devlogs:
setting stuff up and stuff. ok i got beautifulsoup to work i guess but Ao3 is SLOW AS HELL!!!! they make it very hard for u. so i was thinkin i download the fics as html and just scrape data from there or summat. and then with that i can like convert it into a txt file and then upload it to the calculator. heh. i wish we could use pip and whatever on the ti-84 but unforunately that is not the case. if i have a spare i might mod it so it can access wifi. lel that would be cool. if i want other people to use this then they kinda gotta do some work but its not the end of the world you know....
|
1792752741.0654693
|
1793357541.0654693
|
|
19159
|
N-body simulator by @bd6015958 | Stardance
|
bd6015958
|
1
|
0.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T10:03:55Z", "hours": 0.0, "multiplier": 2.45, "payout": 1, "blessing": "neutral", "text": "This is a n-body simulator. I built this becuase I am interested in astrophysics.", "repo": "https://github.com/lmq-v/Orbital-Dynamics", "demo": "https://orbital-dynamics-ujpw.vercel.app/"}]...
|
[{"post_id": 9859, "ts": "2026 [{"post_id": 9859, "ts": "2026-06-16T09:58:28Z", "hours": 0.4133, "text": "physics engine"}]...
|
Title: N-body simulator by @bd6015958 | Stardance
Title: N-body simulator by @bd6015958 | Stardance
Devlogs:
physics engine
Ships:
This is a n-body simulator. I built this becuase I am interested in astrophysics....
|
1792849721.2617035
|
1792936121.2617035
|
|
19322
|
Roblox game by @Clover1 | Stardance
|
Clover1
|
0
|
0.4
|
0
|
[]
|
[{"post_id": 9860, "ts": "2026 [{"post_id": 9860, "ts": "2026-06-16T09:59:40Z", "hours": 0.4, "text": "Hi, i’ve started making a roblox medieval game, making some buildings and stuff lmk if you guys have any recommendations or ideas, i’ve tried scripting a little but it hasn’t quite worked out so far."}]...
|
Title: Roblox game by @Clover1 | Stardance
Devlog Title: Roblox game by @Clover1 | Stardance
Devlogs:
Hi, i’ve started making a roblox medieval game, making some buildings and stuff lmk if you guys have any recommendations or ideas, i’ve tried scripting a little but it hasn’t quite worked out so far....
|
1792486335.5157957
|
1793091135.5157957
|
|
10460
|
Cosmo Docks by @james31vn | Stardance
|
james31vn
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T10:29:08Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "As you can see, I made Cosmos Docks, a custom 9-key macropad with a Seeed XIAO RP2040, one rotary encoder, a 0.91 inch OLED display, and 13 SK6812MINI-E RGB LEDs. The schematic and PCB was designed in KiCad, modeled a fully 3D-printable top and bottom case in Fusion 360 which fits together perfectly, and wrote QMK firmware for the key matrix, encoder, OLED, and RGB lighting, so it can always be updated to different functions. This was supposed to be an easy project(but I made it difficult because I overcomplicated stuff and added way more capacitors and resistors than I was supposed to). I spent a lot of time trying to optimize the pcb so now we’re here. I think I outdid myself with the case design(it even crashed my Fusion when exporting). To test the project, flash the included firmware.uf2 file onto the XIAO RP2040. Then plug in the macropad through USB-C and test all 9 keys in a text editor or keyboard tester. The rotary encoder should control volume on the base layer, the OLED should display the macropad name and layer, and the RGB LEDs should light up through QMK RGB Matrix.", "repo": "https://github.com/holeminhnhat3101/Cosmos-docks", "demo": ""}]...
|
[{"post_id": 9868, "ts": "2026 [{"post_id": 9868, "ts": "2026-06-16T10:13:30Z", "hours": 3.5575, "text": "I finished the macropad! After several days of having issues with hackatime and lapse, I finally shipped my first macropad. I’m calling this one Cosmodocks. It took way longer than the number you’re seeing on screen right now to learn pcb and 3d modeling in such a short amount of time. But here it is. It has 9 keys, a rotary encoder, and an Oled. Right now, the firmware only has basic functions, but it is compatible with QMK so it can be changed to more functions! Check out my github project to see more."}, {"post_id": 4924, "ts": "2026-06-08T15:00:19Z", "hours": 1.0308, "text": "Custom macropad with oled I just started gathering all the components my macropad would need and started the schematics design. I finished the schematics for the switches and knob, now I only need the LEDs and OLED schematics."}]...
|
Title: Cosmo Docks by @james31vn | Stardance
Devl Title: Cosmo Docks by @james31vn | Stardance
Devlogs:
Custom macropad with oled I just started gathering all the components my macropad would need and started the schematics design. I finished the schematics for the switches and knob, now I only need the LEDs and OLED schematics.
I finished the macropad! After several days of having issues with hackatime and lapse, I finally shipped my first macropad. I’m calling this one Cosmodocks. It took way longer than the number you’re seeing on screen right now to learn pcb and 3d modeling in such a short amount of time. But here it is. It has 9 keys, a rotary encoder, and an Oled. Right now, the firmware only has basic functions, but it is compatible with QMK so it can be changed to more functions! Check out my github project to see more.
Ships:
As you can see, I made Cosmos Docks, a custom 9-key macropad with a Seeed XIAO RP2040, one rotary encoder, a 0.91 inch OLED display, and 13 SK6812MINI-E RGB LEDs. The schematic and PCB was designed in KiCad, modeled a fully 3D-printable top and bottom case in Fusion 360 which fits together perfectly, and wrote QMK firmware for the key matrix, encoder, OLED, and RGB lighting, so it can always be updated to different functions. This was supposed to be an easy project(but I made it difficult because I overcomplicated stuff and added way more capacitors and resistors than I was supposed to). I spent a lot of time trying to optimize the pcb so now we’re here. I think I outdid myself with the case design(it even crashed my Fusion when exporting). To test the project, flash the included firmware.uf2 file onto the XIAO RP2040. Then plug in the macropad through USB-C and test all 9 keys in a text editor or keyboard tester. The rotary encoder should control volume on the base layer, the OLED should display the macropad name and layer, and the RGB LEDs should light up through QMK RGB Matrix....
|
1792842868.4878106
|
1792929268.4878106
|
|
1072
|
ESSENTIALS Shader by @ahnafiscool | Stardance
|
ahnafiscool
|
1
|
28.0
|
548
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T10:55:55Z", "hours": 28.0, "multiplier": 19.55, "payout": 548, "blessing": "neutral", "text": "Hey, read this, I’ve typed it in a way so that u don’t get bored: It is finally done… ESSENTIALS Shader is live and working so that you with a terrible device (like me) will have a chance to behold the premium look of minecraft without breaking the bank to buy a GPU. Ofc, it will not be the best looking shader since it’s optimized, but what more can you ask for? I was motivated to make a shader of my own because of 2 things: Wanting a GPU and help people to play mc smoothly with iGPU. I was planning to submit this shader to Lumen so that I’ll be eligible to win a GPU (unfortunately it ended well before I finished). The hardest part was actually testing it, yeah really. I can’t even count how many times MC crashed when I turned on n off the shader everytime. And hackatime did not support on my Win7 so I had to both write codes in codespaces and locally to commit changes (2X work already here) and hours of work was not properly recorded. The best part was when I was midway through the project, I got so much interaction this page with followers, likes and most importantly ‘Super Star Project’. So tysm to all NOTE: Please click on the skip button if you did not understand the point of the project, do not vote without testing/knowing anything abt it. It may not look visually appealing to you but you must understand the sole purpose of the project. So please vote wisely ;)", "repo": "https://github.com/AhnafPro/ESSENTIALS-Shader", "demo": "https://modrinth.com/shader/essentials-shader"}]...
|
[{"post_id": 9875, "ts": "2026 [{"post_id": 9875, "ts": "2026-06-16T10:34:35Z", "hours": 7.0, "text": "Im really with skl stuffs these and did not have quite a lot of time to code like before. Since I have not posted a devlog in a long time, I’ll just briefly explain some simple changes/updates that were done. The shader was approved on Modrinth and CurseForge (). We also recieved decent amount of downloads combined. Check out below: https://modrinth.com/shader/essentials-shader/ https://www.curseforge.com/minecraft/shaders/essentials-shader A custom LICENSE file has been created to suit all the rules and regulations. And previous LICENSE based on GPL 3.0 was removed. Find it here: https://github.com/AhnafPro/ESSENTIALS-Shader/tree/main?tab=License-1-ov-file Gamma correction value has been altered. The day might look a little pale in color than before but it ensures that the night does not black out completely Reflection of moonlight on water is visible now (no performance cuts)"}, {"post_id": 6984, "ts": "2026-06-11T18:41:27Z", "hours": 4.0, "text": "Yoo, Im back after a long time, cuz I was really busy and tired with the school works, exams etc. Today I was bit free so I did lots of testing, debugging, editing etc. and then prepared the shader for a beta release on modrinth. I got nothing much to say cuz I’m really sleepy isw. And this ain’t the end, not the final version so please report bugs under any latest devlog here and i’ll look after it Project: https://modrinth.com/shader/essentials-shader Also I took some pics for gallery, pls enjoy…"}, {"post_id": 5048, "ts": "2026-06-08T18:25:13Z", "hours": 1.0, "text": "This project was marked as “Super Star Project”! and I would like to thank all of you who have interacted via following, commenting etc. cuz its an important milestone for our project. tysm once again… Some quite simple changes has been done in this log such as: Altered wavering effect to water to bare minimum value (unnoticeable tbh) so that when shadow falls on it, the shadow sort of move. Added a hover me button on the pack settings with some parts of README section (also read the note) Honestly the changes seems simple but the second change was kinda hard cuz it’s not that simple to make desc. of texts appear on buttons but credits to iris documentation, I made it into hovering style instead with the help of it. I’ll see if I can add more things to it … cya"}, {"post_id": 4162, "ts": "2026-06-07T11:34:19Z", "hours": 1.0, "text": "Feeling a bit lazy today cuz it’s sunday but I still made some updates, from the last log, I’ve fixed the water opacity issue (the water is now in 1 color across all y-angle) and now I’m mostly debugging and making small changes here and there, like updating the readme, seeing if certain blocks render properly etc. So far we are mostly done for a good optimized shader but I think there might be some things missing that I haven’t looked after- like today when I was working with the water shader files on overworld but then I remembered that I forgot to add the files for water to the end dimension (excluding nether here cuz water don’t work there yk).Which would have made water appear like normal vanilla ones. So there might lots of other stuffs im missing out. Once I make every major fix, I’ll upload the shader to modrinth so that you guys can review and give me feedback on it. Updates done: Fixed water opacity issue across the y axis from the crosshair horizontally."}, {"post_id": 3417, "ts": "2026-06-06T10:51:06Z", "hours": 3.0, "text": "Today I was working on improving the water, I did some noticeable improvements but it still has one issue, at different y angles the opacity of the blue color of water changes. So I will try to fix next time or keep it as it since its not a big visual issue. Also found another problem at End, when I hit the ender mobs they do not render the red effect. Therefore i’ve encountered 2 minor issues. Hope i’ll be able to patch it… bye"}, {"post_id": 2847, "ts": "2026-06-05T18:06:39Z", "hours": 4.0, "text": "I really felt dumb after spending over 4 hrs trying to fix the last 2 issues, ill tell you why. The issue with grainy effect on the sky can’t be fixed, some of my friends told it kinda looks good like a galaxy with millions of star and there isnt any point of working on it if Im not able to patch it. And here where it gets interesting. The first issue was where I spent most of the time, to then discover that the fix was sitting just on a different directory. I tottaly forgot that I’ve patched mob texture issues before with the help of gbuffer_textured f/v shader files, so I just copied them from overworld and pasted them on world1 file and everything got fixed. I was really dissapointed tbh. So the fixes were: Copying gbuffer_textured f/v shader files & gbuffer_terrain_lit f/v shader files to world1 Copying gbuffer_textured f/v shader files to world-1 So basically we got our shader made but we can’t be just releasing on modrinth like this. We need to test with older version, check various scenarios to see if things break, improve some current elements like water, maybe add reflection etc. Please let me know if you have suggestions…"}, {"post_id": 1477, "ts": "2026-06-03T14:59:40Z", "hours": 1.0, "text": "I’ve finally fixed the End dimension the shading works well and also added aurora effect in the sky (this genuinely required help from claude), and the good news is it does not effect fps much or even at all. Also there is an alternation in sky light between the cheese yellow and slight pink (u can see the variation in both images). But I ran into 2 different issues here: The ender mobs (enderman,mites, dragon) are not rendering their purple from their eyes aka no eyes. When moved to outer end island or when dragon is killed in main island, the sky seems to render the grainy effect (which looks a bit odd like its a whole milky way) So, I’ll try to patch it today night, cuz these are some common shader issues while making one, there are enough documentation from various sources like iris, shaderLABs etc. Wish me gl!"