|
850
|
GeoJournal by @hoshiko | Stardance
|
hoshiko
|
2
|
5.0
|
85
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T06:58:25Z", "hours": 1.0, "multiplier": 17.26, "payout": 19, "blessing": "neutral", "text": "Version 2 of the project After the ship 1 reviews and requests i added the following Dark mode for the map. (toggle button) Guest Mode to explore the website without logging in. Added a negativity filter to avoid unwanted comments. Added a time delay of 3 minutes between each post.", "repo": "https://github.com/harshDhiman3344/GeoMap", "demo": "https://geo-map-three.vercel.app/"}, {"ship_num": 2, "ts": "2026-06-04T07:32:26Z", "hours": 4.0, "multiplier": 17.7, "payout": 66, "blessing": "neutral", "text": "I wanted to make this since months but i finally took this event as an opportunity to bring this project to life!, here people can add notes and journals at different locations on the map to create memories, i will keep updating it even after it is shipped to make sure it works nicely!", "repo": "https://github.com/harshDhiman3344/GeoMap", "demo": "https://geo-map-three.vercel.app/"}]...
|
[{"post_id": 22667, "ts": "202 [{"post_id": 22667, "ts": "2026-07-05T06:56:18Z", "hours": 0.2728, "text": "Added dark mode"}, {"post_id": 7306, "ts": "2026-06-12T05:26:17Z", "hours": 0.3411, "text": "Added a feature so that you can explore the world as a guest too, without logging in."}, {"post_id": 5059, "ts": "2026-06-08T18:39:16Z", "hours": 0.4875, "text": "Added a little quote thing on the side, with an animated cat emoji too (it blinks)"}, {"post_id": 1977, "ts": "2026-06-04T07:29:04Z", "hours": 0.4469, "text": "Added two things. First - A user name system so that your email id is private Second - A bad words filter which is, much needed to keep it friendly"}, {"post_id": 1966, "ts": "2026-06-04T06:53:41Z", "hours": 0.4725, "text": "Added user authentication using clerk, so that only you can edit your entries!"}, {"post_id": 1942, "ts": "2026-06-04T05:59:36Z", "hours": 0.6069, "text": "Added a sidebar and a little car š"}, {"post_id": 1298, "ts": "2026-06-03T06:19:45Z", "hours": 0.3569, "text": "I made it a little more visually aesthetic, I like how it looks!, let me know if I can improve somewhere"}, {"post_id": 1285, "ts": "2026-06-03T05:25:48Z", "hours": 0.7447, "text": "The logging system now works with the map heckyeahh!"}, {"post_id": 243, "ts": "2026-06-01T11:51:58Z", "hours": 0.8117, "text": "Basic front end is now loading up, phew after a lot of errors I managed to make the map show up yay"}, {"post_id": 213, "ts": "2026-06-01T09:03:20Z", "hours": 0.8369, "text": "Created the back-end successfully, post and fetch features are working using MongoDB"}]...
|
Title: GeoJournal by @hoshiko | Stardance
Devlogs Title: GeoJournal by @hoshiko | Stardance
Devlogs:
Created the back-end successfully, post and fetch features are working using MongoDB
Basic front end is now loading up, phew after a lot of errors I managed to make the map show up yay
The logging system now works with the map heckyeahh!
I made it a little more visually aesthetic, I like how it looks!, let me know if I can improve somewhere
Added a sidebar and a little car š
Added user authentication using clerk, so that only you can edit your entries!
Added two things. First - A user name system so that your email id is private Second - A bad words filter which is, much needed to keep it friendly
Added a little quote thing on the side, with an animated cat emoji too (it blinks)
Added a feature so that you can explore the world as a guest too, without logging in.
Added dark mode
Ships:
I wanted to make this since months but i finally took this event as an opportunity to bring this project to life!, here people can add notes and journals at different locations on the map to create memories, i will keep updating it even after it is shipped to make sure it works nicely!
Version 2 of the project After the ship 1 reviews and requests i added the following Dark mode for the map. (toggle button) Guest Mode to explore the website without logging in. Added a negativity filter to avoid unwanted comments. Added a time delay of 3 minutes between each post....
|
1793717368.6103418
|
1793803768.6103418
|
|
29357
|
whycant by @hitu | Stardance
|
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T14:16:53Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A tool to auto-diagnose filesystem issues for why you canāt do something on UNIX-like systems. There was a LOT of stuff to implement, but eventually it all worked out.", "repo": "https://github.com/RobbyV2/whycant", "demo": "https://crates.io/crates/whycant"}]...
|
[{"post_id": 22492, "ts": "202 [{"post_id": 22492, "ts": "2026-07-04T23:55:33Z", "hours": 6.4094, "text": "Output is now serialized to json, toml, and plain from one schema, color and clickable paths work across terminals, and an interactive picker applies the least-privilege fix from its argv then re-checks that the block cleared. So far Iāve gotten the following implemented: file traversal DAC/ACLs/attrs mounts MAC/LSM capabilities network-FS container userns macOS SIP/quarantine/TCC So overall a good chunk of the project is done, the main functionality to figure out why you canāt do an FS operation is finished, I need to polish it for docs, better modern terminal emulator support (exit codes, copy pasting, titles, etc.), publish to crates or something and so on. Also I tried my best to make it library/compiler agnostic for per-platform usage :)"}, {"post_id": 20025, "ts": "2026-07-01T15:02:49Z", "hours": 3.6611, "text": "I implemented ACL support, also with support to check against a specific --user . This covers a good range of permission issues, parent directory traversal, DAC modes, POSIX-compliant ACLs (under its mask), immutable attributes, noexec, etc. We check with faccessat as well, and print all the flagged items/exit with a relevant exit code, so all that infrastructure is ready as well."}]...
|
Title: whycant by @hitu | Stardance
Devlogs:
I im Title: whycant by @hitu | Stardance
Devlogs:
I implemented ACL support, also with support to check against a specific --user . This covers a good range of permission issues, parent directory traversal, DAC modes, POSIX-compliant ACLs (under its mask), immutable attributes, noexec, etc. We check with faccessat as well, and print all the flagged items/exit with a relevant exit code, so all that infrastructure is ready as well.
Output is now serialized to json, toml, and plain from one schema, color and clickable paths work across terminals, and an interactive picker applies the least-privilege fix from its argv then re-checks that the block cleared. So far Iāve gotten the following implemented: file traversal DAC/ACLs/attrs mounts MAC/LSM capabilities network-FS container userns macOS SIP/quarantine/TCC So overall a good chunk of the project is done, the main functionality to figure out why you canāt do an FS operation is finished, I need to polish it for docs, better modern terminal emulator support (exit codes, copy pasting, titles, etc.), publish to crates or something and so on. Also I tried my best to make it library/compiler agnostic for per-platform usage :)
Ships:
A tool to auto-diagnose filesystem issues for why you canāt do something on UNIX-like systems. There was a LOT of stuff to implement, but eventually it all worked out....
|
1793717370.4209259
|
1793803770.4209259
|
|
66329
|
BIOGUARD by @mohamedmotaz | Stardance
|
mohamedmotaz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: BIOGUARD by @mohamedmotaz | Stardance
|
1793717371.5985427
|
1794322171.5985427
|
|
16909
|
ThreatWise - App by @benMakesStuff | Stardance
|
benMakesStuff
|
1
|
42.0
|
563
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T04:57:40Z", "hours": 42.0, "multiplier": 13.35, "payout": 563, "blessing": "neutral", "text": "I made a cybersecurity teaching app. Its target audience is upper primary school kids or lower highschool (also called middleschool). It has multiple features including minigames, chatbot, email simulator, courses, password strength checker, report page (just a demo, dosnt actually send SOS), xp systems, streak systems, and some peak animations that took me a really long time to make.", "repo": "https://github.com/benvelzul/ThreatWise", "demo": "https://benvelzul.github.io/Threat-Wise-Premiers-Coding-Challenge/"}]...
|
[{"post_id": 65194, "ts": "202 [{"post_id": 65194, "ts": "2026-09-10T04:52:02Z", "hours": 0.5717, "text": "Did some extra documentation and its now finished for stardance so im shiping rn hope u guys like it"}, {"post_id": 64525, "ts": "2026-09-09T00:11:07Z", "hours": 4.4867, "text": "ye7eyeyyeyeyeye. I finally finished and its looking decent, its got 3 minigames and it is just good stuff. One of the minigames are one URL detector, matching pairs, and a priority thingy sorter. And im deploying rn, so better be ready to rate. and i also got confused 3 times with how to deploy so i hav deployed 2 times, the first one i took a template for deploying flutter from the internet and forgot to save it then i pushed and found out it didnt push, then the second time i put it but forgot to put my repo name on it so it didnt work, and then the third one i am doing it rn so hopefully it works"}, {"post_id": 63325, "ts": "2026-09-07T02:52:47Z", "hours": 9.8392, "text": "I finished the course engine, xp systems and everythign tah needed finishing with the exception of minigames. But i had like 4 hours that didnt go through because my school laptop broke and then they gave me an loan, so i needed to reinstall everything then some days later they gave me my laptop back WIPED so i had to reinstall everything again and i tried redoing the mascot on RIVE but sadly i suck at designing and it took me 4 hours to make a new mascot that didnt work so just bad stuff happening and the app is due in 4 days and i still have so much stuff to do, so yes im gonna pull all nighters for the next 4 days. and i also reached my first 100 hours in hackatime."}, {"post_id": 57078, "ts": "2026-08-29T05:12:24Z", "hours": 4.3103, "text": "I finished the grading engine (it had a critical bug), made a course engine and got some friends to make courses, and i made some sick animations in the thing (video below) and it looks good but i also did something with vs code and now it the run button doesnt work and now i have to run it from the terminal"}, {"post_id": 52226, "ts": "2026-08-22T10:11:23Z", "hours": 8.5944, "text": "I made the scenario models, data (over 30k emails can be generated), grading algorythm, and scenario UI. And the project is due on 3 weeks and i have so much stuff to doooooooo."}, {"post_id": 31624, "ts": "2026-07-20T05:35:46Z", "hours": 5.2817, "text": "did lots of work in this 5 hours, i just dont remember what exacly i did."}, {"post_id": 23274, "ts": "2026-07-06T03:58:32Z", "hours": 1.5003, "text": "I worked on finishing the Gargoyle (bad cop) and its now looking pretty good, and i had to redo all of the body because it looked like it was drawn by a 3 year old. But now its looking amazing for being my first project on Adobe Illustrator."}, {"post_id": 23190, "ts": "2026-07-06T00:40:30Z", "hours": 2.4572, "text": "I worked on getting the Mascot for the app and decided for the good cop, bad cop and i also worked on a UI more similar to Duolingoās and Brilliantās and i change the palette for the app so its easier to change and more equal all around the app"}, {"post_id": 19597, "ts": "2026-06-30T23:05:28Z", "hours": 2.1467, "text": "I worked on adding a mascot to the app, just like Duo in Duolingo; or Koi in Brilliant. So im between adding a gargoyle or a padlock. The paddlock is mostly finished (but im not convinced since its really boring), and the gargoyle is still in the process of learning the anatomy of one and how it looks better (but its looking better for a mascot than the padlock) but i still need to chose between them to be the mascot. Or use them both, like good cop, bad cop: padlock (good cop), and gargoyle (bad cop). So if anyone can help me choosing it would be amazing. I will keep working on them and then i will show the progress made."}, {"post_id": 14827, "ts": "2026-06-24T02:39:16Z", "hours": 2.9617, "text": "I worked on the project architecture, ui for all the pages and networking between them."}]...
|
Title: ThreatWise - App by @benMakesStuff | Starda Title: ThreatWise - App by @benMakesStuff | Stardance
Devlogs:
I worked on the project architecture, ui for all the pages and networking between them.
I worked on adding a mascot to the app, just like Duo in Duolingo; or Koi in Brilliant. So im between adding a gargoyle or a padlock. The paddlock is mostly finished (but im not convinced since its really boring), and the gargoyle is still in the process of learning the anatomy of one and how it looks better (but its looking better for a mascot than the padlock) but i still need to chose between them to be the mascot. Or use them both, like good cop, bad cop: padlock (good cop), and gargoyle (bad cop). So if anyone can help me choosing it would be amazing. I will keep working on them and then i will show the progress made.
I worked on getting the Mascot for the app and decided for the good cop, bad cop and i also worked on a UI more similar to Duolingoās and Brilliantās and i change the palette for the app so its easier to change and more equal all around the app
I worked on finishing the Gargoyle (bad cop) and its now looking pretty good, and i had to redo all of the body because it looked like it was drawn by a 3 year old. But now its looking amazing for being my first project on Adobe Illustrator.
did lots of work in this 5 hours, i just dont remember what exacly i did.
I made the scenario models, data (over 30k emails can be generated), grading algorythm, and scenario UI. And the project is due on 3 weeks and i have so much stuff to doooooooo.