}, {"post_id": 976, "ts": "2026-06-02T19:12:03Z", "hours": 1.0, "text": "I’m really tired today after juggling school works and this project at the same time, as of now I made a pretty basic shader, the lighting work (as you can see the light from the torches) but the shadow is sorta broken, its not appearing and the whole world kinda look way too lit up (when Im far from the ender dragon’s main island). Imma peace out for today and will try to patch it tmrw."}, {"post_id": 861, "ts": "2026-06-02T15:58:30Z", "hours": 0.0, "text": "Just did a little work some code cleanup and also made the end files inspired by shaderLABS which were similar to nether files but certain things like change in color filter of sky for end is needed. I’ll try to add the end shader update on the next devlog. CYA… [wrong file image, sry it should have been world1 folder, imma edit it later]"}, {"post_id": 797, "ts": "2026-06-02T13:54:14Z", "hours": 1.0, "text": "I thought the nether was gonna work with the same shader files from the overworld but when I went through the portal, I saw a different story. Everything looked dark, dark as if it was nighttime during overworld but with no moon, also realised that the entities had a transparent body. So these 2 issues were fixed along with the nether shader base when I made it. Things that were done are: Fixed nether lighting Added shadows Removed fog codes from composite.fsh What I have noticed was that I got slight better fps in nether than overworld cuz lots of parts of nether consist of wasteland biome which has less structures and vegetation."}, {"post_id": 357, "ts": "2026-06-01T17:51:38Z", "hours": 0.0, "text": "I started making it way before Stardance cuz I was planning to submit it to Lumen but unfortunately Lumen ended (I was working towards getting a GPU) and I was not able to finish my shader by then. (I spent 10+ hrs of which 3hrs were logged, but not shown here since I logged them before Stardance) As of now its a very lightweight & basic shader, but honestly I think its sorta visually appealing (at least for those who got no ded. gpu). I myslef is use my father’s ancient PC from 2013 with no GPU (MC crashed over 20 times while debugging) and Ik the pain of others who runs their game at bare bones low settings, so I hope this project will come in a help for them as I’ll try to make the shader as optimized as possible. As of now the overworld is sorta complete with these features: Fake sun/moon rays V. weak Fog semi-realistic fresnel water (still in dev.) Shadows, Lighting etc. In my next devlog i’ll update the nether a little more to make it look standout. And I think my logs are not gonna have good amount of time logged in cuz im using Win7 and Hackatime does not work, so I’ll have to manually edit codespaces and local shader files while testing."}]...
|
Title: ESSENTIALS Shader by @ahnafiscool | Stardan Title: ESSENTIALS Shader by @ahnafiscool | Stardance
Devlogs:
I started making it way before Stardance cuz I was planning to submit it to Lumen but unfortunately Lumen ended (I was working towards getting a GPU) and I was not able to finish my shader by then. (I spent 10+ hrs of which 3hrs were logged, but not shown here since I logged them before Stardance) As of now its a very lightweight & basic shader, but honestly I think its sorta visually appealing (at least for those who got no ded. gpu). I myslef is use my father’s ancient PC from 2013 with no GPU (MC crashed over 20 times while debugging) and Ik the pain of others who runs their game at bare bones low settings, so I hope this project will come in a help for them as I’ll try to make the shader as optimized as possible. As of now the overworld is sorta complete with these features: Fake sun/moon rays V. weak Fog semi-realistic fresnel water (still in dev.) Shadows, Lighting etc. In my next devlog i’ll update the nether a little more to make it look standout. And I think my logs are not gonna have good amount of time logged in cuz im using Win7 and Hackatime does not work, so I’ll have to manually edit codespaces and local shader files while testing.
I thought the nether was gonna work with the same shader files from the overworld but when I went through the portal, I saw a different story. Everything looked dark, dark as if it was nighttime during overworld but with no moon, also realised that the entities had a transparent body. So these 2 issues were fixed along with the nether shader base when I made it. Things that were done are: Fixed nether lighting Added shadows Removed fog codes from composite.fsh What I have noticed was that I got slight better fps in nether than overworld cuz lots of parts of nether consist of wasteland biome which has less structures and vegetation.
Just did a little work some code cleanup and also made the end files inspired by shaderLABS which were similar to nether files but certain things like change in color filter of sky for end is needed. I’ll try to add the end shader update on the next devlog. CYA… [wrong file image, sry it should have been world1 folder, imma edit it later]
I’m really tired today after juggling school works and this project at the same time, as of now I made a pretty basic shader, the lighting work (as you can see the light from the torches) but the shadow is sorta broken, its not appearing and the whole world kinda look way too lit up (when Im far from the ender dragon’s main island). Imma peace out for today and will try to patch it tmrw.
I’ve finally fixed the End dimension the shading works well and also added aurora effect in the sky (this genuinely required help from claude), and the good news is it does not effect fps much or even at all. Also there is an alternation in sky light between the cheese yellow and slight pink (u can see the variation in both images). But I ran into 2 different issues here: The ender mobs (enderman,mites, dragon) are not rendering their purple from their eyes aka no eyes. When moved to outer end island or when dragon is killed in main island, the sky seems to render the grainy effect (which looks a bit odd like its a whole milky way) So, I’ll try to patch it today night, cuz these are some common shader issues while making one, there are enough documentation from various sources like iris, shaderLABs etc. Wish me gl!
I really felt dumb after spending over 4 hrs trying to fix the last 2 issues, ill tell you why. The issue with grainy effect on the sky can’t be fixed, some of my friends told it kinda looks good like a galaxy with millions of star and there isnt any point of working on it if Im not able to patch it. And here where it gets interesting. The first issue was where I spent most of the time, to then discover that the fix was sitting just on a different directory. I tottaly forgot that I’ve patched mob texture issues before with the help of gbuffer_textured f/v shader files, so I just copied them from overworld and pasted them on world1 file and everything got fixed. I was really dissapointed tbh. So the fixes were: Copying gbuffer_textured f/v shader files & gbuffer_terrain_lit f/v shader files to world1 Copying gbuffer_textured f/v shader files to world-1 So basically we got our shader made but we can’t be just releasing on modrinth like this. We need to test with older version, check various scenarios to see if things break, improve some current elements like water, maybe add reflection etc. Please let me know if you have suggestions…
Today I was working on improving the water, I did some noticeable improvements but it still has one issue, at different y angles the opacity of the blue color of water changes. So I will try to fix next time or keep it as it since its not a big visual issue. Also found another problem at End, when I hit the ender mobs they do not render the red effect. Therefore i’ve encountered 2 minor issues. Hope i’ll be able to patch it… bye
Feeling a bit lazy today cuz it’s sunday but I still made some updates, from the last log, I’ve fixed the water opacity issue (the water is now in 1 color across all y-angle) and now I’m mostly debugging and making small changes here and there, like updating the readme, seeing if certain blocks render properly etc. So far we are mostly done for a good optimized shader but I think there might be some things missing that I haven’t looked after- like today when I was working with the water shader files on overworld but then I remembered that I forgot to add the files for water to the end dimension (excluding nether here cuz water don’t work there yk).Which would have made water appear like normal vanilla ones. So there might lots of other stuffs im missing out. Once I make every major fix, I’ll upload the shader to modrinth so that you guys can review and give me feedback on it. Updates done: Fixed water opacity issue across the y axis from the crosshair horizontally.
This project was marked as “Super Star Project”! and I would like to thank all of you who have interacted via following, commenting etc. cuz its an important milestone for our project. tysm once again… Some quite simple changes has been done in this log such as: Altered wavering effect to water to bare minimum value (unnoticeable tbh) so that when shadow falls on it, the shadow sort of move. Added a hover me button on the pack settings with some parts of README section (also read the note) Honestly the changes seems simple but the second change was kinda hard cuz it’s not that simple to make desc. of texts appear on buttons but credits to iris documentation, I made it into hovering style instead with the help of it. I’ll see if I can add more things to it … cya
Yoo, Im back after a long time, cuz I was really busy and tired with the school works, exams etc. Today I was bit free so I did lots of testing, debugging, editing etc. and then prepared the shader for a beta release on modrinth. I got nothing much to say cuz I’m really sleepy isw. And this ain’t the end, not the final version so please report bugs under any latest devlog here and i’ll look after it Project: https://modrinth.com/shader/essentials-shader Also I took some pics for gallery, pls enjoy…
Im really with skl stuffs these and did not have quite a lot of time to code like before. Since I have not posted a devlog in a long time, I’ll just briefly explain some simple changes/updates that were done. The shader was approved on Modrinth and CurseForge (). We also recieved decent amount of downloads combined. Check out below: https://modrinth.com/shader/essentials-shader/ https://www.curseforge.com/minecraft/shaders/essentials-shader A custom LICENSE file has been created to suit all the rules and regulations. And previous LICENSE based on GPL 3.0 was removed. Find it here: https://github.com/AhnafPro/ESSENTIALS-Shader/tree/main?tab=License-1-ov-file Gamma correction value has been altered. The day might look a little pale in color than before but it ensures that the night does not black out completely Reflection of moonlight on water is visible now (no performance cuts)
Ships:
Hey, read this, I’ve typed it in a way so that u don’t get bored: It is finally done… ESSENTIALS Shader is live and working so that you with a terrible device (like me) will have a chance to behold the premium look of minecraft without breaking the bank to buy a GPU. Ofc, it will not be the best looking shader since it’s optimized, but what more can you ask for? I was motivated to make a shader of my own because of 2 things: Wanting a GPU and help people to play mc smoothly with iGPU. I was planning to submit this shader to Lumen so that I’ll be eligible to win a GPU (unfortunately it ended well before I finished). The hardest part was actually testing it, yeah really. I can’t even count how many times MC crashed when I turned on n off the shader everytime. And hackatime did not support on my Win7 so I had to both write codes in codespaces and locally to commit changes (2X work already here) and hours of work was not properly recorded. The best part was when I was midway through the project, I got so much interaction this page with followers, likes and most importantly ‘Super Star Project’. So tysm to all NOTE: Please click on the skip button if you did not understand the point of the project, do not vote without testing/knowing anything abt it. It may not look visually appealing to you but you must understand the sole purpose of the project. So please vote wisely ;)...