I finished the grading engine (it had a critical bug), made a course engine and got some friends to make courses, and i made some sick animations in the thing (video below) and it looks good but i also did something with vs code and now it the run button doesnt work and now i have to run it from the terminal
I finished the course engine, xp systems and everythign tah needed finishing with the exception of minigames. But i had like 4 hours that didnt go through because my school laptop broke and then they gave me an loan, so i needed to reinstall everything then some days later they gave me my laptop back WIPED so i had to reinstall everything again and i tried redoing the mascot on RIVE but sadly i suck at designing and it took me 4 hours to make a new mascot that didnt work so just bad stuff happening and the app is due in 4 days and i still have so much stuff to do, so yes im gonna pull all nighters for the next 4 days. and i also reached my first 100 hours in hackatime.
ye7eyeyyeyeyeye. I finally finished and its looking decent, its got 3 minigames and it is just good stuff. One of the minigames are one URL detector, matching pairs, and a priority thingy sorter. And im deploying rn, so better be ready to rate. and i also got confused 3 times with how to deploy so i hav deployed 2 times, the first one i took a template for deploying flutter from the internet and forgot to save it then i pushed and found out it didnt push, then the second time i put it but forgot to put my repo name on it so it didnt work, and then the third one i am doing it rn so hopefully it works
Did some extra documentation and its now finished for stardance so im shiping rn hope u guys like it
Ships:
I made a cybersecurity teaching app. Its target audience is upper primary school kids or lower highschool (also called middleschool). It has multiple features including minigames, chatbot, email simulator, courses, password strength checker, report page (just a demo, dosnt actually send SOS), xp systems, streak systems, and some peak animations that took me a really long time to make....
|
1793717372.5162063
|
1793803772.5162063
|
|
66330
|
My awesome macropad! by @camilocamacho | Stardance
|
camilocamacho
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @camilocamacho | St Title: My awesome macropad! by @camilocamacho | Stardance...
|
1793717374.4083881
|
1794322174.4083881
|
|
37303
|
Irina's birthday website by Necry by @Necry | Irina's birthday website by Necry by @Necry | Stardance...
|
Necry
|
2
|
10.0
|
63
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T14:42:16Z", "hours": 1.0, "multiplier": 3.44, "payout": 0, "blessing": "neutral", "text": "This is a page made for one of my dearest friendsā birthday. I am incredibly proud of doing this but I am kind of sad that I only posted only 4 web vlogs but I kept on putting it off. It only uses placeholders for messages and photos for privacy. This ship is only because I added the password which was way harder than I thought. The password is āpasswordā", "repo": "https://github.com/necrymere/Irina-s-Birthday-Site-by-Necry", "demo": "https://necrymere.github.io/Irina-s-Birthday-Site-by-Necry/"}, {"ship_num": 2, "ts": "2026-07-24T15:01:19Z", "hours": 9.0, "multiplier": 7.4, "payout": 63, "blessing": "neutral", "text": "This is a page made for one of my dearest friendsā birthday. I am incredibly proud of doing this but I am kind of sad that I only posted only 4 web vlogs but I kept on putting it off. It only uses placeholders for messages and photos for privacy.", "repo": "https://github.com/necrymere/Irina-s-Birthday-Site-by-Necry", "demo": "https://necrymere.github.io/Irina-s-Birthday-Site-by-Necry/"}]...
|
[{"post_id": 64245, "ts": "202 [{"post_id": 64245, "ts": "2026-09-08T14:40:18Z", "hours": 1.455, "text": "I added a password screen so in the final publishing of the site(which includes all the photos and such) cannot be entered by just about anyone. Anyways this was really fun but I had this hour that was not logged so I am posting this."}, {"post_id": 34060, "ts": "2026-07-24T14:51:51Z", "hours": 0.4217, "text": "I got the spotify embed to work(yayyy) and finished placing placeholders and such. I think I am done"}, {"post_id": 33991, "ts": "2026-07-24T11:48:21Z", "hours": 3.0989, "text": "Once again I forgot to post but honestly this is almost done. I added a navigation bar, a home section with her image and her titles(instead of it being in the memories section) and a place to add notes from her friends. I am happy that I am starting to figure out and understand how all of this works. The spotify embeded player still does not work. Oh I also forgot that I added placeholders for images(and the project will be released publicly only with placeholders for privacyās sake."}, {"post_id": 33458, "ts": "2026-07-23T13:09:34Z", "hours": 4.4525, "text": "Ok I just realised that I did not update this in such a long time. So I finished the photo gallery, refined the design and started the music library using Spotify embeded. I attached the photo gallery(the photos are yet to be added) also I need to add her photo there)"}, {"post_id": 32599, "ts": "2026-07-21T21:32:03Z", "hours": 0.5667, "text": "I worked on the first page of the website of my friend Irina. Luckily she has no way of finding this(I hope). Anyways this is an interactive question(āAre we your best friendsā) and the āNOā button turns into āYesā once clicked. Also I made a Figma page to maybe help with the design process. I still have a lot of work to do."}]...
|
Title: Irina's birthday website by Necry by @N Title: Irina's birthday website by Necry by @Necry | Stardance
Devlogs:
I worked on the first page of the website of my friend Irina. Luckily she has no way of finding this(I hope). Anyways this is an interactive question(āAre we your best friendsā) and the āNOā button turns into āYesā once clicked. Also I made a Figma page to maybe help with the design process. I still have a lot of work to do.
Ok I just realised that I did not update this in such a long time. So I finished the photo gallery, refined the design and started the music library using Spotify embeded. I attached the photo gallery(the photos are yet to be added) also I need to add her photo there)
Once again I forgot to post but honestly this is almost done. I added a navigation bar, a home section with her image and her titles(instead of it being in the memories section) and a place to add notes from her friends. I am happy that I am starting to figure out and understand how all of this works. The spotify embeded player still does not work. Oh I also forgot that I added placeholders for images(and the project will be released publicly only with placeholders for privacyās sake.
I got the spotify embed to work(yayyy) and finished placing placeholders and such. I think I am done
I added a password screen so in the final publishing of the site(which includes all the photos and such) cannot be entered by just about anyone. Anyways this was really fun but I had this hour that was not logged so I am posting this.
Ships:
This is a page made for one of my dearest friendsā birthday. I am incredibly proud of doing this but I am kind of sad that I only posted only 4 web vlogs but I kept on putting it off. It only uses placeholders for messages and photos for privacy.
This is a page made for one of my dearest friendsā birthday. I am incredibly proud of doing this but I am kind of sad that I only posted only 4 web vlogs but I kept on putting it off. It only uses placeholders for messages and photos for privacy. This ship is only because I added the password which was way harder than I thought. The password is āpasswordā...
|
1793717375.308294
|
1793803775.308294
|
|
66331
|
Tecladitoo by @Luzzz_C_oder777 | Stardance
|
Luzzz_C_oder777
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Tecladitoo by @Luzzz_C_oder777 | Stardance
|
1793717376.5096917
|
1794322176.5096917
|
|
34401
|
NewTab by @Mats | Stardance
|
Mats
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T15:12:52Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a new tab website that has a todo list, a few short links I personally use a lot. (In the US I would understand that you donāt have magister.) I started the project before I went on my holiday, and finished it when it was raining and I went to the library. UF I did not think of installing hackatime or lapse so I didnāt develop the last part. I just published the website in a big dump to gh pages.", "repo": "https://github.com/MatsDevOfficial/NewTab", "demo": "https://matsdevofficial.github.io/NewTab/"}]...
|
[{"post_id": 27714, "ts": "202 [{"post_id": 27714, "ts": "2026-07-13T14:46:08Z", "hours": 0.4181, "text": "I made shortlinks, and added fonts! This is my first project using google fonts, and until now I had very few errors!"}]...
|
Title: NewTab by @Mats | Stardance
Devlogs:
I mad Title: NewTab by @Mats | Stardance
Devlogs:
I made shortlinks, and added fonts! This is my first project using google fonts, and until now I had very few errors!
Ships:
I made a new tab website that has a todo list, a few short links I personally use a lot. (In the US I would understand that you donāt have magister.) I started the project before I went on my holiday, and finished it when it was raining and I went to the library. UF I did not think of installing hackatime or lapse so I didnāt develop the last part. I just published the website in a big dump to gh pages....
|
1793717380.2450383
|
1793803780.2450383
|
|
66332
|
winny.wonderland by @Winny | Stardance
|
Winny
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-30T12:40:35Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website which show how my live changes including the location of the place. Click on the mark and you will see how my live progress from then. When you click on the plane, you can contact me, I will tell you where I go next !", "repo": "https://github.com/WinnyT/winny_web", "demo": "https://winnyt.github.io/winny_web/"}]...
|
[{"post_id": 84286, "ts": "202 [{"post_id": 84286, "ts": "2026-10-29T12:21:41Z", "hours": 2.0644, "text": "I have problem with hackatime so werenāt able to write journal everyday. This is my website, I borrow the front page from fly OS but this is about my life. In 2 countries is the 2 countries I have lived in. The airplane is how you can contact me. To be real, I want my life to be on a plane fly to different places and off course, I will be on airplane mode xD"}]...
|
Title: winny.wonderland by @Winny | Stardance
Dev Title: winny.wonderland by @Winny | Stardance
Devlogs:
I have problem with hackatime so werenāt able to write journal everyday. This is my website, I borrow the front page from fly OS but this is about my life. In 2 countries is the 2 countries I have lived in. The airplane is how you can contact me. To be real, I want my life to be on a plane fly to different places and off course, I will be on airplane mode xD
Ships:
I made a personal website which show how my live changes including the location of the place. Click on the mark and you will see how my live progress from then. When you click on the plane, you can contact me, I will tell you where I go next !...
|
1793717381.4286273
|
1793803781.4286273
|
|
69447
|
SIFT by @syedakhter | Stardance
|
syedakhter
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: SIFT by @syedakhter | Stardance
|
1793717382.570039
|
1794581382.570039
|
|
66333
|
WEOS1 by @rudranshjain | Stardance
|
rudranshjain
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WEOS1 by @rudranshjain | Stardance
|
1793717383.4793649
|
1794322183.4793649
|
|
37834
|
My own site! by @MysticisOG | Stardance
|
MysticisOG
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T00:48:25Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website for my school club. This was really hard, but hey, I got the job done. I am most proud of how aesthetically pleasing it is.", "repo": "https://github.com/MysticisOG/Launch-Site", "demo": "https://mysticisog.github.io/Launch-Site/#join"}]...
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[{"post_id": 35525, "ts": "202 [{"post_id": 35525, "ts": "2026-07-27T00:38:38Z", "hours": 0.2667, "text": "Welcome to devlog #4. I am proud and happy to say that my site is ready to be used!"}, {"post_id": 35514, "ts": "2026-07-27T00:16:27Z", "hours": 0.5708, "text": "Welcome to Dev Log #3. The code is finally done. Now time for final polishing and bug checking, and then my website will be finished!"}, {"post_id": 34955, "ts": "2026-07-26T02:26:38Z", "hours": 0.3044, "text": "Hello, welcome to devlog #2 in this log, you will see a preview of my beautiful front page. Or at least I hope."}, {"post_id": 34942, "ts": "2026-07-26T01:57:13Z", "hours": 1.2181, "text": "Devlog #1 Man, this coding stuff is really hard, but I am getting the gist of it. As you can see, I added a bunch of different colours to the website. I did not know that colours have numbers for names. Anyways, the next devlog will be more promising (Hopefully)."}]...
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Title: My own site! by @MysticisOG | Stardance
De Title: My own site! by @MysticisOG | Stardance
Devlogs:
Devlog #1 Man, this coding stuff is really hard, but I am getting the gist of it. As you can see, I added a bunch of different colours to the website. I did not know that colours have numbers for names. Anyways, the next devlog will be more promising (Hopefully).
Hello, welcome to devlog #2 in this log, you will see a preview of my beautiful front page. Or at least I hope.
Welcome to Dev Log #3. The code is finally done. Now time for final polishing and bug checking, and then my website will be finished!
Welcome to devlog #4. I am proud and happy to say that my site is ready to be used!
Ships:
I made a website for my school club. This was really hard, but hey, I got the job done. I am most proud of how aesthetically pleasing it is....
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1793717384.3677642
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66334
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A tractor trailer model by @Doug | Stardance
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Doug
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0
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0.0
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0
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[]
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[]
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Title: A tractor trailer model by @Doug | Stardanc Title: A tractor trailer model by @Doug | Stardance...
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1793717385.52782
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37613
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A mini desktop calendar by @SelinaZ | Stardance
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SelinaZ
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1
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4.0
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8
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-24T12:24:35Z", "hours": 4.0, "multiplier": 2.0, "payout": 8, "blessing": "neutral", "text": "I created this mini desktop calendar app using a new tool I discovered called Electron. Itās really cute to make these mini desktop apps, and I encourage everyone to try it out! The demo link shows what it looks like, but it is best performed if you download it and run it on your desktop. This way itās not shown as a webpage, but a little app that sits on your desktop (As shown in photo). I think this is really fun especially as a Windows user. I used CSS, JavaScript, Node.js, and HTML to code this. The design is from Figma. Feel free to give me suggestions of what other desktop apps I can make like this:)", "repo": "https://github.com/SelinaZ07/Desktop-calendar", "demo": "https://selinaz07.github.io/Desktop-calendar/"}]...
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[{"post_id": 34002, "ts": "202 [{"post_id": 34002, "ts": "2026-07-24T12:14:57Z", "hours": 0.6881, "text": "I added README and made the code easier to read. The mini calendar is now ready to post."}, {"post_id": 33373, "ts": "2026-07-23T07:36:31Z", "hours": 3.1106, "text": "I discovered this tool called Electron that allow me to build mini desktop apps on a windows computer. So I built this simple calendar that sits on my desktop. Let me know what you think:)"}]...
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Title: A mini desktop calendar by @SelinaZ | Stard Title: A mini desktop calendar by @SelinaZ | Stardance
Devlogs:
I discovered this tool called Electron that allow me to build mini desktop apps on a windows computer. So I built this simple calendar that sits on my desktop. Let me know what you think:)
I added README and made the code easier to read. The mini calendar is now ready to post.
Ships:
I created this mini desktop calendar app using a new tool I discovered called Electron. Itās really cute to make these mini desktop apps, and I encourage everyone to try it out! The demo link shows what it looks like, but it is best performed if you download it and run it on your desktop. This way itās not shown as a webpage, but a little app that sits on your desktop (As shown in photo). I think this is really fun especially as a Windows user. I used CSS, JavaScript, Node.js, and HTML to code this. The design is from Figma. Feel free to give me suggestions of what other desktop apps I can make like this:)...
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1793717386.4084325
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1793803786.4084325
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66337
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Untitled project by @man | Stardance
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man
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @man | Stardance
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1793717387.606267
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20900
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Frictionless by @Basit | Stardance
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Basit
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1
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27.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-24T19:39:23Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a jarvis AI system, my only challenges was hardware due to the fact i was useing a 4gb ram chromebook, it can do various of stuff it was made in python useing linux.", "repo": "https://github.com/grubasit1/J.A.R.V.I.S", "demo": "https://grubasit1.github.io/Jarvis/?t=4"}]...
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[{"post_id": 34244, "ts": "202 [{"post_id": 34244, "ts": "2026-07-24T19:37:03Z", "hours": 24.0003, "text": "I did some extra refining it took a long time but i made jarvis before i found stardance so i lost a lot of hours."}, {"post_id": 13683, "ts": "2026-06-22T13:11:33Z", "hours": 3.0303, "text": "Building an AI chatbot widget for my freelance portfolio. Embeddable on any site, powered by Gemini 2.0 Flash ā conversation memory, typing animations, and responsive design. Single-file, no frameworks. Part of my J.A.R.V.I.S project (7,200+ lines across 25 files, 53+ hours of development ā most untracked before I set up Hackatime)."}]...
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Title: Frictionless by @Basit | Stardance
Devlogs Title: Frictionless by @Basit | Stardance
Devlogs:
Building an AI chatbot widget for my freelance portfolio. Embeddable on any site, powered by Gemini 2.0 Flash ā conversation memory, typing animations, and responsive design. Single-file, no frameworks. Part of my J.A.R.V.I.S project (7,200+ lines across 25 files, 53+ hours of development ā most untracked before I set up Hackatime).
I did some extra refining it took a long time but i made jarvis before i found stardance so i lost a lot of hours.
Ships:
I made a jarvis AI system, my only challenges was hardware due to the fact i was useing a 4gb ram chromebook, it can do various of stuff it was made in python useing linux....