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1792878792.1205635
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1793742792.1205635
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12716
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OwlStanding by @adityaaaa | Stardance
|
adityaaaa
|
0
|
1.09
|
0
|
[]
|
[{"post_id": 9878, "ts": "2026 [{"post_id": 9878, "ts": "2026-06-16T10:57:45Z", "hours": 1.0853, "text": "First devlog on Stardance! I have no clue how this works but just wanted share a quick lil project I’ve been working on, its a next js site for my sister’s startup pretty basic with few cool components anddd thats as they roll more cohorts I’ll add more pages. I built it all solo from the ui to the aesthetics its wayy less like ai slop if you interested can hit it up here its a production build : https://owlstanding.in thenks :)"}]...
|
Title: OwlStanding by @adityaaaa | Stardance
Devl Title: OwlStanding by @adityaaaa | Stardance
Devlogs:
First devlog on Stardance! I have no clue how this works but just wanted share a quick lil project I’ve been working on, its a next js site for my sister’s startup pretty basic with few cool components anddd thats as they roll more cohorts I’ll add more pages. I built it all solo from the ui to the aesthetics its wayy less like ai slop if you interested can hit it up here its a production build : https://owlstanding.in thenks :)...
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1792540310.7658472
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1793145110.7658472
|
|
19865
|
SigmaOS by @poggersv2 | Stardance
|
poggersv2
|
0
|
0.47
|
0
|
[]
|
[{"post_id": 9881, "ts": "2026 [{"post_id": 9881, "ts": "2026-06-16T11:00:51Z", "hours": 0.4658, "text": "I followed a tutorial on how to start making my own OS. All it does right now is print hello world…"}]...
|
Title: SigmaOS by @poggersv2 | Stardance
Devlogs: Title: SigmaOS by @poggersv2 | Stardance
Devlogs:
I followed a tutorial on how to start making my own OS. All it does right now is print hello world…...
|
1792500836.4140766
|
1793105636.4140766
|
|
4610
|
Attax-4WD by @RishuKamboj | Stardance
|
RishuKamboj
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T11:11:58Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an rc car based on esp 32 powered by a 12 volt lipo. The most challenging part for me was powering the whole thing because i accidentally burned my motor drivers … twice, anyways if anyone wants to recreate it i have uploaded all the information on my github link make sure to not repeat the mistakes i made!", "repo": "https://github.com/rydei/Attaxer-4WD", "demo": ""}]...
|
[{"post_id": 9882, "ts": "2026 [{"post_id": 9882, "ts": "2026-06-16T11:07:52Z", "hours": 0.8408, "text": "So i finished wiring the whole project (you can see a snapshot on the project cover),i also designed a cute cover for it."}, {"post_id": 3732, "ts": "2026-06-06T19:35:32Z", "hours": 0.4831, "text": "Made the Schematic (different from what i showed in lapse)"}, {"post_id": 885, "ts": "2026-06-02T16:38:14Z", "hours": 0.3636, "text": "Just finished with coding!"}]...
|
Title: Attax-4WD by @RishuKamboj | Stardance
Devl Title: Attax-4WD by @RishuKamboj | Stardance
Devlogs:
Just finished with coding!
Made the Schematic (different from what i showed in lapse)
So i finished wiring the whole project (you can see a snapshot on the project cover),i also designed a cute cover for it.
Ships:
I made an rc car based on esp 32 powered by a 12 volt lipo. The most challenging part for me was powering the whole thing because i accidentally burned my motor drivers … twice, anyways if anyone wants to recreate it i have uploaded all the information on my github link make sure to not repeat the mistakes i made!...
|
1792825019.229749
|
1792911419.229749
|
|
984
|
EVENT HORIZON by @Yourhomie | Stardance
|
Yourhomie
|
0
|
5.41
|
0
|
[]
|
[{"post_id": 9883, "ts": "2026 [{"post_id": 9883, "ts": "2026-06-16T11:10:29Z", "hours": 0.9714, "text": "hey ! again looks like there is no one watching ,y progress no worries i will still devlog because its hard to not share this is my 3 rd devlog , i am working on project event horizon a 3d interactive web project for control the giants of universe like wormhole and black holes with some other funs like stars , galaxy etc. the second big hurdle the travel motion of the owrmhole is completed the travel from galaxy a to b get ready to get a bit hynosis by the fading and circular motion in the gameplay . despite being a project which require big and heavy gpu to process the black hole and wormhole i have made it simply lovely by applying the correct physics but also having good hader graphics which can easily soothe your gpu without getting the fans on overhaul🤣. this is the video of the wormhole travel see for youself and once again dont get hypnotized by it and starting to dreamwalk 😂🤣🤣. project currently in making , status dev -3 ."}, {"post_id": 5663, "ts": "2026-06-09T15:18:27Z", "hours": 3.355, "text": "good news the black hole rendering code worked , i thought the marching effects would cook my gpu but it somehow help up. the wormhole is currently in making ."}, {"post_id": 225, "ts": "2026-06-01T10:34:31Z", "hours": 1.0886, "text": "A cool space and universe simulator with simulation to interact like black holes , wormholes , galaxy , and even goverming those scary equations of sir. Einstein. bear you gpu for some feat because this simulation uses real time equation solving to give the best simulation possible on your device . currently in making ."}]...
|
Title: EVENT HORIZON by @Yourhomie | Stardance
De Title: EVENT HORIZON by @Yourhomie | Stardance
Devlogs:
A cool space and universe simulator with simulation to interact like black holes , wormholes , galaxy , and even goverming those scary equations of sir. Einstein. bear you gpu for some feat because this simulation uses real time equation solving to give the best simulation possible on your device . currently in making .
good news the black hole rendering code worked , i thought the marching effects would cook my gpu but it somehow help up. the wormhole is currently in making .
hey ! again looks like there is no one watching ,y progress no worries i will still devlog because its hard to not share this is my 3 rd devlog , i am working on project event horizon a 3d interactive web project for control the giants of universe like wormhole and black holes with some other funs like stars , galaxy etc. the second big hurdle the travel motion of the owrmhole is completed the travel from galaxy a to b get ready to get a bit hynosis by the fading and circular motion in the gameplay . despite being a project which require big and heavy gpu to process the black hole and wormhole i have made it simply lovely by applying the correct physics but also having good hader graphics which can easily soothe your gpu without getting the fans on overhaul🤣. this is the video of the wormhole travel see for youself and once again dont get hypnotized by it and starting to dreamwalk 😂🤣🤣. project currently in making , status dev -3 ....
|
1792688033.4240205
|
1793292833.4240205
|
|
9734
|
BROS by @Berke | Stardance
|
Berke
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T15:08:57Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I developed a Operating System from scrath with Rust and ASM. 19k lines of code was hand writen and the rest are AI genereted by Opencode cli. I put 4 years of work on this project. You can just read the devlog to understand", "repo": "https://github.com/berkeoruc/berkeos", "demo": "https://berke.berkeai.com/projects/bros-os"}]...
|
[{"post_id": 9884, "ts": "2026 [{"post_id": 9884, "ts": "2026-06-16T11:11:45Z", "hours": 2.0575, "text": "Bros OS Devlog #1 – 4 Years, 95k Lines, and a Filesystem Named After My Girlfriend So here’s the thing. Four years ago I sat down and thought, ‘Yeah, I’ll just write my own operating system.’ You know, casually. Like one does. Fast forward to today: I’m knee-deep in 95,122 lines of Rust, running my own kernel on a custom CPU I named BROS HM-1 (2 cores @ 2.4 GHz, because why not), booting with my own fork of GRUB, and managing files on a filesystem named after my girlfriend. It’s been a ride. This is Bros OS v1.1.2C – a proprietary x86_64 operating system built from scratch in Rust (no_std). And yeah, it’s closed source. I’ll get to why. The BerkeOS -> Bros OS Story Originally this was BerkeOS on GitHub. People started stealing the repo – cloning it, stripping the credits, and passing it off as their own work. Happened more than once. So I pulled it down and took everything private. That’s really the only reason Bros OS is closed source. Not because I’m a gatekeeper, but because a few bad actors ruined it for everyone. The code’s still alive, still growing – just on my machine now. There’s also a pending Turkish patent application covering the filesystem and boot process. What’s Actually In This Thing? Monolithic kernel, 513 Rust source files, no_std bare metal. Brosh shell – 185+ commands, pipes, redirection, job control. You can almost forget you’re not in bash. Almost. DefneFS v3.2.3 – custom FS with ATA PIO, AHCI, NVMe, SATA. Full partition manager, VFS layer, disk quotas. Drives: Alpha://, Beta://, Gamma://. Full network stack – TCP/IP, UDP, ICMP, ARP, DHCP, DNS, HTTP, NAT, routing, tunneling. All hand-written. Modular graphics – VGA, framebuffer, VESA, double buffering, font rendering, BMP image support. Retro aesthetic, fully intentional. USB XHCI driver – works on real hardware. Plug in a keyboard and it just works. Virtual memory, ELF loader, SMP, ACPI, crypto (AES128/SHA256/MD5), crash dumps, cron/at scheduler, init system, Deno text editor. BAHAR Bootloader I forked GRUB2 – the entire thing – just to change one line of code. Somewhere deep in grub-core/kern/main.c, I swapped ‘Welcome to GRUB!’ for ‘Welcome to BAHAR!’. Overengineered? Absolutely. Worth it? 100%. It’s technically a custom bootloader now. Don’t @ me. DefneFS – Yeah, It’s Named After Her Defne is my girlfriend. She sat through four years of me yelling at linker errors, celebrating page fault fixes like I won the lottery, and explaining what a context switch is for the 50th time. She never once told me to stop. The filesystem is the heart of any operating system, and she’s the heart of this project. Seemed fair. She genuinely liked the idea too. That helped. How It Was Built OS Dev Wiki carried me through the first two years. Absolute goldmine. Rust no_std on bare metal – no allocator, no standard library, no println!. You build everything from the ground up, then rebuild it because you did it wrong the first time. Dev setup: OpenCode (Sisyphus) handles orchestration. Local Ollama serves MiniMax 2.5 and DeepSeek for code gen. About 18,739 lines (19.7%) are mine – hand-written, reviewed, finessed. The rest is AI-assisted but I read every single line before it hit the codebase. Nothing went in on autopilot. Best part about local models: you can retry 50 times without burning API credits. Worst part: prompt engineering becomes a second full-time job. Four years. 95k lines. One very patient girlfriend. And I feel like I’m just getting started. OS dev is a treadmill that never stops. But honestly? I wouldn’t have it any other way. – Berke"}, {"post_id": 9809, "ts": "2026-06-16T07:46:34Z", "hours": 3.6828, "text": "BROS Operating Systems UI/UX"}]...
|
Title: BROS by @Berke | Stardance
Devlogs:
BROS O Title: BROS by @Berke | Stardance
Devlogs:
BROS Operating Systems UI/UX
Bros OS Devlog #1 – 4 Years, 95k Lines, and a Filesystem Named After My Girlfriend So here’s the thing. Four years ago I sat down and thought, ‘Yeah, I’ll just write my own operating system.’ You know, casually. Like one does. Fast forward to today: I’m knee-deep in 95,122 lines of Rust, running my own kernel on a custom CPU I named BROS HM-1 (2 cores @ 2.4 GHz, because why not), booting with my own fork of GRUB, and managing files on a filesystem named after my girlfriend. It’s been a ride. This is Bros OS v1.1.2C – a proprietary x86_64 operating system built from scratch in Rust (no_std). And yeah, it’s closed source. I’ll get to why. The BerkeOS -> Bros OS Story Originally this was BerkeOS on GitHub. People started stealing the repo – cloning it, stripping the credits, and passing it off as their own work. Happened more than once. So I pulled it down and took everything private. That’s really the only reason Bros OS is closed source. Not because I’m a gatekeeper, but because a few bad actors ruined it for everyone. The code’s still alive, still growing – just on my machine now. There’s also a pending Turkish patent application covering the filesystem and boot process. What’s Actually In This Thing? Monolithic kernel, 513 Rust source files, no_std bare metal. Brosh shell – 185+ commands, pipes, redirection, job control. You can almost forget you’re not in bash. Almost. DefneFS v3.2.3 – custom FS with ATA PIO, AHCI, NVMe, SATA. Full partition manager, VFS layer, disk quotas. Drives: Alpha://, Beta://, Gamma://. Full network stack – TCP/IP, UDP, ICMP, ARP, DHCP, DNS, HTTP, NAT, routing, tunneling. All hand-written. Modular graphics – VGA, framebuffer, VESA, double buffering, font rendering, BMP image support. Retro aesthetic, fully intentional. USB XHCI driver – works on real hardware. Plug in a keyboard and it just works. Virtual memory, ELF loader, SMP, ACPI, crypto (AES128/SHA256/MD5), crash dumps, cron/at scheduler, init system, Deno text editor. BAHAR Bootloader I forked GRUB2 – the entire thing – just to change one line of code. Somewhere deep in grub-core/kern/main.c, I swapped ‘Welcome to GRUB!’ for ‘Welcome to BAHAR!’. Overengineered? Absolutely. Worth it? 100%. It’s technically a custom bootloader now. Don’t @ me. DefneFS – Yeah, It’s Named After Her Defne is my girlfriend. She sat through four years of me yelling at linker errors, celebrating page fault fixes like I won the lottery, and explaining what a context switch is for the 50th time. She never once told me to stop. The filesystem is the heart of any operating system, and she’s the heart of this project. Seemed fair. She genuinely liked the idea too. That helped. How It Was Built OS Dev Wiki carried me through the first two years. Absolute goldmine. Rust no_std on bare metal – no allocator, no standard library, no println!. You build everything from the ground up, then rebuild it because you did it wrong the first time. Dev setup: OpenCode (Sisyphus) handles orchestration. Local Ollama serves MiniMax 2.5 and DeepSeek for code gen. About 18,739 lines (19.7%) are mine – hand-written, reviewed, finessed. The rest is AI-assisted but I read every single line before it hit the codebase. Nothing went in on autopilot. Best part about local models: you can retry 50 times without burning API credits. Worst part: prompt engineering becomes a second full-time job. Four years. 95k lines. One very patient girlfriend. And I feel like I’m just getting started. OS dev is a treadmill that never stops. But honestly? I wouldn’t have it any other way. – Berke
Ships:
I developed a Operating System from scrath with Rust and ASM. 19k lines of code was hand writen and the rest are AI genereted by Opencode cli. I put 4 years of work on this project. You can just read the devlog to understand...
|
1792846476.2243552
|
1792932876.2243552
|
|
7217
|
Stardance PRs by @SeradedStripes | Stardance
|
SeradedStripes
|
0
|
0.0
|
0
|
[]
|
[{"post_id": 9889, "ts": "2026 [{"post_id": 9889, "ts": "2026-06-16T11:27:32Z", "hours": 0.0, "text": "2ND PR! Link: https://github.com/hackclub/stardance/pull/564 Fixes #541 Notes: Allows Users to Delete Their Own Project. Following the Admin way to do it, it only soft-deletes the projects to hide it from everybody. See the attached Video below or in the pr to see it working!"}, {"post_id": 5626, "ts": "2026-06-09T14:34:15Z", "hours": 0.0, "text": "Dealt with a merge conflict and verified the non-github urls not working was still fixed!"}, {"post_id": 2160, "ts": "2026-06-04T14:31:31Z", "hours": 0.0, "text": "Did a PR to Stardance! Fixed the non-github urls not working for git urls in projects! https://github.com/hackclub/stardance/pull/373"}]...
|
Title: Stardance PRs by @SeradedStripes | Stardanc Title: Stardance PRs by @SeradedStripes | Stardance
Devlogs:
Did a PR to Stardance! Fixed the non-github urls not working for git urls in projects! https://github.com/hackclub/stardance/pull/373
Dealt with a merge conflict and verified the non-github urls not working was still fixed!
2ND PR! Link: https://github.com/hackclub/stardance/pull/564 Fixes #541 Notes: Allows Users to Delete Their Own Project. Following the Admin way to do it, it only soft-deletes the projects to hide it from everybody. See the attached Video below or in the pr to see it working!...
|
1791827211.1300426
|
1792691211.1300426
|
|
2320
|
Slack Assistant by @nightfall | Stardance
|
nightfall
|
1
|
4.6
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T23:42:01Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Slack bot that allows a person to talk with their Home Assistant instance ( https://home-assistant.io ), using Slack’s Assistant API. Note to shipwright: if you don’t have a Home Assistant instance Set one up, it’s fun to mess around with Otherwise, DM me and I’ll set your database details to use mine temporarily", "repo": "https://github.com/DaInfLoop/slack-assistant", "demo": "https://hackclub.slack.com/app_redirect?app=A0B7XPW75L4"}]...
|
[{"post_id": 9896, "ts": "2026 [{"post_id": 9896, "ts": "2026-06-16T11:52:21Z", "hours": 1.6047, "text": "While I’m waiting for my initial ship to be certified, I wanted to share what I’ve been doing with Slack Assistant since then! Slack Assistant is now publicly distributed on Slack, meaning any workspace (not just Hack Club) can install it and use it! The bot isn’t in a good enough state that I believe I can push for it to be on the Slack Marketplace yet, but it’s good enough for now and I’m proud of it :)"}, {"post_id": 3061, "ts": "2026-06-05T23:08:01Z", "hours": 1.1981, "text": "You can now talk to Home Assistant, and it’ll do stuff! You can also ask it to toggle stuff on and off just like the actual Assist helper can, although as per the second screenshot I don’t think it’s a wise time for me to test that out… Last thing to add is the slash command and it should hopefully be ready for public usage :D"}, {"post_id": 1657, "ts": "2026-06-03T19:48:18Z", "hours": 1.9097, "text": "You can interact with the bot on the Slack sidebar! It automatically checks in the database whether you have it setup. Currently you can’t access the App Home to actually set it up to talk to your Home Assistant, but it shall be there soon(tm)"}]...
|
Title: Slack Assistant by @nightfall | Stardance
Title: Slack Assistant by @nightfall | Stardance
Devlogs:
You can interact with the bot on the Slack sidebar! It automatically checks in the database whether you have it setup. Currently you can’t access the App Home to actually set it up to talk to your Home Assistant, but it shall be there soon(tm)
You can now talk to Home Assistant, and it’ll do stuff! You can also ask it to toggle stuff on and off just like the actual Assist helper can, although as per the second screenshot I don’t think it’s a wise time for me to test that out… Last thing to add is the slash command and it should hopefully be ready for public usage :D
While I’m waiting for my initial ship to be certified, I wanted to share what I’ve been doing with Slack Assistant since then! Slack Assistant is now publicly distributed on Slack, meaning any workspace (not just Hack Club) can install it and use it! The bot isn’t in a good enough state that I believe I can push for it to be on the Slack Marketplace yet, but it’s good enough for now and I’m proud of it :)
Ships:
I made a Slack bot that allows a person to talk with their Home Assistant instance ( https://home-assistant.io ), using Slack’s Assistant API. Note to shipwright: if you don’t have a Home Assistant instance Set one up, it’s fun to mess around with Otherwise, DM me and I’ll set your database details to use mine temporarily...
|
1792839350.6673045
|
1792925750.6673045
|
|
5050
|
Custom Desmos Player movement by @robopugo | Stard Custom Desmos Player movement by @robopugo | Stardance...
|
robopugo
|
0
|
2.72
|
0
|
[]
|
[{"post_id": 990, "ts": "2026- [{"post_id": 990, "ts": "2026-06-02T19:28:18Z", "hours": 1.2725, "text": "updated Desmos movement system, first i fixed a redirection bug, were you could change your movement while moving. 2. added out of bounds, so you wouldn’t fly off the map forever, if you made a mistake 3. added level storage, so you can “save” levels and load them later. 4. updated colors, for a future addition of re enemies."}, {"post_id": 853, "ts": "2026-06-02T15:38:25Z", "hours": 1.4447, "text": "im working on a custom player movement in Desmos."}]...
|
Title: Custom Desmos Player movement by @robopugo Title: Custom Desmos Player movement by @robopugo | Stardance
Devlogs:
im working on a custom player movement in Desmos.
updated Desmos movement system, first i fixed a redirection bug, were you could change your movement while moving. 2. added out of bounds, so you wouldn’t fly off the map forever, if you made a mistake 3. added level storage, so you can “save” levels and load them later. 4. updated colors, for a future addition of re enemies....
|
1792561832.6158166
|
1793166632.6158166
|
|
18496
|
Simp OS by @MohdSadiqUmar | Stardance
|
MohdSadiqUmar
|
0
|
9.0
|
0
|
[]
|
[{"post_id": 9907, "ts": "2026 [{"post_id": 9907, "ts": "2026-06-16T12:40:32Z", "hours": 4.0, "text": "[#Devlog 1]I made the welcome screen, I had to learn a lot of things while making it as I am not a master web developer. It does not have any interactability for now, this is just a static page. [Spoiler Alert]: I put 4 freaking hours into this does-not-do-anything ughhhh. That was all I did today………peace"}, {"post_id": 11249, "ts": "2026-06-18T12:25:57Z", "hours": 2.0, "text": "[Devlog #2] This day I worked majorly on making the welcome window draggable and added a close button to it…….. that’s it nothing else. AND IT STILL HAS A BUG. [Help Needed] When i drag the window to the right, it’s size changes very weirdly , if anyone can help me with what’s wrong and the fix, please do. I do not know that much of JavaScript. Tl;dr : I am cooked and Need Help Live link Source Code"}, {"post_id": 11884, "ts": "2026-06-19T11:24:42Z", "hours": 3.0, "text": "[Devlog #3]Added all the desktop icons of the apps i am planning to add. [Fix]Fixed the issue where the draggable window was changing size weirdly.(I mistakenly added two width style attributes) Let me know if you guys have any design recommendations. Will be working on all the windows of the apps tomorrow."}]...
|
Title: Simp OS by @MohdSadiqUmar | Stardance
Devl Title: Simp OS by @MohdSadiqUmar | Stardance
Devlogs:
[Devlog #3]Added all the desktop icons of the apps i am planning to add. [Fix]Fixed the issue where the draggable window was changing size weirdly.(I mistakenly added two width style attributes) Let me know if you guys have any design recommendations. Will be working on all the windows of the apps tomorrow.