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1793717388.4893844
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1793803788.4893844
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My first slack bot! by @Daria | Stardance
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Daria
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @Daria | Stardance
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1793717389.6716719
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1794322189.6716719
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9316
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OMNI-Chess by @thestarviper | Stardance
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thestarviper
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2
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102.0
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1511
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T01:14:49Z", "hours": 63.0, "multiplier": 17.79, "payout": 873, "blessing": "neutral", "text": "I made a chess engine in raylib with puzzle functionality and a movelog with a nature theme. Migrating from pygame to raylib was a big challenge that took me a while to fix all the kinks. idk the leaves are hoverable for a cool fidget thing and have fun!", "repo": "https://github.com/TheStarViper/chess-eng", "demo": "https://thestarviper.itch.io/chess-engine"}, {"ship_num": 2, "ts": "2026-06-15T03:47:41Z", "hours": 39.0, "multiplier": 16.63, "payout": 638, "blessing": "neutral", "text": "I made a chess game where you locally 1v1 someone with a move log to see move history and all the special rules/draw conditions like 50 move rule, 3 fold, insufficient material, castling, enpessent. It was challenging doing the historical move rendering because you have to keep track of all the previous board positions and the checks and square highlights Im proud of the move log because its cool yall should know that itās low res cuz itās not that efficient and uses pygame and am working on a re-release utilizing raylib for more proformance", "repo": "https://github.com/TheStarViper/chess-eng", "demo": "https://thestarviper.itch.io/chess-engine"}]...
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[{"post_id": 20435, "ts": "202 [{"post_id": 20435, "ts": "2026-07-02T00:59:11Z", "hours": 4.7919, "text": "UPDATE #13 This is the last update before i ship So basically this was just the last update for this project cuz i decided i would start work on a different project, the changes i made this update are just to get ready to ship and complete the project: removed fps counter removed openings and play menu removed variants from selection as they arent polished enough removed misc debug features audio bug fixed on button hovers audio bug fixed on puzzle win"}, {"post_id": 17944, "ts": "2026-06-28T22:04:11Z", "hours": 17.1667, "text": "UPDATE #12 added features added variants support added giveaway chess added duckchess (kinda) added the start of a play screen, still working on it not much yet added easing functions to some visuals so they appear instead of popping in fixed bugs/cleanup (like 50% of this devlog) split code back into multiple files fixed that puzzle code was directly in frame update loop tons of crash fixes todo with variants and puzzles animation broke on variants draw legal moves didnāt work on custom pieces future ideas clock bots particle system effects screen shake randomize leaves menu transitions i was mainly struggling to fix crash bugs this devlog as there were multiple that i had to fix, most notably there was a crash bug when swapping between the game and puzzle menus, and loading a new ruleset for variants. My current plan now is to finish the create game screen, then work on fixing the last duckchess bugs, programming a bot then variants + polish. I may ship again if i get a chance before i finish this though. Screenshot here shots duckchess in action but I made the duck sprite using AI just so weāre clear about that because i am bad at art."}, {"post_id": 15352, "ts": "2026-06-24T23:25:28Z", "hours": 9.0172, "text": "Update #11 Added Features added puzzle side menu added puzzle streak counter skip retry hint puzzle buttons sucess rate puzzle counter sound effect for hovering button puzzles are basically done Fixed Bugs 3 fold occured in puzzle mode if you made the same wrong move 3 times same thing with 50 move rule as 3 fold puzzle would start with you instead of the computer swaps turn on failed move animations didnāt work in puzzles fixed you can select the opponentās pieces in the puzzle during animation if you hit a frameperfect from the animation finishing on the puzzle screen and switch to the game screen it moves the piece in the game screen if there was a piece on the starting tile same bug with next puzzle button leaves sfx looped infinitely Smart Bool I added a new datatype to make my life easier called a smartbool, this is basically a boolean with a third state called NewTrue which is only true for the first cycle the boolean is updated to true. This boolean is useful for when you want to play a sound effect on hover but if you use a traditional boolean it will play every frame. you can use it like a normal boolean too like smartbool = true; or if (smartbool){} . But this new datatype makes the code easier to understand for me. struct smartbool { enum State { False, NewTrue, True }; State state = False; void operator=(bool value) {this->set(value);} operator bool() const {return state != False; } bool is_new_true() const { return state == NewTrue; } void set(bool value) { if (value) { if (state == False) state = NewTrue; } else { state = False; } } void update() { if (state == NewTrue) { state = True; } } }; Future Ideas clock bots variants more moving graphics/sfx randomize leaves on borders menu transitions (maybe) finish polishing puzzles (pretty much done)"}, {"post_id": 13961, "ts": "2026-06-22T22:21:46Z", "hours": 16.5194, "text": "UPDATE #10 added features/changes added a sidebar added a settings page with the ability to toggle 50 move counter,3 fold counter,board markings with more settings to come like high contrast and animation speed added a makefile to compile code to test instead of running a bunch of commands back to back added puzzles to the puzzle tab pulls random puzzle out of a csv things before next ship more sfx click and drag to move piece sfx plays infinitely on hovers randomize leaves placements menu transitions polish puzzles page and get rid of bugs general ideas theme switcher animation speed control move clock In this update i messed up my codebase so massively bad trying to refactor the code so alot of my time was fixing the nuke i dropped into my codebase. uhhh one of the big bugs i had to squash before this that took eternity was playing sound effects would just crash the game. It turned out the reason was i didnt add the compile flag to my makefile causing the audio mixer to crash the game. After that i added sound effects back in and then started to work on puzzles. for puzzles i took the lichess puzzle database of 6m puzzles and condensed it down to 100k for file space. I pull a random row from this file to create the puzzle and it kinda works but its still in progress."}, {"post_id": 11768, "ts": "2026-06-19T04:42:16Z", "hours": 7.4614, "text": "UPDATE #9 I presented my changes in the stardance slack and was able to get some new ideas like adding a theme switcher. I added the leaves cuz i thought it would add to the theme and then after seeing the leaves, they looked very interactable so i made them interactable. idk thats about it changes/added features leaves on outside of board leaves enlarge on hover for fidgeting i guess idk its fun tho made move log more narrow to fit a sidebar on the left added a 3 fold repetition warning that appears after 2x repetition (make togglable) added a background i got from itchio made hover dots enlarge on hover again fixed animation issues changed board markers to inside the board like originally in python updated itchio page things before next ship add sound effects back click and drag to move piece add sidebar"}, {"post_id": 10951, "ts": "2026-06-17T23:23:52Z", "hours": 7.9317, "text": "UPDATE #8 This version is not live yet as there are a few bugs that need fixing still as the port from python introduced alot. Some things i liked about porting from python to c++ is that i was able to fine tune things more and use namespaces which i like. ENUMs are also a feature i like. changes/added features Updated graphics to use pieces from itchio 50 move rule counter under game log (i plan to make it togglable) says whos turn it is to play in top right ontop of the highlighting changed entire game to pixelart because i found some assets on itchio that i thought looked really nice things needed for next ship going to add a sidebar on the left side instead of the right side add sound effects back add a background click and drag to move piece animation issues fold repetition counter under move log make itchio page look better next devlog should be when i update the itchio page and other stuff also i spent closer to 15-16 hours on this cuz it includes the last devlog"}, {"post_id": 9054, "ts": "2026-06-15T03:36:13Z", "hours": 8.3464, "text": "UPDATE #7 i wanna have the time logged for shipping but basically all i did was change some file formats for web assembly and turned down the resolution so that it would automatically scale so that itās playable. Iām currently in the process of converting the game from pygame to c++ raylib since i know c++ already and c++ is better for WASM thats about ittttttttt live ver: https://thestarviper.itch.io/chess-engine"}, {"post_id": 7870, "ts": "2026-06-13T03:53:24Z", "hours": 8.3592, "text": "UPDATE #6 fixed bugs: all game end conditions were broken move log scrollbar didnāt appear on pawn promotion move log didnt use proper notation canceling pawn promotion didnt undo move log canceling pawn promotion capture didnt undo capture when going back in move log, if there was a check the square didnt light red couldnāt change piece to move after selecting a piece added features/changes: promotion menu is inline column added sfx better sprites for pieces draw and resign buttons now use icons move log text now uses the Audiowide regular fond massive code restructure things needed for shipping: optimization, didnāt optimize since last devlog maybe learn WHAT DA HAIL bitboards are to optimize yk click and drag to move piece pieces flicker for a frame when transitioning from animation to static on the board"}, {"post_id": 6680, "ts": "2026-06-11T05:52:38Z", "hours": 3.0944, "text": "UPDATE #5 fixed bugs: checkmate didnt work (again) when king is in check the square didnt light red move log overflowed when filling up so i added a scroll feature added features/changes: promotion gui is now like chess.com and vertical move log is striped and alternates colors for each row board markings for the rows and columns things needed before shipping: optimization, still runs at like 45fps on itch.io sound effects maybe change fonts cuz im using default ugly ones draw/resign icons instead of text click and drag to move piece better sprites for pieces (BUG) canāt move a different piece after selecting one (BUG) draw conditions are broken (BUG) sidebar buttons are broken even though they dont do anything (BUG) when looking back in the move log when the king is in check the square stays red"}, {"post_id": 6058, "ts": "2026-06-10T05:41:11Z", "hours": 5.0128, "text": "UPDATE #4 I fixed preformance :D heres how: i drew the move log table 3x per frame instead of once so i made it do it once now was calculating if someone was in checkmate every frame which was checking if anyone had legal moves every single frame, changed it to check for checkmate on clicks which is every time someone made a move some of the stuff we were rendering were static background elements that never changed and they were being drawn every frame. So instead we render them once at the start and cache it so that we donāt render static elements so many times. (i accidentally changed the opacity of the background and dont feel like retaking the screenshot and accidentally moved the sidebar) FPS my machine 30-40 -> 200+ FPS itch.io 10 -> 45 we still have a ways to go to get a fully smooth experience but 10 to 45 fps from the demo link is much much more playable and i thought i would get a devlog out. next update ill continue to optimize and polish to get ready to ship!"}, {"post_id": 5727, "ts": "2026-06-09T17:02:19Z", "hours": 3.425, "text": "UPDATE #3 things added in this update: added a subtle background added a sidebar added āGame Logā text moved board and bar to the right a bit added a GitHub readme rounded corners of chess board and other stuff Issues: I started to notice the rendering of my chess pieces moving were slightly lagging, after doing a performance test of my code using pythonās profile tool i noticed that my logic for getting legal moves was called 160k+ times and my pieces were rendered 50k+ times. This made my chess engine run at 30-50 fps so i will have to fix the performance issues soon. Next update will prolly be addressing these issues and adding more UI changes"}, {"post_id": 5349, "ts": "2026-06-09T02:49:21Z", "hours": 2.9911, "text": "UPDATE #2 things added in this update: created an itch.io page to demo the game by compiled the PYgame with pygbag added a move log with the ability to look back in time legal move dots now enlarge on hover i plan on actually making the itch.io page look good and actually add a readme to my github repo that looks good but i plan on doing that later. next update i think will be gui changes then after that i will work on QOL changes then feature additions like variants Fully functional game though and i did work on my laptop without wakatime so sad it wasnt tracked :c"}, {"post_id": 4605, "ts": "2026-06-07T23:34:09Z", "hours": 7.4347, "text": "UPDATE #1 I have created using pygame a chess engine complete with all of the rules of chess and is fully playable for local 1v1 with the features: on piece hover, piece tilts a bit piece moves to next square instead of teleporting checkmate resign and draw buttons stalemate 3 fold repetition 50 move rule en pessant castling captured pieces are shown on the side that captured them captured piece zone is aligned to board pawn promotion FUTURE IDEAS: SFX Better GUI on loss/draw screens Better GUI for promotion Main menu variants (atomic,duckchess,giveaway chess, Horde, etc) time control bots (pinging chess.com api idk how to code a chess bot from scratch) color change of boards better graphics for pieces move log when hovering on dot of the move you want to make the dot becomes bigge pull and drag pieces around board to make moves like chess.com"}]...
|
Title: OMNI-Chess by @thestarviper | Stardance
De Title: OMNI-Chess by @thestarviper | Stardance
Devlogs:
UPDATE #1 I have created using pygame a chess engine complete with all of the rules of chess and is fully playable for local 1v1 with the features: on piece hover, piece tilts a bit piece moves to next square instead of teleporting checkmate resign and draw buttons stalemate 3 fold repetition 50 move rule en pessant castling captured pieces are shown on the side that captured them captured piece zone is aligned to board pawn promotion FUTURE IDEAS: SFX Better GUI on loss/draw screens Better GUI for promotion Main menu variants (atomic,duckchess,giveaway chess, Horde, etc) time control bots (pinging chess.com api idk how to code a chess bot from scratch) color change of boards better graphics for pieces move log when hovering on dot of the move you want to make the dot becomes bigge pull and drag pieces around board to make moves like chess.com
UPDATE #2 things added in this update: created an itch.io page to demo the game by compiled the PYgame with pygbag added a move log with the ability to look back in time legal move dots now enlarge on hover i plan on actually making the itch.io page look good and actually add a readme to my github repo that looks good but i plan on doing that later. next update i think will be gui changes then after that i will work on QOL changes then feature additions like variants Fully functional game though and i did work on my laptop without wakatime so sad it wasnt tracked :c
UPDATE #3 things added in this update: added a subtle background added a sidebar added āGame Logā text moved board and bar to the right a bit added a GitHub readme rounded corners of chess board and other stuff Issues: I started to notice the rendering of my chess pieces moving were slightly lagging, after doing a performance test of my code using pythonās profile tool i noticed that my logic for getting legal moves was called 160k+ times and my pieces were rendered 50k+ times. This made my chess engine run at 30-50 fps so i will have to fix the performance issues soon. Next update will prolly be addressing these issues and adding more UI changes
UPDATE #4 I fixed preformance :D heres how: i drew the move log table 3x per frame instead of once so i made it do it once now was calculating if someone was in checkmate every frame which was checking if anyone had legal moves every single frame, changed it to check for checkmate on clicks which is every time someone made a move some of the stuff we were rendering were static background elements that never changed and they were being drawn every frame. So instead we render them once at the start and cache it so that we donāt render static elements so many times. (i accidentally changed the opacity of the background and dont feel like retaking the screenshot and accidentally moved the sidebar) FPS my machine 30-40 -> 200+ FPS itch.io 10 -> 45 we still have a ways to go to get a fully smooth experience but 10 to 45 fps from the demo link is much much more playable and i thought i would get a devlog out. next update ill continue to optimize and polish to get ready to ship!