[Devlog #2] This day I worked majorly on making the welcome window draggable and added a close button to it…….. that’s it nothing else. AND IT STILL HAS A BUG. [Help Needed] When i drag the window to the right, it’s size changes very weirdly , if anyone can help me with what’s wrong and the fix, please do. I do not know that much of JavaScript. Tl;dr : I am cooked and Need Help Live link Source Code
[#Devlog 1]I made the welcome screen, I had to learn a lot of things while making it as I am not a master web developer. It does not have any interactability for now, this is just a static page. [Spoiler Alert]: I put 4 freaking hours into this does-not-do-anything ughhhh. That was all I did today………peace...
|
1791822636.088842
|
1792686636.088842
|
|
19894
|
P2P Mafia Tracker by @DJ_Laser | Stardance
|
DJ_Laser
|
0
|
2.02
|
0
|
[]
|
[{"post_id": 9910, "ts": "2026 [{"post_id": 9910, "ts": "2026-06-16T12:45:14Z", "hours": 2.0181, "text": "I added a menu to enable/disable roles. My friend came up with a bunch of example roles for me to add to the game for testing purposes. We played a game of Mafia using these roles at school and it worked quite well! I also made a bunch of small UX tweaks when running the website on a mobile device, specially for the host page. Most host page content boxes now render vertically when the screen is small to look better on mobile, and I fixed some overlapping or expanding pieces of content."}]...
|
Title: P2P Mafia Tracker by @DJ_Laser | Stardance
Title: P2P Mafia Tracker by @DJ_Laser | Stardance
Devlogs:
I added a menu to enable/disable roles. My friend came up with a bunch of example roles for me to add to the game for testing purposes. We played a game of Mafia using these roles at school and it worked quite well! I also made a bunch of small UX tweaks when running the website on a mobile device, specially for the host page. Most host page content boxes now render vertically when the screen is small to look better on mobile, and I fixed some overlapping or expanding pieces of content....
|
1792605267.0771341
|
1793210067.0771341
|
|
14886
|
Focus Totem by @Kvin | Stardance
|
Kvin
|
1
|
15.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T13:04:45Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Focus Totem is a Pomodoro study-timer macropad built around a through-hole Seeed XIAO RP2040. Twist the rotary encoder to set your minutes, press to start, and the 0.91” OLED counts down while two SK6812 LEDs shift amber → green → red through the session. Three keys handle start/pause, hold-to-reset, and a short-break preset. An 84×72mm two-layer board in a 3D-printed sandwich case, running QMK!", "repo": "https://github.com/Kvin-21/Focus-Totem-PCB", "demo": ""}]...
|
[{"post_id": 9920, "ts": "2026 [{"post_id": 9920, "ts": "2026-06-16T13:03:27Z", "hours": 5.0364, "text": "It’s done. The last part was just tidying and fixing rather than new features. I fixed all issues, and set it up for submission, by doing my least favourite part: organizing my github. At this point it’s all in place: design files organised into CAD/PCB/Firmware, production files generated, README with the screenshots and BOM. It’s finally done!"}, {"post_id": 6658, "ts": "2026-06-11T05:02:43Z", "hours": 6.7278, "text": "Focus Totem — Devlog #2 I changed the board from a rough cluster to a proper routed PCB now, and every error i had before is pretty much cleared. Both LED-chain labels were quietly landing on the exact same point, so I re-spaced them to each own their stub, and the dangling chain-end output got a proper no-connect flag instead of sitting there as a one-pin net. The bigger job was the footprints. I built accurate ones from scratch for the XIAO (7 pads a side, 2.54mm pitch, 0.6” rows) and the SK6812 MINI-E, added a footprint library so nothing looks like its floating, and switched the switches over to the correct stock footprints. After that it routed cleanly: 70 × 72mm, two-layer, ground pour both sides, M3 corner holes, and the XIAO’s USB sat on the bottom edge ready for the case cut-out. The ratsnest is completely gone. On top of that the firmware’s now actually a timer instead of a stub. I added the set → run → pause → done plus the break presets. The encoder sets the minutes, the OLED shows FOCUS / BREAK / DONE / SET with a live mm:ss countdown, and the two LEDs do the thing I wanted from the start, amber while idle, green while running, red in the final minute, then flashing when you’re done. It’s the first time it’s felt like the actual desk totem I pictured rather than a wiring diagram."}, {"post_id": 6153, "ts": "2026-06-10T10:52:28Z", "hours": 2.7956, "text": "Focus Totem — Devlog #1 I started building Focus Totem, a little Pomodoro/study-timer macropad. The idea is a small desk totem you twist to set your focus minutes, press the knob to start, and it counts down on a tiny OLED while two LEDs breathe amber → green → red so you can feel the time going from the corner of your eye. I built it because I doomscroll the second studying gets boring, so I wanted a physical thing sat on my desk that I have to deliberately start. I’ve set up the whole skeleton from scratch: the KiCad schematic fully wired (13 symbols), a rough PCB with all the parts placed, and a QMK keyboard folder that compiles. Pinout’s locked in and the schematic and firmware agree pad-for-pad: three keys on D0–D2, the encoder on D3/D6/D7, the OLED over I²C on D4/D5, and the SK6812 data line on D10. I wanted the whole thing wired and testable before I touch routing, so that if something breaks later I know it’s the layout and not the connections. Ran the first round of checks though and the PCB threw up a fair few errors when I opened. Nothing fatal, looks like footprint and outline gremlins from the skeleton stage. Next up: sorting those errors, routing the board, drawing the Edge.Cuts outline, and building the actual Pomodoro state machine with the OLED countdown and the LED breathing."}]...
|
Title: Focus Totem by @Kvin | Stardance
Devlogs:
Title: Focus Totem by @Kvin | Stardance
Devlogs:
Focus Totem — Devlog #1 I started building Focus Totem, a little Pomodoro/study-timer macropad. The idea is a small desk totem you twist to set your focus minutes, press the knob to start, and it counts down on a tiny OLED while two LEDs breathe amber → green → red so you can feel the time going from the corner of your eye. I built it because I doomscroll the second studying gets boring, so I wanted a physical thing sat on my desk that I have to deliberately start. I’ve set up the whole skeleton from scratch: the KiCad schematic fully wired (13 symbols), a rough PCB with all the parts placed, and a QMK keyboard folder that compiles. Pinout’s locked in and the schematic and firmware agree pad-for-pad: three keys on D0–D2, the encoder on D3/D6/D7, the OLED over I²C on D4/D5, and the SK6812 data line on D10. I wanted the whole thing wired and testable before I touch routing, so that if something breaks later I know it’s the layout and not the connections. Ran the first round of checks though and the PCB threw up a fair few errors when I opened. Nothing fatal, looks like footprint and outline gremlins from the skeleton stage. Next up: sorting those errors, routing the board, drawing the Edge.Cuts outline, and building the actual Pomodoro state machine with the OLED countdown and the LED breathing.
Focus Totem — Devlog #2 I changed the board from a rough cluster to a proper routed PCB now, and every error i had before is pretty much cleared. Both LED-chain labels were quietly landing on the exact same point, so I re-spaced them to each own their stub, and the dangling chain-end output got a proper no-connect flag instead of sitting there as a one-pin net. The bigger job was the footprints. I built accurate ones from scratch for the XIAO (7 pads a side, 2.54mm pitch, 0.6” rows) and the SK6812 MINI-E, added a footprint library so nothing looks like its floating, and switched the switches over to the correct stock footprints. After that it routed cleanly: 70 × 72mm, two-layer, ground pour both sides, M3 corner holes, and the XIAO’s USB sat on the bottom edge ready for the case cut-out. The ratsnest is completely gone. On top of that the firmware’s now actually a timer instead of a stub. I added the set → run → pause → done plus the break presets. The encoder sets the minutes, the OLED shows FOCUS / BREAK / DONE / SET with a live mm:ss countdown, and the two LEDs do the thing I wanted from the start, amber while idle, green while running, red in the final minute, then flashing when you’re done. It’s the first time it’s felt like the actual desk totem I pictured rather than a wiring diagram.
It’s done. The last part was just tidying and fixing rather than new features. I fixed all issues, and set it up for submission, by doing my least favourite part: organizing my github. At this point it’s all in place: design files organised into CAD/PCB/Firmware, production files generated, README with the screenshots and BOM. It’s finally done!