UPDATE #5 fixed bugs: checkmate didnt work (again) when king is in check the square didnt light red move log overflowed when filling up so i added a scroll feature added features/changes: promotion gui is now like chess.com and vertical move log is striped and alternates colors for each row board markings for the rows and columns things needed before shipping: optimization, still runs at like 45fps on itch.io sound effects maybe change fonts cuz im using default ugly ones draw/resign icons instead of text click and drag to move piece better sprites for pieces (BUG) canāt move a different piece after selecting one (BUG) draw conditions are broken (BUG) sidebar buttons are broken even though they dont do anything (BUG) when looking back in the move log when the king is in check the square stays red
UPDATE #6 fixed bugs: all game end conditions were broken move log scrollbar didnāt appear on pawn promotion move log didnt use proper notation canceling pawn promotion didnt undo move log canceling pawn promotion capture didnt undo capture when going back in move log, if there was a check the square didnt light red couldnāt change piece to move after selecting a piece added features/changes: promotion menu is inline column added sfx better sprites for pieces draw and resign buttons now use icons move log text now uses the Audiowide regular fond massive code restructure things needed for shipping: optimization, didnāt optimize since last devlog maybe learn WHAT DA HAIL bitboards are to optimize yk click and drag to move piece pieces flicker for a frame when transitioning from animation to static on the board
UPDATE #7 i wanna have the time logged for shipping but basically all i did was change some file formats for web assembly and turned down the resolution so that it would automatically scale so that itās playable. Iām currently in the process of converting the game from pygame to c++ raylib since i know c++ already and c++ is better for WASM thats about ittttttttt live ver: https://thestarviper.itch.io/chess-engine
UPDATE #8 This version is not live yet as there are a few bugs that need fixing still as the port from python introduced alot. Some things i liked about porting from python to c++ is that i was able to fine tune things more and use namespaces which i like. ENUMs are also a feature i like. changes/added features Updated graphics to use pieces from itchio 50 move rule counter under game log (i plan to make it togglable) says whos turn it is to play in top right ontop of the highlighting changed entire game to pixelart because i found some assets on itchio that i thought looked really nice things needed for next ship going to add a sidebar on the left side instead of the right side add sound effects back add a background click and drag to move piece animation issues fold repetition counter under move log make itchio page look better next devlog should be when i update the itchio page and other stuff also i spent closer to 15-16 hours on this cuz it includes the last devlog
UPDATE #9 I presented my changes in the stardance slack and was able to get some new ideas like adding a theme switcher. I added the leaves cuz i thought it would add to the theme and then after seeing the leaves, they looked very interactable so i made them interactable. idk thats about it changes/added features leaves on outside of board leaves enlarge on hover for fidgeting i guess idk its fun tho made move log more narrow to fit a sidebar on the left added a 3 fold repetition warning that appears after 2x repetition (make togglable) added a background i got from itchio made hover dots enlarge on hover again fixed animation issues changed board markers to inside the board like originally in python updated itchio page things before next ship add sound effects back click and drag to move piece add sidebar
UPDATE #10 added features/changes added a sidebar added a settings page with the ability to toggle 50 move counter,3 fold counter,board markings with more settings to come like high contrast and animation speed added a makefile to compile code to test instead of running a bunch of commands back to back added puzzles to the puzzle tab pulls random puzzle out of a csv things before next ship more sfx click and drag to move piece sfx plays infinitely on hovers randomize leaves placements menu transitions polish puzzles page and get rid of bugs general ideas theme switcher animation speed control move clock In this update i messed up my codebase so massively bad trying to refactor the code so alot of my time was fixing the nuke i dropped into my codebase. uhhh one of the big bugs i had to squash before this that took eternity was playing sound effects would just crash the game. It turned out the reason was i didnt add the compile flag to my makefile causing the audio mixer to crash the game. After that i added sound effects back in and then started to work on puzzles. for puzzles i took the lichess puzzle database of 6m puzzles and condensed it down to 100k for file space. I pull a random row from this file to create the puzzle and it kinda works but its still in progress.
Update #11 Added Features added puzzle side menu added puzzle streak counter skip retry hint puzzle buttons sucess rate puzzle counter sound effect for hovering button puzzles are basically done Fixed Bugs 3 fold occured in puzzle mode if you made the same wrong move 3 times same thing with 50 move rule as 3 fold puzzle would start with you instead of the computer swaps turn on failed move animations didnāt work in puzzles fixed you can select the opponentās pieces in the puzzle during animation if you hit a frameperfect from the animation finishing on the puzzle screen and switch to the game screen it moves the piece in the game screen if there was a piece on the starting tile same bug with next puzzle button leaves sfx looped infinitely Smart Bool I added a new datatype to make my life easier called a smartbool, this is basically a boolean with a third state called NewTrue which is only true for the first cycle the boolean is updated to true. This boolean is useful for when you want to play a sound effect on hover but if you use a traditional boolean it will play every frame. you can use it like a normal boolean too like smartbool = true; or if (smartbool){} . But this new datatype makes the code easier to understand for me. struct smartbool { enum State { False, NewTrue, True }; State state = False; void operator=(bool value) {this->set(value);} operator bool() const {return state != False; } bool is_new_true() const { return state == NewTrue; } void set(bool value) { if (value) { if (state == False) state = NewTrue; } else { state = False; } } void update() { if (state == NewTrue) { state = True; } } }; Future Ideas clock bots variants more moving graphics/sfx randomize leaves on borders menu transitions (maybe) finish polishing puzzles (pretty much done)
UPDATE #12 added features added variants support added giveaway chess added duckchess (kinda) added the start of a play screen, still working on it not much yet added easing functions to some visuals so they appear instead of popping in fixed bugs/cleanup (like 50% of this devlog) split code back into multiple files fixed that puzzle code was directly in frame update loop tons of crash fixes todo with variants and puzzles animation broke on variants draw legal moves didnāt work on custom pieces future ideas clock bots particle system effects screen shake randomize leaves menu transitions i was mainly struggling to fix crash bugs this devlog as there were multiple that i had to fix, most notably there was a crash bug when swapping between the game and puzzle menus, and loading a new ruleset for variants. My current plan now is to finish the create game screen, then work on fixing the last duckchess bugs, programming a bot then variants + polish. I may ship again if i get a chance before i finish this though. Screenshot here shots duckchess in action but I made the duck sprite using AI just so weāre clear about that because i am bad at art.
UPDATE #13 This is the last update before i ship So basically this was just the last update for this project cuz i decided i would start work on a different project, the changes i made this update are just to get ready to ship and complete the project: removed fps counter removed openings and play menu removed variants from selection as they arent polished enough removed misc debug features audio bug fixed on button hovers audio bug fixed on puzzle win
Ships:
I made a chess game where you locally 1v1 someone with a move log to see move history and all the special rules/draw conditions like 50 move rule, 3 fold, insufficient material, castling, enpessent. It was challenging doing the historical move rendering because you have to keep track of all the previous board positions and the checks and square highlights Im proud of the move log because its cool yall should know that itās low res cuz itās not that efficient and uses pygame and am working on a re-release utilizing raylib for more proformance
I made a chess engine in raylib with puzzle functionality and a movelog with a nature theme. Migrating from pygame to raylib was a big challenge that took me a while to fix all the kinks. idk the leaves are hoverable for a cool fidget thing and have fun!...
|
1793717390.57455
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1793803790.57455
|
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66339
|
Gun and Run by @claudemail | Stardance
|
claudemail
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Gun and Run by @claudemail | Stardance
|
1793717391.8277617
|
1794322191.8277617
|
|
2398
|
Dots by @Ivan | Stardance
|
Ivan
|
1
|
30.46
|
127
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T18:24:51Z", "hours": 28.0, "multiplier": 4.62, "payout": 127, "blessing": "neutral", "text": "I coded Dots, a paper-and-pen game that I loved playing as a kid! The game features several game modes including PvP and PvE. The game engine uses algorithms such as Minimax and Alpha-beta pruning that I learned from Sebastian Lagueās series on Chess programming.", "repo": "https://github.com/IvanMishin1/dots-pygame", "demo": "https://ivannn06.itch.io/dots"}]...
|
[{"post_id": 28326, "ts": "202 [{"post_id": 28326, "ts": "2026-07-14T14:40:14Z", "hours": 2.4639, "text": "Iāve been wanting to learn how to use Blender for quite a while which is why I decided to make an icon for Dots using this software. I found it quite complicated a first but quickly learnt the basics of how it works. Choosing the right shades of red and blue took quite a lot of time."}, {"post_id": 23001, "ts": "2026-07-05T18:16:59Z", "hours": 2.6153, "text": "Worked on the readme file and polished the game for its first ship!"}, {"post_id": 22819, "ts": "2026-07-05T12:35:52Z", "hours": 1.9203, "text": "Added a few menus to make launching the game more straightforward. Also included a short guide."}, {"post_id": 22736, "ts": "2026-07-05T09:57:45Z", "hours": 8.3325, "text": "I got inspired by Sebastian Lagueās series on Chess engines so I decided to create my own engine but for Dots. I implemented the Minimax algorithm with Alpha-beta pruning which is often used in Chess bots. It is worth mentioning that despite itās simple nature, the computational complexity of a dots engine is WAY higher than that of a chess engine: there are about 10^40 possible positions in chess compared to 10^120 in Dots. Furthermore, there is very little documentation on Dots engines, except for one article from 2002. The image attached is a game between a depth 2 and a depth 4 engine."}, {"post_id": 5811, "ts": "2026-06-09T18:58:47Z", "hours": 2.1308, "text": "Implemented the ability to have more than 2 players! This is not part of the classical game rules but I found this variation to be very fun to play. Currently it supports up to 6 players. Implementing this functionality required me to change the way players are handled which made the code clearer."}, {"post_id": 3581, "ts": "2026-06-06T16:10:26Z", "hours": 2.8408, "text": "Fully separated the game logic from the Pygame graphical interface. I am now considering making a web version of the game using Django"}, {"post_id": 2333, "ts": "2026-06-04T19:27:44Z", "hours": 1.0664, "text": "Lost against my little sister TWICE"}, {"post_id": 2185, "ts": "2026-06-04T15:26:58Z", "hours": 1.8442, "text": "Significantly increased the precision of the dot-capturing algorithm and added a scoreboard."}, {"post_id": 1478, "ts": "2026-06-03T15:00:56Z", "hours": 5.3764, "text": "Implemented the dot-capturing algorithm. A dot is captured when it is completely surrounded by opponentsā dots. This turned out to be much more complicated than expected."}, {"post_id": 367, "ts": "2026-06-01T18:20:46Z", "hours": 1.4261, "text": "I decided to start off Stardance by coding a pen-and-paper strategy game that I loved playing as a child: Dots (aka Kropki or Tochki). First, I created a grid layout and implemented the ability to place dots."}]...
|
Title: Dots by @Ivan | Stardance
Devlogs:
I decid Title: Dots by @Ivan | Stardance
Devlogs:
I decided to start off Stardance by coding a pen-and-paper strategy game that I loved playing as a child: Dots (aka Kropki or Tochki). First, I created a grid layout and implemented the ability to place dots.
Implemented the dot-capturing algorithm. A dot is captured when it is completely surrounded by opponentsā dots. This turned out to be much more complicated than expected.
Significantly increased the precision of the dot-capturing algorithm and added a scoreboard.
Lost against my little sister TWICE
Fully separated the game logic from the Pygame graphical interface. I am now considering making a web version of the game using Django
Implemented the ability to have more than 2 players! This is not part of the classical game rules but I found this variation to be very fun to play. Currently it supports up to 6 players. Implementing this functionality required me to change the way players are handled which made the code clearer.
I got inspired by Sebastian Lagueās series on Chess engines so I decided to create my own engine but for Dots. I implemented the Minimax algorithm with Alpha-beta pruning which is often used in Chess bots. It is worth mentioning that despite itās simple nature, the computational complexity of a dots engine is WAY higher than that of a chess engine: there are about 10^40 possible positions in chess compared to 10^120 in Dots. Furthermore, there is very little documentation on Dots engines, except for one article from 2002. The image attached is a game between a depth 2 and a depth 4 engine.
Added a few menus to make launching the game more straightforward. Also included a short guide.
Worked on the readme file and polished the game for its first ship!
Iāve been wanting to learn how to use Blender for quite a while which is why I decided to make an icon for Dots using this software. I found it quite complicated a first but quickly learnt the basics of how it works. Choosing the right shades of red and blue took quite a lot of time.
Ships:
I coded Dots, a paper-and-pen game that I loved playing as a kid! The game features several game modes including PvP and PvE. The game engine uses algorithms such as Minimax and Alpha-beta pruning that I learned from Sebastian Lagueās series on Chess programming....
|
1793717392.7429857
|
1793803792.7429857
|
|
66341
|
Untitled project by @reviewboost | Stardance
|
reviewboost
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @reviewboost | Stardanc Title: Untitled project by @reviewboost | Stardance...
|
1793717394.0500684
|
1794322194.0500684
|
|
66342
|
LearnMan by @ayushcodes_dev | Stardance
|
ayushcodes_dev
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: LearnMan by @ayushcodes_dev | Stardance
|
1793717394.942846
|
1794322194.942846
|
|
239
|
SaralRates by @Shish | Stardance
|
Shish
|
1
|
9.0
|
150
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T18:43:52Z", "hours": 9.0, "multiplier": 16.47, "payout": 150, "blessing": "neutral", "text": "I have previously worked on this project on Flavortown so donāt misunderstand that i made this project in just 9 hours (it actually took 70+ hours in total) In this version, I have migrated database from mongoDB to MariaDB and migrated frontend from React to Next and moved hosting from render, now my Raspberry pi handles the data and cron jobs. I set up a private cloudflare tunnel so that my pi can serve the data securely. There is also a new filter added which allows you to see commodities according to state and their districts. So, the main purpose of this project of mine is to help the farmers so that the middle man canāt exploit them. For now, very less people including some of family members who are into vegetable/fruit business use it :( I hope you guys like it. So much effort has been put into this project and I will keep working on it as I keep learning new new things. While updating this project, I learnt a lot about backend like tunnels. I also learnt more about NextJS and MySQL, like making tables and makking joins between different tables. Hardest thing was the backend as I wasnāt able to visualise properly what is happening so I had to take help of AI.", "repo": "https://github.com/C0nfu5ing-5pring/SaralRates", "demo": "https://saral-rates.vercel.app"}]...