Ships:
Focus Totem is a Pomodoro study-timer macropad built around a through-hole Seeed XIAO RP2040. Twist the rotary encoder to set your minutes, press to start, and the 0.91” OLED counts down while two SK6812 LEDs shift amber → green → red through the session. Three keys handle start/pause, hold-to-reset, and a short-break preset. An 84×72mm two-layer board in a 3D-printed sandwich case, running QMK!...
|
1792875235.8016105
|
1793739235.8016105
|
|
19872
|
PotatoKVM by @sjwz | Stardance
|
sjwz
|
0
|
0.3
|
0
|
[]
|
[{"post_id": 9922, "ts": "2026 [{"post_id": 9922, "ts": "2026-06-16T13:10:38Z", "hours": 0.3003, "text": "little show case for my pikvm port for the lepotato s905x with an spi display and hdmi capture card."}]...
|
Title: PotatoKVM by @sjwz | Stardance
Devlogs:
li Title: PotatoKVM by @sjwz | Stardance
Devlogs:
little show case for my pikvm port for the lepotato s905x with an spi display and hdmi capture card....
|
1792637689.0189648
|
1793242489.0189648
|
|
19097
|
An AI-Ready Documentation Template for Humans and An AI-Ready Documentation Template for Humans and AI Systems by @AtharvaMoves | Stardance...
|
AtharvaMoves
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T13:38:33Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Setu, an open-source documentation template for creating sites that work well for both human readers and AI systems. Setu is built with Astro and Starlight. It supports Markdown and MDX documentation, clean navigation, searchable docs, AI-readable plain-text routes, a machine-readable document index, built-in code playgrounds, quizzes, and npm create support. The hardest part was turning the project from a content-heavy learning site into a reusable documentation template. I had to separate what belonged to the template from what was only sample content. Another challenge was making the same source content useful in two different ways: polished pages for people, and clean plain-text output for AI tools. I also had to package the project properly so it works both as a GitHub Template and as an npm create command. I am proud that Setu is not just a visual template. It includes real developer workflow support: validation scripts, GitHub Actions, npm publishing, AI-readable output, interactive learning components, and clear open-source structure. I am also proud that it is practical. A developer can install it, change the content, and quickly get a professional documentation or learning site online. The easiest way to test Setu is: npm create @rookduel /setu@latest my-site cd my-site npm install npm run dev Then open the local URL shown by Astro, usually: http://localhost:4321 Important pages to check: /docs/ /docs/guides/interactive-demo/ /ai/index.json /ai/docs.txt The normal documentation pages show the human-facing experience. The /ai/ routes show how Setu exposes cleaner text output for AI systems and retrieval workflows.", "repo": "https://github.com/AtharvaMoves/Setu/", "demo": "https://setu.rookduel.tech/"}]...
|
[{"post_id": 9929, "ts": "2026 [{"post_id": 9929, "ts": "2026-06-16T13:29:24Z", "hours": 4.5481, "text": "Setu is an open-source documentation template built with Astro and Starlight. I created it to solve a simple problem: modern documentation should not only look good for human readers, it should also be structured enough for AI systems, search tools, and retrieval workflows to understand. Setu gives developers a complete starting point for product docs, learning sites, internal knowledge bases, open-source documentation, and AI-readable content hubs. What Setu Is? Setu is a full documentation template, not just a theme. It includes the site structure, documentation pages, landing page, About page, AI-readable routes, interactive learning components, validation scripts, GitHub workflows, and npm create support. You can start a new Setu project with: npm create @rookduel /setu@latest my-site Or use the GitHub repository as a public template. How It Works Setu uses Markdown and MDX as the content source. Pages live inside: src/content/docs/docs/ Astro and Starlight render those files into normal documentation pages under /docs/. At the same time, Setu exposes AI-friendly versions of the same content: /ai/index.json /ai/docs/getting-started.txt The JSON index helps tools discover available documents, while the .txt routes provide cleaner plain-text versions of pages for AI systems and retrieval pipelines. Main Features Setu includes: Astro and Starlight documentation foundation Markdown and MDX authoring Responsive documentation layout Search and navigation Landing page and About page AI-readable plain-text output Machine-readable /ai/index.json Built-in code playgrounds Quiz components for learning pages Starter documentation templates GitHub issue and PR templates CI validation workflow npm create package MIT License and authorship clarity Why AI-Readable Output Matters Most documentation sites are designed only for browsers. They often include navigation, layout markup, component code, and visual structure that is useful for users but noisy for AI systems. Setu keeps the human-readable site while also generating cleaner text routes. This makes the same documentation easier to use in AI assistants, search systems, RAG pipelines, and automation tools. The goal is not to replace normal docs. The goal is to make documentation useful in more contexts. Interactive Learning Support Setu also includes built-in interactive components. Developers can add code playgrounds and quizzes inside MDX pages. This makes Setu useful not only for reference documentation, but also for tutorials, onboarding guides, and learning platforms. The interactive features are part of the template by default, so users do not need to install separate extensions. Who It Is For Setu can be used by: Developers building product documentation Open-source maintainers Educators creating technical lessons Teams building internal knowledge bases Projects that want AI-readable documentation Hackathon teams that need polished docs quickly Current Release Setu is available as an npm create package: npm create @rookduel /setu@latest my-site The first public release is v0.1.0. Repository: https://github.com/AtharvaMoves/Setu npm package: https://www.npmjs.com/package/@rookduel/create-setu Final Thought Setu is my attempt to make documentation more useful, portable, and future-ready. It is built for people first, but structured so AI systems can read it cleanly too."}]...
|
Title: An AI-Ready Documentation Template for Huma Title: An AI-Ready Documentation Template for Humans and AI Systems by @AtharvaMoves | Stardance
Devlogs:
Setu is an open-source documentation template built with Astro and Starlight. I created it to solve a simple problem: modern documentation should not only look good for human readers, it should also be structured enough for AI systems, search tools, and retrieval workflows to understand. Setu gives developers a complete starting point for product docs, learning sites, internal knowledge bases, open-source documentation, and AI-readable content hubs. What Setu Is? Setu is a full documentation template, not just a theme. It includes the site structure, documentation pages, landing page, About page, AI-readable routes, interactive learning components, validation scripts, GitHub workflows, and npm create support. You can start a new Setu project with: npm create @rookduel /setu@latest my-site Or use the GitHub repository as a public template. How It Works Setu uses Markdown and MDX as the content source. Pages live inside: src/content/docs/docs/ Astro and Starlight render those files into normal documentation pages under /docs/. At the same time, Setu exposes AI-friendly versions of the same content: /ai/index.json /ai/docs/getting-started.txt The JSON index helps tools discover available documents, while the .txt routes provide cleaner plain-text versions of pages for AI systems and retrieval pipelines. Main Features Setu includes: Astro and Starlight documentation foundation Markdown and MDX authoring Responsive documentation layout Search and navigation Landing page and About page AI-readable plain-text output Machine-readable /ai/index.json Built-in code playgrounds Quiz components for learning pages Starter documentation templates GitHub issue and PR templates CI validation workflow npm create package MIT License and authorship clarity Why AI-Readable Output Matters Most documentation sites are designed only for browsers. They often include navigation, layout markup, component code, and visual structure that is useful for users but noisy for AI systems. Setu keeps the human-readable site while also generating cleaner text routes. This makes the same documentation easier to use in AI assistants, search systems, RAG pipelines, and automation tools. The goal is not to replace normal docs. The goal is to make documentation useful in more contexts. Interactive Learning Support Setu also includes built-in interactive components. Developers can add code playgrounds and quizzes inside MDX pages. This makes Setu useful not only for reference documentation, but also for tutorials, onboarding guides, and learning platforms. The interactive features are part of the template by default, so users do not need to install separate extensions. Who It Is For Setu can be used by: Developers building product documentation Open-source maintainers Educators creating technical lessons Teams building internal knowledge bases Projects that want AI-readable documentation Hackathon teams that need polished docs quickly Current Release Setu is available as an npm create package: npm create @rookduel /setu@latest my-site The first public release is v0.1.0. Repository: https://github.com/AtharvaMoves/Setu npm package: https://www.npmjs.com/package/@rookduel/create-setu Final Thought Setu is my attempt to make documentation more useful, portable, and future-ready. It is built for people first, but structured so AI systems can read it cleanly too.
Ships:
I built Setu, an open-source documentation template for creating sites that work well for both human readers and AI systems. Setu is built with Astro and Starlight. It supports Markdown and MDX documentation, clean navigation, searchable docs, AI-readable plain-text routes, a machine-readable document index, built-in code playgrounds, quizzes, and npm create support. The hardest part was turning the project from a content-heavy learning site into a reusable documentation template. I had to separate what belonged to the template from what was only sample content. Another challenge was making the same source content useful in two different ways: polished pages for people, and clean plain-text output for AI tools. I also had to package the project properly so it works both as a GitHub Template and as an npm create command. I am proud that Setu is not just a visual template. It includes real developer workflow support: validation scripts, GitHub Actions, npm publishing, AI-readable output, interactive learning components, and clear open-source structure. I am also proud that it is practical. A developer can install it, change the content, and quickly get a professional documentation or learning site online. The easiest way to test Setu is: npm create @rookduel /setu@latest my-site cd my-site npm install npm run dev Then open the local URL shown by Astro, usually: http://localhost:4321 Important pages to check: /docs/ /docs/guides/interactive-demo/ /ai/index.json /ai/docs.txt The normal documentation pages show the human-facing experience. The /ai/ routes show how Setu exposes cleaner text output for AI systems and retrieval workflows....
|
1792828324.4103563
|
1792914724.4103563
|
|
5269
|
Space Game by @aayushim | Stardance
|
aayushim
|
0
|
2.33
|
0
|
[]
|
[{"post_id": 994, "ts": "2026- [{"post_id": 994, "ts": "2026-06-02T19:33:35Z", "hours": 2.3314, "text": "Space Game! -Just made my first ever coded game using html and javascript. This one is space themed and the goal is to make the ship avoid the asteroids while your score goes up. They get faster the further you get. There is also a two player option so play with a friend! Ofc its not perfect some other featured may be added."}]...
|
Title: Space Game by @aayushim | Stardance
Devlog Title: Space Game by @aayushim | Stardance
Devlogs:
Space Game! -Just made my first ever coded game using html and javascript. This one is space themed and the goal is to make the ship avoid the asteroids while your score goes up. They get faster the further you get. There is also a two player option so play with a friend! Ofc its not perfect some other featured may be added....
|
1792482803.19307
|
1793087603.19307
|
|
19953
|
LinAlg Visualizer by @caasion | Stardance
|
caasion
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T14:24:12Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a visualizer to see linear algebra concepts in action. I’ve been itching to build something, but I also had to study for my test, so I decided to build something to help studying. It was really fun applying class concepts to build this project", "repo": "https://github.com/caasion/linear-algebra-visualizer", "demo": "https://linear-algebra-visualizer-blue.vercel.app/"}]...
|
[{"post_id": 9942, "ts": "2026 [{"post_id": 9942, "ts": "2026-06-16T13:54:38Z", "hours": 1.1806, "text": "My linear algebra test is coming up soon, and I need to study for it, but I also really wanted to build something, so I built a tool to help my peers and I study lin alg. The visualizer helps you see what it means for a matrix to be a linear transformation and also shows you concepts like eigenvectors and eigenvalues."}]...
|
Title: LinAlg Visualizer by @caasion | Stardance
Title: LinAlg Visualizer by @caasion | Stardance
Devlogs:
My linear algebra test is coming up soon, and I need to study for it, but I also really wanted to build something, so I built a tool to help my peers and I study lin alg. The visualizer helps you see what it means for a matrix to be a linear transformation and also shows you concepts like eigenvectors and eigenvalues.
Ships:
I made a visualizer to see linear algebra concepts in action. I’ve been itching to build something, but I also had to study for my test, so I decided to build something to help studying. It was really fun applying class concepts to build this project...
|
1792810401.3165677
|
1792896801.3165677
|
|
5440
|
Stardance by @olive | Stardance
|
olive
|
0
|
10.76
|
0
|
[]
|
[{"post_id": 995, "ts": "2026- [{"post_id": 995, "ts": "2026-06-02T19:34:45Z", "hours": 10.7592, "text": "I danced"}]...
|
Title: Stardance by @olive | Stardance
Devlogs:
I Title: Stardance by @olive | Stardance
Devlogs:
I danced...
|
1792705851.2916071
|
1793310651.2916071
|
|
14166
|
CosmoOS by @noel_ | Stardance
|
noel_
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T14:20:29Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "CosmoOS is a cosmos styled desktop in your browser with draggable windows, two games, notifications, media player, and a black hole shutdown. The challenging part was managing game loops to prevent double-rendering and fixing the starfield when CSS and JavaScript conflicted. I am proud that I finished it, the rotating asteroids, black hole animation, window snapping, and fallback drawings if images are missing. Usage: Double-click icons to open windows, arrow keys and Space to play games, click Start then Shut Down for the black hole, then a Restart button appears after 2 seconds.", "repo": "https://github.com/9noel/cosmo-os", "demo": "https://cosmo-os.vercel.app"}]...
|
[{"post_id": 9952, "ts": "2026 [{"post_id": 9952, "ts": "2026-06-16T14:09:56Z", "hours": 0.4228, "text": "Devlog #3 What’s new: Windows now snap to screen edges and to each other when dragged within 20px. I also added keyboard shortcuts: Alt+W closes the active window, Alt+N opens Notes, Alt+I opens System Info, and Escape also closes windows. The starfield broke after I added the JavaScript movement, the CSS animation and the JS were fighting each other, making stars drift off-screen forever. Fixed it by removing the CSS animation entirely and letting the JS handle everything. Stars now recycle forever. The window snapping: The snap detection checks both horizontal and vertical alignment. Windows snap left/right and top/bottom to each other and to the screen edges. It’s subtle but makes the desktop feel much more polished. What’s next: That’s it. Three devlogs, all features done, bugs fixed. Time to ship finally."}, {"post_id": 9902, "ts": "2026-06-16T12:29:45Z", "hours": 1.3467, "text": "Devlog #2 What changed since last time: The asteroid game no longer double‑draws, media player notifications actually work, windows can’t be dragged off‑screen anymore, and there’s a restart button after shutdown. Oh, and it now lives on GitHub with a live demo on Vercel. The last 10% took longer than expected. The GitHub push failed. Also, the asteroid canvas resize bug kept breaking the game on window resize, then I fixed it with a debounced restart. The shutdown screen had no recovery, so I added a RESTART button after the black hole animation. Now you can actually get back in. What’s next: Shipping the project. Live demo at cosmo-os.vercel.app. Code on GitHub. The README is clean, the assets are credited, and the fallback drawings mean it works even if some images are missing. Would I build it the same way again? Yes and no. The rewrite from the over‑ambitious first version was the best call. Next time, I’d start smaller and add features iteratively. But for now, CosmoOS is out there in the void."}, {"post_id": 6312, "ts": "2026-06-10T16:54:27Z", "hours": 3.7467, "text": "Devlog #1 So what’s here: A space themed desktop environment with draggable windows, a notification center, two arcade games (SpaceSnake + Asteroid Destroyer), a music player, and a secret shutdown animation. My first version tried to do too much, custom file system, terminal emulator, easter eggs. After almost one and a half hour of nothing working, I deleted almost everything and started over with just the window manager and games. Best decision I made. The rewrite took another one and a half hour and it actually runs. Next up: Fix the double-draw asteroid bug (I have two loops running), preload images so they don’t reload every frame(optimalisation), and write a README. Then I’ll make a demo site and then ship the project. PS: Yes, the asteroids rotate. Yes, I spent way too long on that."}]...
|
Title: CosmoOS by @noel_ | Stardance
Devlogs:
Dev Title: CosmoOS by @noel_ | Stardance
Devlogs:
Devlog #1 So what’s here: A space themed desktop environment with draggable windows, a notification center, two arcade games (SpaceSnake + Asteroid Destroyer), a music player, and a secret shutdown animation. My first version tried to do too much, custom file system, terminal emulator, easter eggs. After almost one and a half hour of nothing working, I deleted almost everything and started over with just the window manager and games. Best decision I made. The rewrite took another one and a half hour and it actually runs. Next up: Fix the double-draw asteroid bug (I have two loops running), preload images so they don’t reload every frame(optimalisation), and write a README. Then I’ll make a demo site and then ship the project. PS: Yes, the asteroids rotate. Yes, I spent way too long on that.
Devlog #2 What changed since last time: The asteroid game no longer double‑draws, media player notifications actually work, windows can’t be dragged off‑screen anymore, and there’s a restart button after shutdown. Oh, and it now lives on GitHub with a live demo on Vercel. The last 10% took longer than expected. The GitHub push failed. Also, the asteroid canvas resize bug kept breaking the game on window resize, then I fixed it with a debounced restart. The shutdown screen had no recovery, so I added a RESTART button after the black hole animation. Now you can actually get back in. What’s next: Shipping the project. Live demo at cosmo-os.vercel.app. Code on GitHub. The README is clean, the assets are credited, and the fallback drawings mean it works even if some images are missing. Would I build it the same way again? Yes and no. The rewrite from the over‑ambitious first version was the best call. Next time, I’d start smaller and add features iteratively. But for now, CosmoOS is out there in the void.
Devlog #3 What’s new: Windows now snap to screen edges and to each other when dragged within 20px. I also added keyboard shortcuts: Alt+W closes the active window, Alt+N opens Notes, Alt+I opens System Info, and Escape also closes windows. The starfield broke after I added the JavaScript movement, the CSS animation and the JS were fighting each other, making stars drift off-screen forever. Fixed it by removing the CSS animation entirely and letting the JS handle everything. Stars now recycle forever. The window snapping: The snap detection checks both horizontal and vertical alignment. Windows snap left/right and top/bottom to each other and to the screen edges. It’s subtle but makes the desktop feel much more polished. What’s next: That’s it. Three devlogs, all features done, bugs fixed. Time to ship finally.
Ships:
CosmoOS is a cosmos styled desktop in your browser with draggable windows, two games, notifications, media player, and a black hole shutdown. The challenging part was managing game loops to prevent double-rendering and fixing the starfield when CSS and JavaScript conflicted. I am proud that I finished it, the rotating asteroids, black hole animation, window snapping, and fallback drawings if images are missing. Usage: Double-click icons to open windows, arrow keys and Space to play games, click Start then Shut Down for the black hole, then a Restart button appears after 2 seconds....
|
1792849737.807074
|
1792936137.807074
|
|
19778
|
iWrite4.me by @kamoldme | Stardance
|
kamoldme
|
0
|
14.13
|
0
|
[]
|
[{"post_id": 9956, "ts": "2026 [{"post_id": 9956, "ts": "2026-06-16T14:15:48Z", "hours": 14.1306, "text": "🕹️ iWrite4.me, the distraction free writing app I’ve been building. #Quick_update The idea is simple. You open it, a timer starts, and you write. No AI finishing your sentences for you, no tabs to slip away to. There’s even a Dangerous mode where if you stop typing or leave the page, your work gets deleted. It sounds harsh, but it’s the feature people end up loving, because it actually forces you to finish the thought or the essay you were procrastinating for almost a month. Where it stands right now: Around 500+ users signed up 110,000+ words written on the platform 100+ hours of focused writing logged What I’ve shipped recently: • Focus sounds built in (brown noise, 40 Hz gamma, lofi), plus you can paste any YouTube link to play in the background • Daily streaks, XP and levels, leaderboards and achievements to keep the habit going • A Community tab where people post their stories and essays and get some feedback/comments • Documents organized in folders, PDF export, public profiles, Google login • Stripe subscriptions are live It’s running in production at iwrite4.me. Next I want to grow the community side and make the writing stats feel more rewarding. Slowly turning a small side project into something people open every day. will be glad for your support with “likes”😅"}]...
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Title: iWrite4.me by @kamoldme | Stardance
Devlog Title: iWrite4.me by @kamoldme | Stardance
Devlogs:
🕹️ iWrite4.me, the distraction free writing app I’ve been building. #Quick_update The idea is simple. You open it, a timer starts, and you write. No AI finishing your sentences for you, no tabs to slip away to. There’s even a Dangerous mode where if you stop typing or leave the page, your work gets deleted. It sounds harsh, but it’s the feature people end up loving, because it actually forces you to finish the thought or the essay you were procrastinating for almost a month. Where it stands right now: Around 500+ users signed up 110,000+ words written on the platform 100+ hours of focused writing logged What I’ve shipped recently: • Focus sounds built in (brown noise, 40 Hz gamma, lofi), plus you can paste any YouTube link to play in the background • Daily streaks, XP and levels, leaderboards and achievements to keep the habit going • A Community tab where people post their stories and essays and get some feedback/comments • Documents organized in folders, PDF export, public profiles, Google login • Stripe subscriptions are live It’s running in production at iwrite4.me. Next I want to grow the community side and make the writing stats feel more rewarding. Slowly turning a small side project into something people open every day. will be glad for your support with “likes”😅...
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1792673261.7770936
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1793278061.7770936
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5433
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Google by @Ahmed_Gayipov | Stardance
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Ahmed_Gayipov
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1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T16:39:34Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a similar working version of google", "repo": "https://github.com/Cr7-is-the-best/my3-python", "demo": "https://github.com/Cr7-is-the-best/my3-python.git"}]...
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[{"post_id": 996, "ts": "2026- [{"post_id": 996, "ts": "2026-06-02T19:35:10Z", "hours": 2.6653, "text": "Look at the Google that i made so far"}]...
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Title: Google by @Ahmed_Gayipov | Stardance
Devlo Title: Google by @Ahmed_Gayipov | Stardance
Devlogs:
Look at the Google that i made so far
Ships:
I made a similar working version of google...
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1792878853.5403235
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1793742853.5403235
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4206
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Lyrically Inclined by @RishabhGarg | Stardance
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RishabhGarg
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0
|
1.6
|
0
|
[]
|
[{"post_id": 997, "ts": "2026- [{"post_id": 997, "ts": "2026-06-02T19:36:01Z", "hours": 0.9886, "text": "Installing postgres and setting up the vector + regular database of lyrics"}, {"post_id": 657, "ts": "2026-06-02T05:57:00Z", "hours": 0.6136, "text": "Set up the initial app structure and webpage with Flask and Bulma"}]...
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Title: Lyrically Inclined by @RishabhGarg | Starda Title: Lyrically Inclined by @RishabhGarg | Stardance
Devlogs:
Set up the initial app structure and webpage with Flask and Bulma
Installing postgres and setting up the vector + regular database of lyrics...
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1792554763.511527
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1793159563.511527
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19163
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A generational macropad! by @petiteUnicone | Stard A generational macropad! by @petiteUnicone | Stardance...
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petiteUnicone
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0
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0.72
|
0
|
[]
|
[{"post_id": 9981, "ts": "2026 [{"post_id": 9981, "ts": "2026-06-16T14:53:42Z", "hours": 0.7222, "text": "So I decided to follow the guides and make a HACKPAD!!! So far I have got the PCB done… but right now it is a copy of the guide. It is a journey because of my clumsy inability to read the images properly! The steps were easy when I understood where I went wrong…. Well after downloading everything at the start I wondered how I would record the time spent and then on slack I saw that we should use lapse! Total lifesaver! My image is simple but I love how its going as this is my first ever hardware project!"}]...
|
Title: A generational macropad! by @petiteUnicone Title: A generational macropad! by @petiteUnicone | Stardance
Devlogs:
So I decided to follow the guides and make a HACKPAD!!! So far I have got the PCB done… but right now it is a copy of the guide. It is a journey because of my clumsy inability to read the images properly! The steps were easy when I understood where I went wrong…. Well after downloading everything at the start I wondered how I would record the time spent and then on slack I saw that we should use lapse! Total lifesaver! My image is simple but I love how its going as this is my first ever hardware project!...