|
[{"post_id": 37791, "ts": "202 [{"post_id": 37791, "ts": "2026-07-30T18:41:01Z", "hours": 0.4969, "text": "v(1.0.0) Completed! Updates I have decided to complete the project and focus on other projects for now. This project was very fun to work with! in these 25 mins, I wrote the README.md file, changed the version across the site and did pretty much small tasks that do not affect the functionality of the website! Changed the filter button style"}, {"post_id": 37577, "ts": "2026-07-30T12:25:16Z", "hours": 1.3339, "text": "v(0.8.2-Beta) Adding new features Updates Disconnected from render now render doesnāt feed data to my website. fixed a broken image logic on LaunchModal.jsx Removed dead code (from previous version) Added new feature of filtering by states and districts databse has around 14k commodities (last 31 days) but website shows only last 7 days. (in future, I will add trends of larger window) card share feature is glitched (again) so tried to work on it but couldnāt fix it properly. (thinking of removing it completely)"}, {"post_id": 37080, "ts": "2026-07-29T15:42:38Z", "hours": 2.3478, "text": "v(0.8.1) Migration Updates first of all, I was REALLY busy with my school so couldnāt code much. So, I started working on this project since a couple of days. So, we have successfully migrated and now my Raspberry Pi has the data and all made a private cloudflare tunnel so that I donāt expose my Pi. THANKS CLOUDFLARE! also installed pm2 on rpi so that backend can run continuously Had problems while migrating (thatās why you can see multiple similar commits) All this was obviously very new for me so I took help of AI for creating the cloudflare part As of today, we only have 246 commodities :( What next? Iāll be working on enhancing the cron job"}, {"post_id": 12315, "ts": "2026-06-20T03:06:38Z", "hours": 3.0953, "text": "v(0.8.1-beta) Migration Updates Read and accessed data from the rpi. So, my thinking here is that, I would have my rpi fetch all the data everyday and store it in mysql (which is on rpi). THEN, I will read and access that data and give it to the frontend and display it! (i doknāt know if it is going to work or not BUT so far, I am able to read and access the data) Deleted mongoose and installed mysql to the project I have been working on dummy data so I donāt know if it is fully functional or not. What next? I will be setting up a job for rpi to fetch data from govt. api every day. Change log 9fae860: read and access data from rpi 5b95a47feat: daily fetch 8dcef72docs: add dummy data aefed79docs: delete mongodb files 41f198ddocs: uninstall mongoose and install mysql 6eeda2edocs: update README 1539c69feat(api): daily fetch"}, {"post_id": 4068, "ts": "2026-06-07T08:10:57Z", "hours": 1.9408, "text": "v(0.8.0-beta) Migration Updates Migrated from ReactJS to NextJS (For better SEO) Tackled some bugs while doing so Made sure everything still works As of today we have data of 33k commoditeis!!! What next? Now I will be doing a tedious job of adding āaltā to all the images and look for more ways to do better SEO Then I need to migrate from MongoDB to MySQL and iāll be storing all the data of commodities on my Raspberry Pi 5. I chose MySQL because if I use it, it might also help me in my school examinations i.e Iāll get my hand on SQL properly :) I also have tons of new ideas that I can implement using MySQL but iāll keep them for upcoming devlogs Changelog feat(api): daily fetch chore: add backups and make next app chose: migrate code from react to next fix(api): allow all cors address fix(feat): fix theme toggle and notifications chore: remove migration backups"}]...
|
Title: SaralRates by @Shish | Stardance
Devlogs:
Title: SaralRates by @Shish | Stardance
Devlogs:
v(0.8.0-beta) Migration Updates Migrated from ReactJS to NextJS (For better SEO) Tackled some bugs while doing so Made sure everything still works As of today we have data of 33k commoditeis!!! What next? Now I will be doing a tedious job of adding āaltā to all the images and look for more ways to do better SEO Then I need to migrate from MongoDB to MySQL and iāll be storing all the data of commodities on my Raspberry Pi 5. I chose MySQL because if I use it, it might also help me in my school examinations i.e Iāll get my hand on SQL properly :) I also have tons of new ideas that I can implement using MySQL but iāll keep them for upcoming devlogs Changelog feat(api): daily fetch chore: add backups and make next app chose: migrate code from react to next fix(api): allow all cors address fix(feat): fix theme toggle and notifications chore: remove migration backups
v(0.8.1-beta) Migration Updates Read and accessed data from the rpi. So, my thinking here is that, I would have my rpi fetch all the data everyday and store it in mysql (which is on rpi). THEN, I will read and access that data and give it to the frontend and display it! (i doknāt know if it is going to work or not BUT so far, I am able to read and access the data) Deleted mongoose and installed mysql to the project I have been working on dummy data so I donāt know if it is fully functional or not. What next? I will be setting up a job for rpi to fetch data from govt. api every day. Change log 9fae860: read and access data from rpi 5b95a47feat: daily fetch 8dcef72docs: add dummy data aefed79docs: delete mongodb files 41f198ddocs: uninstall mongoose and install mysql 6eeda2edocs: update README 1539c69feat(api): daily fetch
v(0.8.1) Migration Updates first of all, I was REALLY busy with my school so couldnāt code much. So, I started working on this project since a couple of days. So, we have successfully migrated and now my Raspberry Pi has the data and all made a private cloudflare tunnel so that I donāt expose my Pi. THANKS CLOUDFLARE! also installed pm2 on rpi so that backend can run continuously Had problems while migrating (thatās why you can see multiple similar commits) All this was obviously very new for me so I took help of AI for creating the cloudflare part As of today, we only have 246 commodities :( What next? Iāll be working on enhancing the cron job
v(0.8.2-Beta) Adding new features Updates Disconnected from render now render doesnāt feed data to my website. fixed a broken image logic on LaunchModal.jsx Removed dead code (from previous version) Added new feature of filtering by states and districts databse has around 14k commodities (last 31 days) but website shows only last 7 days. (in future, I will add trends of larger window) card share feature is glitched (again) so tried to work on it but couldnāt fix it properly. (thinking of removing it completely)
v(1.0.0) Completed! Updates I have decided to complete the project and focus on other projects for now. This project was very fun to work with! in these 25 mins, I wrote the README.md file, changed the version across the site and did pretty much small tasks that do not affect the functionality of the website! Changed the filter button style
Ships:
I have previously worked on this project on Flavortown so donāt misunderstand that i made this project in just 9 hours (it actually took 70+ hours in total) In this version, I have migrated database from mongoDB to MariaDB and migrated frontend from React to Next and moved hosting from render, now my Raspberry pi handles the data and cron jobs. I set up a private cloudflare tunnel so that my pi can serve the data securely. There is also a new filter added which allows you to see commodities according to state and their districts. So, the main purpose of this project of mine is to help the farmers so that the middle man canāt exploit them. For now, very less people including some of family members who are into vegetable/fruit business use it :( I hope you guys like it. So much effort has been put into this project and I will keep working on it as I keep learning new new things. While updating this project, I learnt a lot about backend like tunnels. I also learnt more about NextJS and MySQL, like making tables and makking joins between different tables. Hardest thing was the backend as I wasnāt able to visualise properly what is happening so I had to take help of AI....
|
1793717395.8297377
|
1793803795.8297377
|
|
66343
|
My awesome macropad! by @Fluxion | Stardance
|
Fluxion
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Fluxion | Stardanc Title: My awesome macropad! by @Fluxion | Stardance...
|
1793717396.9933624
|
1794322196.9933624
|
|
39040
|
space tab š by @neonxsl | Stardance
|
neonxsl
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-24T23:14:46Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "well.. this was a pretty fun project! i learnt a lot about environment secrets and how to set up vite.. and in the end i created a pretty cool new tab page! heres what it does; it fetches the current dayās apod nasa picture and its the background! it has smooooooth (and i mean smoothā¦. I SPENT SO LONG TO MAKE IT AS SMOOTH AS POSSIBLE) animations!!! very very very COOL confetti!!!! soo uhh i hope you enjoy my new tab page.. maybe even use it as your own (idk?) https://space.neonxsl.dev/", "repo": "https://github.com/neonxsl/space-tab", "demo": "https://space.neonxsl.dev/"}]...
|
[{"post_id": 34339, "ts": "202 [{"post_id": 34339, "ts": "2026-07-24T23:05:34Z", "hours": 1.77, "text": "Devlog #1 Welcome to space tab! a new tab page that takes you to a whole different galaxy! It has a customisable dark mode switch, as well as choosing your search engine from the most popular ones; google bing duckduckgo brave It has smooth animations as well as using a modern font, āSpace Groteskā (space ikrrr) It also has a greeting which greets you based on the time of day!"}]...
|
Title: space tab š by @neonxsl | Stardance
Devlog Title: space tab š by @neonxsl | Stardance
Devlogs:
Devlog #1 Welcome to space tab! a new tab page that takes you to a whole different galaxy! It has a customisable dark mode switch, as well as choosing your search engine from the most popular ones; google bing duckduckgo brave It has smooth animations as well as using a modern font, āSpace Groteskā (space ikrrr) It also has a greeting which greets you based on the time of day!
Ships:
well.. this was a pretty fun project! i learnt a lot about environment secrets and how to set up vite.. and in the end i created a pretty cool new tab page! heres what it does; it fetches the current dayās apod nasa picture and its the background! it has smooooooth (and i mean smoothā¦. I SPENT SO LONG TO MAKE IT AS SMOOTH AS POSSIBLE) animations!!! very very very COOL confetti!!!! soo uhh i hope you enjoy my new tab page.. maybe even use it as your own (idk?) https://space.neonxsl.dev/...
|
1793717397.8912525
|
1793803797.8912525
|
|
66344
|
browser-use-agent by @mayoranamianmar | Stardance
|
mayoranamianmar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: browser-use-agent by @mayoranamianmar | Sta Title: browser-use-agent by @mayoranamianmar | Stardance...
|
1793717399.0513203
|
1794322199.0513203
|
|
39196
|
My Cool Personal Site! by @jenin | Stardance
|
jenin
|
1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-24T18:22:39Z", "hours": 1.0, "multiplier": 1.02, "payout": 1, "blessing": "neutral", "text": "I made V1 of my site! Itās a very simple HTML page with some CSS and a photo of an F1 car, as well as some links!!", "repo": "https://github.com/jeninh/my-cool-personal-site", "demo": "https://jeninh.github.io/my-cool-personal-site/"}]...
|
[{"post_id": 34177, "ts": "202 [{"post_id": 34177, "ts": "2026-07-24T18:21:03Z", "hours": 0.9286, "text": "I made v1 of my WEBSITE!! I made it using HTML and CSS. I added some features like a navigational bar as well as a photo of an f1 car! I hope to expand this soon by adding some more CSS and even animations!"}]...
|
Title: My Cool Personal Site! by @jenin | Stardanc Title: My Cool Personal Site! by @jenin | Stardance
Devlogs:
I made v1 of my WEBSITE!! I made it using HTML and CSS. I added some features like a navigational bar as well as a photo of an f1 car! I hope to expand this soon by adding some more CSS and even animations!
Ships:
I made V1 of my site! Itās a very simple HTML page with some CSS and a photo of an F1 car, as well as some links!!...
|
1793717399.9328856
|
1793803799.9328856
|
|
34300
|
sdxl-training by @yearcakes | Stardance
|
yearcakes
|
1
|
48.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-23T10:01:56Z", "hours": 48.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Please note that this project has relatively high resource requirements. The following configuration is recommended as the minimum supported environment: OS: Ubuntu 24.04 LTS RAM: 64 GB GPU VRAM: At least 12 GB NVMe SSD (recommended for latent/text-encoder caching) Running below these requirements may result in insufficient memory, significantly reduced performance, or inability to complete training. Thank you for following the development of this project.", "repo": "https://github.com/zhaozhuoran/sdxl-training", "demo": "https://github.com/zhaozhuoran/sdxl-training/blob/main/DEMO.md"}]...
|
[{"post_id": 33399, "ts": "202 [{"post_id": 33399, "ts": "2026-07-23T09:57:12Z", "hours": 9.5828, "text": "Changes This update introduces benchmarking and metadata-related features, along with improvements to the trainer engine and documentation. Detailed changes: Add benchmark.py for training performance evaluation Add test_benchmark.py and test_metadata_features.py to improve test coverage Enhance the trainer engine with advanced evaluation capabilities Improve LoRA method exporting with detailed example configurations Update documentation with comprehensive usage and configuration examples Status With this update completed, the training framework is now ready for official use. For detailed usage instructions and examples, please refer to: Demo Guide: DEMO.md Usage Guide: USAGE.md Minimum Hardware Requirements Please note that this project has relatively high resource requirements. The following configuration is recommended as the minimum supported environment: OS: Ubuntu 24.04 LTS RAM: 64 GB GPU VRAM: At least 12 GB NVMe SSD (recommended for latent/text-encoder caching) Running below these requirements may result in insufficient memory, significantly reduced performance, or inability to complete training. Thank you for following the development of this project. Commit"}, {"post_id": 32750, "ts": "2026-07-22T03:06:06Z", "hours": 6.7319, "text": "Changes Made Checkpoint System: Added thread-safe locking for checkpoint writes to prevent corruption Required optimizer_state_dict validation for checkpoint integrity Stopped background writers in test cleanups to prevent resource leaks Added cache_vae_dtype config field with fp32/bf16 tradeoff options Dataset & Caching: Migrated dataset caching from pickle to safetensors format for faster/safer storage Added cache_vae_dtype VAE precision control (fp32 safe, bf16 faster/lower VRAM) Added seed parameter for reproducible dataset shuffling and deterministic sampling Performance Optimizations: Added TF32 matmul and cuDNN benchmark for CUDA hardware Added torch.compile support for UNet with dynamic shapes Enabled pin_memory on CUDA for faster data transfer Added VRAM monitoring throughout training phases Reset peak memory stats per epoch for accurate telemetry Hardware Guardrails: Added GPU-first guard verification test (skips on CUDA-enabled machines) Added mixed_precision=ānoā VRAM usage warnings for <16GB GPUs Better handling of CPU RNG states after map_location=ācudaā loads GPU memory cleanup after model offloading Testing: Fix test_checkpoint.py to shutdown background writers Add GPU-first guard test that requires non-CUDA environment Commit"}, {"post_id": 31785, "ts": "2026-07-20T13:39:09Z", "hours": 5.0014, "text": "feat: add gradient accumulation and offload checkpoint writes to a background worker Accumulate gradients across micro-steps: zero grad only at window start, scale loss by acc_steps, and step optimizer/scheduler at window end. Move snapshot serialization to a background thread so disk I/O and the ālatestā copy no longer stall training; recovery checkpoints stay synchronous for crash-durable resume. Clone state to CPU (_to_cpu) before enqueueing to avoid GPU OOM and in-place corruption by later training updates. Treat rolling recovery checkpoints as a minimal resume set (LoRA+RNG only); full snapshots still store optimizer/scheduler/scaler state. Resume from a rolling checkpoint rebuilds optimizer momentum and LR schedule from scratch. Make CaptionProcessor RNG thread-safe with a lock for concurrent prefetch. Add flush()/shutdown() for deterministic test state and clean process exit. Commit"}, {"post_id": 31225, "ts": "2026-07-19T13:28:56Z", "hours": 1.0556, "text": "Two small polish passes today! š Quieter training logs ā our console used to shout a full stats line every single step (so noisy šµ). Now it whispers just once every 1,000 steps. Donāt worry though ā the little tqdm progress bar still wiggles along in real time, so you always know weāre alive and training! š£ š·ļø LoRA name tags ā when we export a LoRA, we now tuck proper kohya-standard metadata into the safetensors header. That means sd-webui, ComfyUI, and friends finally recognize our SDXL LoRA and scale it correctly instead of squinting confused. We even peek at a lora_down weight to auto-detect the rank~ š Small changes, cozy results! Commit"}, {"post_id": 30153, "ts": "2026-07-17T14:29:04Z", "hours": 1.9372, "text": "fixed a sneaky little bug: SDXL micro-conditioning was using the resized image size and crop coords, which was a bit off~ now it happily uses the TRUE original size and original-image-space crop offsets, matching the kohya / diffusers convention, so the model finally understands each imageās real backstory also, caption augmentation used the global random, so it got all mixed up on resume (Ā“ļ¼Ļļ¼`) gave it its own little seeded RNG baby ā its state is saved with the checkpoint and restored exactly, so training picks up right where it left off, no getting lost. collate got a tiny shield too: if a batch mixes cached/uncached samples, it now complains LOUDLY instead of throwing a cryptic KeyError Commit"}, {"post_id": 29989, "ts": "2026-07-17T06:40:32Z", "hours": 2.6072, "text": "Hi~ today the trainer went on a little diet! The VAE and Text Encoders were freeloaders. Once everything is cached, they just sit on the GPU sunbathing and eating ~2GB of VRAM for no reason. So now we politely walk them over to the CPU couch before training starts, and only invite them back if we actually need them. xformers joins the party. The UNet now uses memory-efficient attention when itās installed, and quietly falls back to plain SDPA if it isnāt ā no drama, no crashes. The caching progress bar finally tells the truth. Before, it counted already-cached samples as āworkā and lied about the ETA. Now we pre-scan everything first, so the bar only moves for real encoding. Honest bar is best bar. Result: less VRAM, faster start, happier GPU. Nap successful. Commit"}, {"post_id": 29898, "ts": "2026-07-17T02:07:55Z", "hours": 2.3372, "text": "Gave precaching a little diet today! Added a VAE-slicing toggle (off by default = faster), and now we hand VRAM back to the GPU after every batch (no more sneaky CUDA hoarding~). Single-file checkpoints now only carry the UNet home instead of lugging the whole pipeline. Shoved caption augmentation into the prefetch thread, and the progress bar got smarter ā it counts only real encodes, not the lazy āalready-cachedā ones. The GPU is having an easy day, meow~ Commit"}, {"post_id": 29372, "ts": "2026-07-16T08:49:48Z", "hours": 3.0336, "text": "Two little wheels rolled into the trainer today: šÆ Aspect-ratio bucketing: no more squishing every image into a square! Each pic now hops into the bucket whose ratio fits it best, gets a gentle cover-resize + center-crop, and BucketBatchSampler keeps same-bucket pals together so batches stack nice and tidy. š·ļø Cute caption magic: Kohya-style tag shuffling, keep_tokens to pin the first few tags, and playful tag / whole-caption dropout ā data augmentation now feels like sprinkling sugar š¬. Also fixed a sneaky SDXL detail: we now record each imageās real original_size and crop_ltrb and feed them into add_time_ids, instead of pretending everything is a 1024² square. The cache grew up too ā one combined cache_{hash}.pt carrying latents + text-encoder outputs + metadata, always saved to disk so reruns load in a blink, with shape checks that auto-recompute if you resize. And the UNet now takes a nap š¤ until caching is done, freeing VRAM for the little GPUs that could. Commit"}, {"post_id": 29322, "ts": "2026-07-16T05:27:06Z", "hours": 3.7753, "text": "⨠Precaching got a turbo boost! š Hi hi~ today the caching step stopped being such a lazy little snail! šā”ļøš Before, we loaded one image, encoded it, saved it⦠one⦠by⦠one⦠zzz š“ The GPU was basically napping while the disk did all the reading. Now we have a squad of worker threads (cache_workers) fetching images in parallel while the GPU chomps through them in batches (cache_batch_size). I/O and compute finally hold hands and work together! š¤ Bonus: a cute little progress log tells you img/s and ETA, so you know exactly when snack time ends. šŖā±ļø Also added a safety hug for resumes! If you try to resume a checkpoint with a different config, the trainer now gently stops and asks āare you suuure? type āyesā~ā š„ŗ No more silently mixing old weights with new settings and crying later. In non-interactive mode it just aborts to keep you safe. š Commit"}, {"post_id": 28794, "ts": "2026-07-15T09:13:03Z", "hours": 1.7844, "text": "Added cute little tqdm progress bars to the caching & training loops so we can watch them go brrr~ Commit"}, {"post_id": 28764, "ts": "2026-07-15T07:23:33Z", "hours": 2.6842, "text": "Two handy little things landed in the trainer this time~ š§ Caching : VAE latents and text-encoder outputs can now be pre-computed and stored ahead of time! Keep them in RAM or on disk. No more recomputing every step ā less VRAM, faster training, yay~ šÆ UNet-only training : A new train_text_encoder switch (off by default). When off, only the UNet gets LoRA and the text encoders get to rest, so training stays light and breezy! š Also refreshed the config example and added plenty of tests so nothing breaks ā
Commit"}, {"post_id": 28715, "ts": "2026-07-15T04:16:31Z", "hours": 0.9603, "text": "Single-file SDXL checkpoints are now supported! Commit"}, {"post_id": 28696, "ts": "2026-07-15T03:15:43Z", "hours": 3.885, "text": "Initial implementation of the SDXL Training Toolkit! This is a very early and minimal version. The core training pipeline is now in place, but features like aspect ratio bucketing, VAE caching, and other optimizations are still on the way. Commit"}, {"post_id": 28222, "ts": "2026-07-14T11:20:39Z", "hours": 2.38, "text": "I just realized how complex it is to build an SDXL training pipeline from scratch⦠It might be a long while before the first version is ready to ship qwq"}]...
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Title: sdxl-training by @yearcakes | Stardance
De Title: sdxl-training by @yearcakes | Stardance
Devlogs:
I just realized how complex it is to build an SDXL training pipeline from scratch⦠It might be a long while before the first version is ready to ship qwq
Initial implementation of the SDXL Training Toolkit! This is a very early and minimal version. The core training pipeline is now in place, but features like aspect ratio bucketing, VAE caching, and other optimizations are still on the way. Commit
Single-file SDXL checkpoints are now supported! Commit
Two handy little things landed in the trainer this time~ š§ Caching : VAE latents and text-encoder outputs can now be pre-computed and stored ahead of time! Keep them in RAM or on disk. No more recomputing every step ā less VRAM, faster training, yay~ šÆ UNet-only training : A new train_text_encoder switch (off by default). When off, only the UNet gets LoRA and the text encoders get to rest, so training stays light and breezy! š Also refreshed the config example and added plenty of tests so nothing breaks ā
Commit
Added cute little tqdm progress bars to the caching & training loops so we can watch them go brrr~ Commit
⨠Precaching got a turbo boost! š Hi hi~ today the caching step stopped being such a lazy little snail! šā”ļøš Before, we loaded one image, encoded it, saved it⦠one⦠by⦠one⦠zzz š“ The GPU was basically napping while the disk did all the reading. Now we have a squad of worker threads (cache_workers) fetching images in parallel while the GPU chomps through them in batches (cache_batch_size). I/O and compute finally hold hands and work together! š¤ Bonus: a cute little progress log tells you img/s and ETA, so you know exactly when snack time ends. šŖā±ļø Also added a safety hug for resumes! If you try to resume a checkpoint with a different config, the trainer now gently stops and asks āare you suuure? type āyesā~ā š„ŗ No more silently mixing old weights with new settings and crying later. In non-interactive mode it just aborts to keep you safe. š Commit
Two little wheels rolled into the trainer today: šÆ Aspect-ratio bucketing: no more squishing every image into a square! Each pic now hops into the bucket whose ratio fits it best, gets a gentle cover-resize + center-crop, and BucketBatchSampler keeps same-bucket pals together so batches stack nice and tidy. š·ļø Cute caption magic: Kohya-style tag shuffling, keep_tokens to pin the first few tags, and playful tag / whole-caption dropout ā data augmentation now feels like sprinkling sugar š¬. Also fixed a sneaky SDXL detail: we now record each imageās real original_size and crop_ltrb and feed them into add_time_ids, instead of pretending everything is a 1024² square. The cache grew up too ā one combined cache_{hash}.pt carrying latents + text-encoder outputs + metadata, always saved to disk so reruns load in a blink, with shape checks that auto-recompute if you resize. And the UNet now takes a nap š¤ until caching is done, freeing VRAM for the little GPUs that could. Commit
Gave precaching a little diet today! Added a VAE-slicing toggle (off by default = faster), and now we hand VRAM back to the GPU after every batch (no more sneaky CUDA hoarding~). Single-file checkpoints now only carry the UNet home instead of lugging the whole pipeline. Shoved caption augmentation into the prefetch thread, and the progress bar got smarter ā it counts only real encodes, not the lazy āalready-cachedā ones. The GPU is having an easy day, meow~ Commit
Hi~ today the trainer went on a little diet! The VAE and Text Encoders were freeloaders. Once everything is cached, they just sit on the GPU sunbathing and eating ~2GB of VRAM for no reason. So now we politely walk them over to the CPU couch before training starts, and only invite them back if we actually need them. xformers joins the party. The UNet now uses memory-efficient attention when itās installed, and quietly falls back to plain SDPA if it isnāt ā no drama, no crashes. The caching progress bar finally tells the truth. Before, it counted already-cached samples as āworkā and lied about the ETA. Now we pre-scan everything first, so the bar only moves for real encoding. Honest bar is best bar. Result: less VRAM, faster start, happier GPU. Nap successful. Commit
fixed a sneaky little bug: SDXL micro-conditioning was using the resized image size and crop coords, which was a bit off~ now it happily uses the TRUE original size and original-image-space crop offsets, matching the kohya / diffusers convention, so the model finally understands each imageās real backstory also, caption augmentation used the global random, so it got all mixed up on resume (Ā“ļ¼Ļļ¼`) gave it its own little seeded RNG baby ā its state is saved with the checkpoint and restored exactly, so training picks up right where it left off, no getting lost. collate got a tiny shield too: if a batch mixes cached/uncached samples, it now complains LOUDLY instead of throwing a cryptic KeyError Commit
Two small polish passes today! š Quieter training logs ā our console used to shout a full stats line every single step (so noisy šµ). Now it whispers just once every 1,000 steps. Donāt worry though ā the little tqdm progress bar still wiggles along in real time, so you always know weāre alive and training! š£ š·ļø LoRA name tags ā when we export a LoRA, we now tuck proper kohya-standard metadata into the safetensors header. That means sd-webui, ComfyUI, and friends finally recognize our SDXL LoRA and scale it correctly instead of squinting confused. We even peek at a lora_down weight to auto-detect the rank~ š Small changes, cozy results! Commit
feat: add gradient accumulation and offload checkpoint writes to a background worker Accumulate gradients across micro-steps: zero grad only at window start, scale loss by acc_steps, and step optimizer/scheduler at window end. Move snapshot serialization to a background thread so disk I/O and the ālatestā copy no longer stall training; recovery checkpoints stay synchronous for crash-durable resume. Clone state to CPU (_to_cpu) before enqueueing to avoid GPU OOM and in-place corruption by later training updates. Treat rolling recovery checkpoints as a minimal resume set (LoRA+RNG only); full snapshots still store optimizer/scheduler/scaler state. Resume from a rolling checkpoint rebuilds optimizer momentum and LR schedule from scratch. Make CaptionProcessor RNG thread-safe with a lock for concurrent prefetch. Add flush()/shutdown() for deterministic test state and clean process exit. Commit
Changes Made Checkpoint System: Added thread-safe locking for checkpoint writes to prevent corruption Required optimizer_state_dict validation for checkpoint integrity Stopped background writers in test cleanups to prevent resource leaks Added cache_vae_dtype config field with fp32/bf16 tradeoff options Dataset & Caching: Migrated dataset caching from pickle to safetensors format for faster/safer storage Added cache_vae_dtype VAE precision control (fp32 safe, bf16 faster/lower VRAM) Added seed parameter for reproducible dataset shuffling and deterministic sampling Performance Optimizations: Added TF32 matmul and cuDNN benchmark for CUDA hardware Added torch.compile support for UNet with dynamic shapes Enabled pin_memory on CUDA for faster data transfer Added VRAM monitoring throughout training phases Reset peak memory stats per epoch for accurate telemetry Hardware Guardrails: Added GPU-first guard verification test (skips on CUDA-enabled machines) Added mixed_precision=ānoā VRAM usage warnings for <16GB GPUs Better handling of CPU RNG states after map_location=ācudaā loads GPU memory cleanup after model offloading Testing: Fix test_checkpoint.py to shutdown background writers Add GPU-first guard test that requires non-CUDA environment Commit
Changes This update introduces benchmarking and metadata-related features, along with improvements to the trainer engine and documentation. Detailed changes: Add benchmark.py for training performance evaluation Add test_benchmark.py and test_metadata_features.py to improve test coverage Enhance the trainer engine with advanced evaluation capabilities Improve LoRA method exporting with detailed example configurations Update documentation with comprehensive usage and configuration examples Status With this update completed, the training framework is now ready for official use. For detailed usage instructions and examples, please refer to: Demo Guide: DEMO.md Usage Guide: USAGE.md Minimum Hardware Requirements Please note that this project has relatively high resource requirements. The following configuration is recommended as the minimum supported environment: OS: Ubuntu 24.04 LTS RAM: 64 GB GPU VRAM: At least 12 GB NVMe SSD (recommended for latent/text-encoder caching) Running below these requirements may result in insufficient memory, significantly reduced performance, or inability to complete training. Thank you for following the development of this project. Commit
Ships:
Please note that this project has relatively high resource requirements. The following configuration is recommended as the minimum supported environment: OS: Ubuntu 24.04 LTS RAM: 64 GB GPU VRAM: At least 12 GB NVMe SSD (recommended for latent/text-encoder caching) Running below these requirements may result in insufficient memory, significantly reduced performance, or inability to complete training. Thank you for following the development of this project....