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1792756182.8990464
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1793360982.8990464
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19963
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Jarvis by @Churu | Stardance
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Churu
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1
|
0.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T15:26:44Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a Python voice assistant called Jarvis. It listens for a wake word (“Jarvis”), processes spoken input, and then responds using text-to-speech or executes basic system actions like opening apps, running commands, or answering queries through an AI/API layer. How it works (in simple terms) The flow is basically: Microphone input The program constantly listens through the mic until it detects the wake word. Wake word detection Once “Jarvis” is detected, it switches into active listening mode. Speech-to-text Your speech is converted into text using a speech recognition engine. Processing layer The text is either: matched to predefined commands (like opening apps, searching, etc.), or sent to an AI model/API for a response Response output The response is converted back to speech and played through speakers. State control It manages states like “listening”, “thinking”, and “speaking” so it doesn’t overlap audio input and output. devlog / what actually went wrong At the start it looked simple, but most of the time was spent fixing edge cases and weird failures. Mic input was the first issue. It either didn’t pick up sound or used the wrong device entirely. On my system it worked, but on another setup it silently failed because the default audio index was different. I had to explicitly handle device selection instead of relying on defaults. Speech recognition was inconsistent too. It would misinterpret short commands or fail when there was background noise. I had to tweak sensitivity and improve how it handled pauses in speech so it wouldn’t cut off early. One major mistake was not separating speaking and listening states. The assistant would sometimes hear its own response and trigger itself again, creating loops. I fixed this by adding a simple lock so it cannot listen while speaking. The biggest structural issue came later with packaging. It worked perfectly when running python main.py, but broke when converted into an executable. The dist version failed due to missing modules, broken file paths, and hardcoded system-specific directories. I initially assumed the environment would behave the same after packaging, but PyInstaller changed everything. I had to fix relative paths, remove hardcoded references to my machine, and manually ensure hidden dependencies were included. API and environment variables also caused issues. The program would run fine in terminal but fail in packaged form because the .env file or API key wasn’t being loaded correctly in the new runtime context. what I learned from it Most of the problems were not in “AI logic” but in system-level behavior: audio devices, file paths, packaging, and runtime differences. The main takeaways were: voice input systems are fragile and device-dependent Python packaging is not equivalent to running a script state management matters more than expected in real-time systems debugging usually comes from environment mismatch, not code logic itself", "repo": "https://github.com/jasersans1-create/Jarvis", "demo": "https://github.com/jasersans1-create/Jarvis/releases/tag/v1.0.0"}]...
|
[{"post_id": 9982, "ts": "2026 [{"post_id": 9982, "ts": "2026-06-16T14:53:45Z", "hours": 0.0, "text": "so i made this voice assistant “jarvis” in python basically it listens for a wake word, then you talk to it, and it replies or runs stuff like opening apps / answering questions / whatever i wired into it I built a Python voice assistant called Jarvis. It listens for a wake word “Jarvis”, processes spoken input, and then responds using tts or executes basic system actions like opening apps, running commands, or answering queries through an AI/API layer. How it works (in simple terms) The flow is basically: Microphone input The program constantly listens through the mic until it detects the wake word. Wake word detection Once “Jarvis” is detected, it switches into active listening mode. Speech-to-text Your speech is converted into text using a speech recognition engine. Processing layer The text is either: matched to predefined commands (like opening apps, searching, etc.), or sent to an AI model/API for a response Response output The response is converted back to speech and played through speakers. State control It manages states like “listening”, “thinking”, and “speaking” so it doesn’t overlap audio input and output. at first it was kinda simple but then everything started breaking mic input was the first pain it either didn’t hear me or picked up the wrong device spent way too long just figuring out why it was “silent” but actually listening to the wrong mic then speech recognition started being annoying like it would randomly misunderstand words or just freeze if i spoke too fast also made the classic mistake of letting it listen while it was speaking so it would hear its own voice and start looping responses , so i had to add a lock so it doesnt talk while talking biggest headache was the API / env stuff worked fine when i ran python main.py then i packaged it and suddenly everything was “missing key / file not found / module not found” turned out i had hardcoded paths and assumed my machine layout is universal fixed that by making paths dynamic + cleaning up env loading also packaging with pyinstaller was pain some imports just randomly didn’t show up in dist build and i had to manually force include them now it mostly works but i still feel like it’s fragile, one change and it might break again. but yeah overall it taught me: audio stuff is way harder than it looks packaging python apps is cursed and debugging voice stuff is basically just “try everything until it works”"}]...
|
Title: Jarvis by @Churu | Stardance
Devlogs:
so i Title: Jarvis by @Churu | Stardance
Devlogs:
so i made this voice assistant “jarvis” in python basically it listens for a wake word, then you talk to it, and it replies or runs stuff like opening apps / answering questions / whatever i wired into it I built a Python voice assistant called Jarvis. It listens for a wake word “Jarvis”, processes spoken input, and then responds using tts or executes basic system actions like opening apps, running commands, or answering queries through an AI/API layer. How it works (in simple terms) The flow is basically: Microphone input The program constantly listens through the mic until it detects the wake word. Wake word detection Once “Jarvis” is detected, it switches into active listening mode. Speech-to-text Your speech is converted into text using a speech recognition engine. Processing layer The text is either: matched to predefined commands (like opening apps, searching, etc.), or sent to an AI model/API for a response Response output The response is converted back to speech and played through speakers. State control It manages states like “listening”, “thinking”, and “speaking” so it doesn’t overlap audio input and output. at first it was kinda simple but then everything started breaking mic input was the first pain it either didn’t hear me or picked up the wrong device spent way too long just figuring out why it was “silent” but actually listening to the wrong mic then speech recognition started being annoying like it would randomly misunderstand words or just freeze if i spoke too fast also made the classic mistake of letting it listen while it was speaking so it would hear its own voice and start looping responses , so i had to add a lock so it doesnt talk while talking biggest headache was the API / env stuff worked fine when i ran python main.py then i packaged it and suddenly everything was “missing key / file not found / module not found” turned out i had hardcoded paths and assumed my machine layout is universal fixed that by making paths dynamic + cleaning up env loading also packaging with pyinstaller was pain some imports just randomly didn’t show up in dist build and i had to manually force include them now it mostly works but i still feel like it’s fragile, one change and it might break again. but yeah overall it taught me: audio stuff is way harder than it looks packaging python apps is cursed and debugging voice stuff is basically just “try everything until it works”
Ships:
I built a Python voice assistant called Jarvis. It listens for a wake word (“Jarvis”), processes spoken input, and then responds using text-to-speech or executes basic system actions like opening apps, running commands, or answering queries through an AI/API layer. How it works (in simple terms) The flow is basically: Microphone input The program constantly listens through the mic until it detects the wake word. Wake word detection Once “Jarvis” is detected, it switches into active listening mode. Speech-to-text Your speech is converted into text using a speech recognition engine. Processing layer The text is either: matched to predefined commands (like opening apps, searching, etc.), or sent to an AI model/API for a response Response output The response is converted back to speech and played through speakers. State control It manages states like “listening”, “thinking”, and “speaking” so it doesn’t overlap audio input and output. devlog / what actually went wrong At the start it looked simple, but most of the time was spent fixing edge cases and weird failures. Mic input was the first issue. It either didn’t pick up sound or used the wrong device entirely. On my system it worked, but on another setup it silently failed because the default audio index was different. I had to explicitly handle device selection instead of relying on defaults. Speech recognition was inconsistent too. It would misinterpret short commands or fail when there was background noise. I had to tweak sensitivity and improve how it handled pauses in speech so it wouldn’t cut off early. One major mistake was not separating speaking and listening states. The assistant would sometimes hear its own response and trigger itself again, creating loops. I fixed this by adding a simple lock so it cannot listen while speaking. The biggest structural issue came later with packaging. It worked perfectly when running python main.py, but broke when converted into an executable. The dist version failed due to missing modules, broken file paths, and hardcoded system-specific directories. I initially assumed the environment would behave the same after packaging, but PyInstaller changed everything. I had to fix relative paths, remove hardcoded references to my machine, and manually ensure hidden dependencies were included. API and environment variables also caused issues. The program would run fine in terminal but fail in packaged form because the .env file or API key wasn’t being loaded correctly in the new runtime context. what I learned from it Most of the problems were not in “AI logic” but in system-level behavior: audio devices, file paths, packaging, and runtime differences. The main takeaways were: voice input systems are fragile and device-dependent Python packaging is not equivalent to running a script state management matters more than expected in real-time systems debugging usually comes from environment mismatch, not code logic itself...
|
1792878486.5532546
|
1793742486.5532546
|
|
1102
|
Cosmikitty by @prunedroses | Stardance
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prunedroses
|
0
|
0.51
|
0
|
[]
|
[{"post_id": 999, "ts": "2026- [{"post_id": 999, "ts": "2026-06-02T19:40:20Z", "hours": 0.5108, "text": "currently working on the player!!!!! (a tad inspired by petscop,,, hope we likey)"}]...
|
Title: Cosmikitty by @prunedroses | Stardance
Dev Title: Cosmikitty by @prunedroses | Stardance
Devlogs:
currently working on the player!!!!! (a tad inspired by petscop,,, hope we likey)...
|
1792652006.206892
|
1793256806.206892
|
|
19940
|
WEBOS by @alina_ | Stardance
|
alina_
|
0
|
1.5
|
0
|
[]
|
[{"post_id": 9993, "ts": "2026 [{"post_id": 9993, "ts": "2026-06-16T15:07:42Z", "hours": 1.4961, "text": "Hi, this is my first project on StarDance. This is a WebOs and here you will be given a missing laptop and you have to find out about the laptop’s owner. For now, i have made the following things:- boot screen shows a static terminal narrative and waits for any key to be pressed to move to the pin screen/ lock screen desktop renders all six app icons from assets with a live clock taskbar clicking any icon opens a titled window overlay with a close button Also, Icons look a bit off now, but i will remove their backgrounds and make them look more defined! for now, my focus is to make all of this working! Thanks for reading keep cooking!!!"}]...
|
Title: WEBOS by @alina_ | Stardance
Devlogs:
Hi, Title: WEBOS by @alina_ | Stardance
Devlogs:
Hi, this is my first project on StarDance. This is a WebOs and here you will be given a missing laptop and you have to find out about the laptop’s owner. For now, i have made the following things:- boot screen shows a static terminal narrative and waits for any key to be pressed to move to the pin screen/ lock screen desktop renders all six app icons from assets with a live clock taskbar clicking any icon opens a titled window overlay with a close button Also, Icons look a bit off now, but i will remove their backgrounds and make them look more defined! for now, my focus is to make all of this working! Thanks for reading keep cooking!!!...
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1792605166.4492826
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1793209966.4492826
|