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Cyber Game Engine by @Cy | Stardance
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Cy
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57.0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T06:27:02Z", "hours": 57.0, "multiplier": 13.71, "payout": 785, "blessing": "neutral", "text": "I have make The Cyber Game Engine, witch is a EXTREAMLY light weight game engine made with python and pygame. This is only a demo but I feel its at a useable point even though it has its bugs (some I dont know how to fix like the blank buttons). The most challenging part was the NPCs and 3d Projection and all the little problems that add up. What I am most proud of is making this whole project under 1.44mb to make it fit on a floppy drive and actually seeing what this little project has become. People who are going to use this project, just know that there are bugs and I am planning to add more features like a main menu system and sutch.", "repo": "https://github.com/Cybrock9000/CyberGameEngine", "demo": "https://github.com/Cybrock9000/CyberGameEngine/releases/tag/demo2"}]...
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[{"post_id": 37444, "ts": "202 [{"post_id": 37444, "ts": "2026-07-30T06:01:51Z", "hours": 0.3597, "text": "Final touchups before demo ship!!!"}, {"post_id": 34473, "ts": "2026-07-25T06:33:42Z", "hours": 1.5597, "text": "You can now give the option to make some NPCs pushable. NPCs now have wall collision and player collision is reworked so you dont āstickā on walls anymore."}, {"post_id": 33915, "ts": "2026-07-24T06:40:02Z", "hours": 5.1158, "text": "Ive added a a few things like ādynamicā lighting and html documentation. Ive added some keyboard controls to the engine like moving the map with wasd. I changed some buttons around a tad and the gun works and sends NPCs a message (only one right now is die, but more flexibility soon). A demo ship might be coming soon maybe."}, {"post_id": 32826, "ts": "2026-07-22T07:00:23Z", "hours": 4.7206, "text": "Today is the day I realized I had to lock in in order to get the stuff I want. So, I have done quite a bit in that case like: The floor darkness is fixed, NPCs can be pickup items (kinda, only the gun is supported), very basic tool/weapon support, shooting with the gun and having it detect NPCs, starting the documentation page, lots of stuff behind the scenes like moving the map around with WASD, and a measuring tool for the map. The only problem (that bothers me because there is a lot of problems) Im having right now is the fps tanks when there is flooring. I tried to optimize it but that led nowhere. So you can disable flooring in the settings."}, {"post_id": 32197, "ts": "2026-07-21T06:22:11Z", "hours": 3.4047, "text": "I have added some stuff that is major. I have added FLOORS!!!!!! Using the same type of code for the walls but a little different, we can get ourselves some floors. I also added a toggle to swap between adding floors and walls (that W button) and you can see the floors behind the walls in the grid. The floors are slightly optimized to disappear if they are far too. They also support darkness. NPCs also got some stuff done too. they can move toward the player (and phase through walls) and there can be multiple NPCs."}, {"post_id": 31076, "ts": "2026-07-19T05:41:37Z", "hours": 2.8692, "text": "I honestly dont remember what I did the other day except that I made the npc disappear behind walls and some y pos stuff with the npc"}, {"post_id": 28737, "ts": "2026-07-15T05:33:36Z", "hours": 7.2611, "text": "I have not been working on these projects in a while because I found out that Terraria exists but today I have spent many hours working on both projects. Things I have done today: I finally started working on the NPC `s (It works, and I had to look WAY back to my old raycaster on scratch to figure it out lol), More stuff with the scripts (for the npc), Doom like hand (that bobs when you move), Done a alternative way to test the game your making without future problems (hopefully), Object/NPC panel (buttons dont work yet),Still under 1.44mb :) . Things I am going to do: Finish NPC, Fix some problems with the IDE, NPC Waypoints (Inspired by NZ:P), Audio scripting (so you can call when a sound should be played), Maybe NPC collision, Weapons/Tools support, Possible flooring/ceiling and more of the 3rd dimension instead of the raycaster feel (this is not a raycaster), Ingame guis, Win function, Keep this below 1.44mb, try to figure out how to use the formatting stuff on this website to make this look good. More development stuff here (might need to be updated): https://cybrock9000.github.io/CyberWolfGames/engine.html"}, {"post_id": 16106, "ts": "2026-06-26T06:04:20Z", "hours": 5.4675, "text": "I HAVE FIGGURED IT OUT!!! I HAVE MADE THE RENDERING FAST!!! Turns out I was checking every step that the ray moves (which is about 250) for 20 rays (5000 checks) for each wall (if its 10 walls, that is 50000 checks) which is very hardware expensive. I solved it by just doing one check per ray by firing the ray and checking it once (for those same stats above with this new method, it is 200 checks WHICH IS HUGE!!!). And that means that the is near no limit on how long the rays are. And now the games the engine makes are a smooth 60fps (uncapped is roughly 175-200fps) and before with the same map and settings it was 7-30fps. The engine will default the ray count to 30 with a ray dist of 500. I have also started working on the .cy script (top right pic) to make life easier doing coding for the engine to make your game. Right now it only looks for player.cy but I will have it load all in the scripts folder. The IDE that I am working on for this now can load and save files, it loads what words to be in color by loading a .json file, and you can scroll. My next steps are to work on the scripts and figure out objects/sprites (2d objects in a 3d world, look up Wolfenstein 3D to see what I mean). I also need to update my website to include documentation on how to use this engine ( https://cybrock9000.github.io/CyberWolfGames/index.html ). I would like to also polish up the engine too by making it more satisfying in some areas and also add button mappings to the map grid. With all that said, I am really happy on where this is going and I am still happy to say that this is still under 1.44mb :). -Cy"}, {"post_id": 14221, "ts": "2026-06-23T07:11:10Z", "hours": 4.5478, "text": "So its been a while since my last devlog and I have done not that much (I was busy and burned out), so Im going to talk. I have created a custom code editor that just handles the basics so far. Like: Writing stuff, multi line stuff, custom color pallets for fun and saving. This new IDE will help program in the custom programing language (when I get to that point). I need to figure out how to make the 3d rendering faster because right now it runs on an average 17-30fps (with no cap) when its near some walls. I am happy if it stayed at 30, but sometimes it drops to 7. Im thinking on executing this by some way of multithreading/multiprocessing or find a more optimized way to do the raycasting (which just checks to see if you are looking at a wall). One of the things that I am really stuck on though is putting the 2d sprites/objects/npcs into a 3d world. I have an idea on how to do it but putting it into code is tough. But even though I have a lot to do, Its still under 1.44mb"}, {"post_id": 7896, "ts": "2026-06-13T05:34:41Z", "hours": 4.8819, "text": "I have been working offline quite a bit and done quite a bit: option to enable darkness in the engine a vignette will draw when there is darkness there is now a sky (using the gross webp format for being a small file size) there is now a simple hud simple gravity jumping and crouching other tiny things still under 1.44mb if you are interested in more, plz visit here: https://cybrock9000.github.io/CyberWolfGames/index.html I wont be posting that much because of my internet being out but i am still working on both projects :)"}, {"post_id": 5429, "ts": "2026-06-09T06:09:07Z", "hours": 2.1956, "text": "I`ve done some stuff the past couple days: Have the option to have walls get darker the further they are The mouse now rotates the camera instead of arrow keys You can now set the player starting point if you are interested in pics and vids please look here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html"}, {"post_id": 3958, "ts": "2026-06-07T02:53:23Z", "hours": 3.0478, "text": "today I had a lot of free time that I spent working on this project, here is what I have done: Walls are now correctly layered depending on the distance (with the furthest one being first and the closest last) *screen smoothly scales to correct size instead of instantly being set to that size Started implementing the scripts but I need some time to figure out how I want to do it. Still under 1.44mb if you are interested in this project more, I suggest looking at my website to see cool pics and vids: https://cybrock9000.github.io/CyberWolfGames/engineDev.html"}, {"post_id": 3361, "ts": "2026-06-06T07:48:31Z", "hours": 2.4033, "text": "Today and yesterday i was a little busy but I did get stuff done: *Starting to do the script logic for the user to make custom events and other cool things *possibly faster rendering (havenāt fully tested) *still under 1.44mb *mouse inversion option for scrolling the scripts *lots of backend stuff If you would like to see the whole development process with videos and pics, the link is here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html"}, {"post_id": 1906, "ts": "2026-06-04T04:04:05Z", "hours": 2.1325, "text": "The things I have added to my game engine today: I have fixed the map grid cursor and implemented drawing walls. I made it possible to change the wall color in editor Changeable map grid cursor speed Other little tweaks Things I still need to do: Make it possible to delete a specific wall Rendering optimizations (it runs fine with low amounts of walls but when there is more than 15 there is a noticeable frame drop) Keep engine below 1.44mb to put it on a floppy drive someday (right now its 100kb) And other stuff that is not my top priority right now. If you want to see more pictures and videos, please look here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html"}, {"post_id": 1261, "ts": "2026-06-03T04:16:06Z", "hours": 3.6242, "text": "I have gotten a lot of stuff done today: worked a lot on the map grid, wall occlusion using raycasting, being able to turn the project into a exe, and some QOL tweaks! If you want to see more pictures and videos, please look here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html"}, {"post_id": 636, "ts": "2026-06-02T04:46:23Z", "hours": 1.3714, "text": "little look at the progress right now. I have added some settings and other buttons functionalityās. I fixed the map grid to properly show the map and added zooming to the map grid. I am planning to fix the way the 3d renderer renders walls eventually. If you want to see more pics and vids, please visit here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html"}, {"post_id": 543, "ts": "2026-06-02T00:52:19Z", "hours": 1.2856, "text": "worked on the little viewport that shows a 2d version of the map with accurate wall sizes and colors. and added controls to move the map and zoom in and out"}, {"post_id": 458, "ts": "2026-06-01T22:07:29Z", "hours": 1.0192, "text": "3d rendering of 2 walls"}]...
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Title: Cyber Game Engine by @Cy | Stardance
Devlo Title: Cyber Game Engine by @Cy | Stardance
Devlogs:
3d rendering of 2 walls
worked on the little viewport that shows a 2d version of the map with accurate wall sizes and colors. and added controls to move the map and zoom in and out
little look at the progress right now. I have added some settings and other buttons functionalityās. I fixed the map grid to properly show the map and added zooming to the map grid. I am planning to fix the way the 3d renderer renders walls eventually. If you want to see more pics and vids, please visit here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
I have gotten a lot of stuff done today: worked a lot on the map grid, wall occlusion using raycasting, being able to turn the project into a exe, and some QOL tweaks! If you want to see more pictures and videos, please look here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
The things I have added to my game engine today: I have fixed the map grid cursor and implemented drawing walls. I made it possible to change the wall color in editor Changeable map grid cursor speed Other little tweaks Things I still need to do: Make it possible to delete a specific wall Rendering optimizations (it runs fine with low amounts of walls but when there is more than 15 there is a noticeable frame drop) Keep engine below 1.44mb to put it on a floppy drive someday (right now its 100kb) And other stuff that is not my top priority right now. If you want to see more pictures and videos, please look here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
Today and yesterday i was a little busy but I did get stuff done: *Starting to do the script logic for the user to make custom events and other cool things *possibly faster rendering (havenāt fully tested) *still under 1.44mb *mouse inversion option for scrolling the scripts *lots of backend stuff If you would like to see the whole development process with videos and pics, the link is here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
today I had a lot of free time that I spent working on this project, here is what I have done: Walls are now correctly layered depending on the distance (with the furthest one being first and the closest last) *screen smoothly scales to correct size instead of instantly being set to that size Started implementing the scripts but I need some time to figure out how I want to do it. Still under 1.44mb if you are interested in this project more, I suggest looking at my website to see cool pics and vids: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
I`ve done some stuff the past couple days: Have the option to have walls get darker the further they are The mouse now rotates the camera instead of arrow keys You can now set the player starting point if you are interested in pics and vids please look here: https://cybrock9000.github.io/CyberWolfGames/engineDev.html
I have been working offline quite a bit and done quite a bit: option to enable darkness in the engine a vignette will draw when there is darkness there is now a sky (using the gross webp format for being a small file size) there is now a simple hud simple gravity jumping and crouching other tiny things still under 1.44mb if you are interested in more, plz visit here: https://cybrock9000.github.io/CyberWolfGames/index.html I wont be posting that much because of my internet being out but i am still working on both projects :)
So its been a while since my last devlog and I have done not that much (I was busy and burned out), so Im going to talk. I have created a custom code editor that just handles the basics so far. Like: Writing stuff, multi line stuff, custom color pallets for fun and saving. This new IDE will help program in the custom programing language (when I get to that point). I need to figure out how to make the 3d rendering faster because right now it runs on an average 17-30fps (with no cap) when its near some walls. I am happy if it stayed at 30, but sometimes it drops to 7. Im thinking on executing this by some way of multithreading/multiprocessing or find a more optimized way to do the raycasting (which just checks to see if you are looking at a wall). One of the things that I am really stuck on though is putting the 2d sprites/objects/npcs into a 3d world. I have an idea on how to do it but putting it into code is tough. But even though I have a lot to do, Its still under 1.44mb
I HAVE FIGGURED IT OUT!!! I HAVE MADE THE RENDERING FAST!!! Turns out I was checking every step that the ray moves (which is about 250) for 20 rays (5000 checks) for each wall (if its 10 walls, that is 50000 checks) which is very hardware expensive. I solved it by just doing one check per ray by firing the ray and checking it once (for those same stats above with this new method, it is 200 checks WHICH IS HUGE!!!). And that means that the is near no limit on how long the rays are. And now the games the engine makes are a smooth 60fps (uncapped is roughly 175-200fps) and before with the same map and settings it was 7-30fps. The engine will default the ray count to 30 with a ray dist of 500. I have also started working on the .cy script (top right pic) to make life easier doing coding for the engine to make your game. Right now it only looks for player.cy but I will have it load all in the scripts folder. The IDE that I am working on for this now can load and save files, it loads what words to be in color by loading a .json file, and you can scroll. My next steps are to work on the scripts and figure out objects/sprites (2d objects in a 3d world, look up Wolfenstein 3D to see what I mean). I also need to update my website to include documentation on how to use this engine ( https://cybrock9000.github.io/CyberWolfGames/index.html ). I would like to also polish up the engine too by making it more satisfying in some areas and also add button mappings to the map grid. With all that said, I am really happy on where this is going and I am still happy to say that this is still under 1.44mb :). -Cy
I have not been working on these projects in a while because I found out that Terraria exists but today I have spent many hours working on both projects. Things I have done today: I finally started working on the NPC `s (It works, and I had to look WAY back to my old raycaster on scratch to figure it out lol), More stuff with the scripts (for the npc), Doom like hand (that bobs when you move), Done a alternative way to test the game your making without future problems (hopefully), Object/NPC panel (buttons dont work yet),Still under 1.44mb :) . Things I am going to do: Finish NPC, Fix some problems with the IDE, NPC Waypoints (Inspired by NZ:P), Audio scripting (so you can call when a sound should be played), Maybe NPC collision, Weapons/Tools support, Possible flooring/ceiling and more of the 3rd dimension instead of the raycaster feel (this is not a raycaster), Ingame guis, Win function, Keep this below 1.44mb, try to figure out how to use the formatting stuff on this website to make this look good. More development stuff here (might need to be updated): https://cybrock9000.github.io/CyberWolfGames/engine.html
I honestly dont remember what I did the other day except that I made the npc disappear behind walls and some y pos stuff with the npc
I have added some stuff that is major. I have added FLOORS!!!!!! Using the same type of code for the walls but a little different, we can get ourselves some floors. I also added a toggle to swap between adding floors and walls (that W button) and you can see the floors behind the walls in the grid. The floors are slightly optimized to disappear if they are far too. They also support darkness. NPCs also got some stuff done too. they can move toward the player (and phase through walls) and there can be multiple NPCs.
Today is the day I realized I had to lock in in order to get the stuff I want. So, I have done quite a bit in that case like: The floor darkness is fixed, NPCs can be pickup items (kinda, only the gun is supported), very basic tool/weapon support, shooting with the gun and having it detect NPCs, starting the documentation page, lots of stuff behind the scenes like moving the map around with WASD, and a measuring tool for the map. The only problem (that bothers me because there is a lot of problems) Im having right now is the fps tanks when there is flooring. I tried to optimize it but that led nowhere. So you can disable flooring in the settings.
Ive added a a few things like ādynamicā lighting and html documentation. Ive added some keyboard controls to the engine like moving the map with wasd. I changed some buttons around a tad and the gun works and sends NPCs a message (only one right now is die, but more flexibility soon). A demo ship might be coming soon maybe.
You can now give the option to make some NPCs pushable. NPCs now have wall collision and player collision is reworked so you dont āstickā on walls anymore.
Final touchups before demo ship!!!
Ships:
I have make The Cyber Game Engine, witch is a EXTREAMLY light weight game engine made with python and pygame. This is only a demo but I feel its at a useable point even though it has its bugs (some I dont know how to fix like the blank buttons). The most challenging part was the NPCs and 3d Projection and all the little problems that add up. What I am most proud of is making this whole project under 1.44mb to make it fit on a floppy drive and actually seeing what this little project has become. People who are going to use this project, just know that there are bugs and I am planning to add more features like a main menu system and sutch....
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Untitled project by @jupeme6 | Stardance
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jupeme6
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Title: Untitled project by @jupeme6 | Stardance
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1793717403.5968199
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1794322203.5968199
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27889
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My first slack bot! by @Baule | Stardance
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Baule
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2
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9.0
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5
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T01:08:02Z", "hours": 3.0, "multiplier": 1.72, "payout": 5, "blessing": "neutral", "text": "This is my second Ship for this project Changes : ⢠I reworked the github command now it can post the github account info if you only @someone if he has linked its github to his slack ā¢Added a new command to link your github with your Slack account to use the github command", "repo": "https://github.com/345235/Slackbot", "demo": "https://hackclub.slack.com/archives/C0BM1E8ATQT"}, {"ship_num": 2, "ts": "2026-07-28T23:55:50Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So i made a slackbot that respons 24/7 you can say /hackbot-github then the slackbot posts your user name into the chat its only visible to you. Then we have the slackbot-todo command were you can create a todo in the future i will add more big commands i have smaller ones like the ping and help command the help command is called simple-help In the picture are all commands", "repo": "https://github.com/345235/Slackbot", "demo": "https://hackclub.slack.com/archives/C0BM1E8ATQT"}]...
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[{"post_id": 65388, "ts": "202 [{"post_id": 65388, "ts": "2026-09-10T14:27:00Z", "hours": 2.7858, "text": "i have made a new command the /hackbot-linkgithub command it links your github to your slack account. And i also updated the github command , now you only need to @someone to see his github but it only works with when the person you @ has linked his github to his slack account"}, {"post_id": 36537, "ts": "2026-07-28T18:36:47Z", "hours": 0.4667, "text": "I fixed the todo command"}, {"post_id": 36097, "ts": "2026-07-27T23:38:16Z", "hours": 0.4633, "text": "Devlog 5 I am really desperate since my code deletet it self through a bad github pull from me nothing works.The todo command if you doesnt write anything it gives you an massage that you didnt write anything but then it creates the todo anyway and the github command doesnt work anymore and the repo command works but then the app posts that it doesnt work every command worked befor but now it nothing works so if someone wants to help me please contac me and sorry that i complain so much but i am really angry that nothing works"}, {"post_id": 35800, "ts": "2026-07-27T13:52:36Z", "hours": 1.6619, "text": "Devloge 4 I am so close to finish the project I have made it run 24/7 and any other command is working except the github command it worked before but then i messd up and all my code was reseted to the simple hackbot ping command i worked the whole day to remake the commands but now it gives me on slacke everytime an error that the app doesnt respond but the ping command workes so if someone nows where the problem is the notify me"}, {"post_id": 31246, "ts": "2026-07-19T14:33:20Z", "hours": 0.8025, "text": "Devloge 3 I have now added a command that shows your github account"}, {"post_id": 29782, "ts": "2026-07-16T21:45:14Z", "hours": 1.3136, "text": "Devlog 2 I now will implement github add-ons so you could send direkt to some one your github account or track a projects repo"}, {"post_id": 28187, "ts": "2026-07-14T09:56:54Z", "hours": 0.8661, "text": "The basics of my bot are now ready now i will add more commands"}]...
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Title: My first slack bot! by @Baule | Stardance
Title: My first slack bot! by @Baule | Stardance
Devlogs:
The basics of my bot are now ready now i will add more commands
Devlog 2 I now will implement github add-ons so you could send direkt to some one your github account or track a projects repo
Devloge 3 I have now added a command that shows your github account
Devloge 4 I am so close to finish the project I have made it run 24/7 and any other command is working except the github command it worked before but then i messd up and all my code was reseted to the simple hackbot ping command i worked the whole day to remake the commands but now it gives me on slacke everytime an error that the app doesnt respond but the ping command workes so if someone nows where the problem is the notify me
Devlog 5 I am really desperate since my code deletet it self through a bad github pull from me nothing works.The todo command if you doesnt write anything it gives you an massage that you didnt write anything but then it creates the todo anyway and the github command doesnt work anymore and the repo command works but then the app posts that it doesnt work every command worked befor but now it nothing works so if someone wants to help me please contac me and sorry that i complain so much but i am really angry that nothing works
I fixed the todo command
i have made a new command the /hackbot-linkgithub command it links your github to your slack account. And i also updated the github command , now you only need to @someone to see his github but it only works with when the person you @ has linked his github to his slack account
Ships:
So i made a slackbot that respons 24/7 you can say /hackbot-github then the slackbot posts your user name into the chat its only visible to you. Then we have the slackbot-todo command were you can create a todo in the future i will add more big commands i have smaller ones like the ping and help command the help command is called simple-help In the picture are all commands
This is my second Ship for this project Changes : ⢠I reworked the github command now it can post the github account info if you only @someone if he has linked its github to his slack ā¢Added a new command to link your github with your Slack account to use the github command...
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1793717404.5134947
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noel personal-website by @noelgarcians | Stardance
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noelgarcians
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Title: noel personal-website by @noelgarcians | St Title: noel personal-website by @noelgarcians | Stardance...
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1793717405.9713137
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1794322205.9713137
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1894
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Boba Cats! by @Jewelia | Stardance
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Jewelia
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1
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63.0
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1069
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T20:19:28Z", "hours": 63.0, "multiplier": 17.55, "payout": 1069, "blessing": "neutral", "text": "Boba Cats! is a 2D adventure game about a catās quest to find the fabled brown sugar boba! After an entire summer of working on it, our team ( @graceyd , @kimeowsu , and I) are ready to present the first world of our game! This world takes place under the ocean! What might a cat be doing underwater, you might ask? Youāll see! š The first world is fully playable, but the soundtrack and extra touches will be added in future versions! We hope you all enjoy the cute pixel art, fun platforming challenges, creative storyline, and easter eggs! You can play the game on the [itch app] ( https://itch.io/app ) or download it for Windows!", "repo": "https://github.com/graceyd1/Boba-Cats", "demo": "https://grassinabox.itch.io/boba-cats"}]...
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[{"post_id": 44198, "ts": "202 [{"post_id": 44198, "ts": "2026-08-09T20:07:52Z", "hours": 3.2164, "text": "Quick devlog before shipping!! @graceyd and I had our sisters test the game, and weāve been working on fixing some bugs this past week! File saving should be fixed now, as well as some issues with the miniboss and other minor visual bugs! Hope you enjoy the game! Ship coming right up ā>"}, {"post_id": 39232, "ts": "2026-08-02T02:02:56Z", "hours": 11.4622, "text": "Today has been a rush to make final touches to our game! We hoped to be able to ship it today, but in favor of more thorough testing, we will probably end up shipping it later this week (hopefully tomorrow or the day after tomorrow or - š¤ you get the idea right?) Iāve been working on the hidden pearls you can find in-game, as well as name labels to text boxes so it makes it easier for players to remember who is who! As for what the pearls doā¦Iāve taken a long time to work on that too! But you better come play our game to find out what they actually do š if you can find them in the first place, that is! A couple hours were also spent adding major dialogue changes to one of the major plot points! Weāre hoping with the new changes that the story will have more character depth and be more memorable for players! Thatās it for now ~"}, {"post_id": 30183, "ts": "2026-07-17T15:31:42Z", "hours": 8.1886, "text": "As we near our final stage of completing the first world of our project, we are smoothing everything out as well as adding final touches and the last major additions such as the plant shop shown below (spoilers: it doesnāt sell you plants). Iāve smoothed out the camera movement in the miniboss arena and added a gate (as shown in the video). Iāve also had fun creating the UI for a multiple file save system and inventory! Thatās it for now!! (If weāre not counting some stuff that would be better for you to experience when you actually play the game šš)"}, {"post_id": 28367, "ts": "2026-07-14T16:12:56Z", "hours": 4.3056, "text": "Weāve been wrapping this gameās first level up, with some fixes and tweaks here and there, and adding the final cutscenes such as the one in the video! Aandddā¦.we might be getting a soundtrack from a special someone š"}, {"post_id": 25283, "ts": "2026-07-09T13:51:28Z", "hours": 11.0194, "text": "Weāve made a lot of progress on Boba Cats! Nearly all the rooms are added and we are close to finishing up the dialogue and story line! Thanks to @kimeowsu ās amazing art and creativity and @graceyd ās awesome coding and dedication, we hope to be able to ship the first level of our game very soon, so stay tuned!"}, {"post_id": 18439, "ts": "2026-06-29T16:24:00Z", "hours": 5.835, "text": "Dialogue and Story!! Weāve started to add the plot in the form of dialogue to our game, which we have decided to name Boba Cats! In order to get their ship fixed, the player must find brown sugar bobaā¦but at what cost?"}, {"post_id": 14784, "ts": "2026-06-24T00:51:46Z", "hours": 3.7164, "text": "We got the underwater city art in by @kimeowsu !! Doesnāt it look amazing? š I worked on the scene changes, which allow the player to go back and forth between rooms. Tell me why forwards scene changes took like 10 minutes and backwards took 2 and a half hours⦠at least it finally works!! š„³ š
š"}, {"post_id": 12215, "ts": "2026-06-19T22:47:01Z", "hours": 4.2386, "text": "Weāve moved on to āØTHE BIG BAD BOSS⨠of our underwater level: The SEA BUNNY. @graceyd and I worked on coding the bunny @kimeowsu drew. It can shoot bullets from its fur and launch a mad dash attack you can try to dodge! Who knew bunnies were so dangerous andā¦huge? š« š§Ø š°"}, {"post_id": 11029, "ts": "2026-06-18T01:51:21Z", "hours": 3.1744, "text": "Oh yeah, that bomb thatās not supposed to explode and yet yeets you halfway across the screen? Itās not a bugā¦ā¦itās a feature š š š"}, {"post_id": 7039, "ts": "2026-06-11T19:59:55Z", "hours": 2.1142, "text": "We got art for the cave the player will enter after passing the underwater level!! š„³ @graceyd and I worked on coding a flashlight that will grow a vine to allow the player to climb it and reach the cliff! Enjoy the video š"}, {"post_id": 5996, "ts": "2026-06-10T01:39:28Z", "hours": 3.9172, "text": "Updates: We got some art by @graceyd ās sister imported in! Weāve a few steps closer to creating an actual 2D scrolling game with the implementation of a camera to follow the player and factors in the environment (like fish and coral tubes!) that damage the playerās health. Videoās a bit laggy because my computer decided to be slow today XD but hope you enjoy!! Will bring more updates soon :D"}, {"post_id": 1637, "ts": "2026-06-03T19:22:49Z", "hours": 2.1739, "text": "@graceyd and I expanded on the coral tubes in our game by adding timers to make them turn off and on! When turned on, the tubes will suck the player in and cause damage in the future :C"}]...
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Title: Boba Cats! by @Jewelia | Stardance
Devlogs Title: Boba Cats! by @Jewelia | Stardance
Devlogs:
@graceyd and I expanded on the coral tubes in our game by adding timers to make them turn off and on! When turned on, the tubes will suck the player in and cause damage in the future :C
Updates: We got some art by @graceyd ās sister imported in! Weāve a few steps closer to creating an actual 2D scrolling game with the implementation of a camera to follow the player and factors in the environment (like fish and coral tubes!) that damage the playerās health. Videoās a bit laggy because my computer decided to be slow today XD but hope you enjoy!! Will bring more updates soon :D
We got art for the cave the player will enter after passing the underwater level!! š„³ @graceyd and I worked on coding a flashlight that will grow a vine to allow the player to climb it and reach the cliff! Enjoy the video š
Oh yeah, that bomb thatās not supposed to explode and yet yeets you halfway across the screen? Itās not a bugā¦ā¦itās a feature š š š
Weāve moved on to āØTHE BIG BAD BOSS⨠of our underwater level: The SEA BUNNY. @graceyd and I worked on coding the bunny @kimeowsu drew. It can shoot bullets from its fur and launch a mad dash attack you can try to dodge! Who knew bunnies were so dangerous andā¦huge? š« š§Ø š°
We got the underwater city art in by @kimeowsu !! Doesnāt it look amazing? š I worked on the scene changes, which allow the player to go back and forth between rooms. Tell me why forwards scene changes took like 10 minutes and backwards took 2 and a half hours⦠at least it finally works!! š„³ š
š
Dialogue and Story!! Weāve started to add the plot in the form of dialogue to our game, which we have decided to name Boba Cats! In order to get their ship fixed, the player must find brown sugar bobaā¦but at what cost?
Weāve made a lot of progress on Boba Cats! Nearly all the rooms are added and we are close to finishing up the dialogue and story line! Thanks to @kimeowsu ās amazing art and creativity and @graceyd ās awesome coding and dedication, we hope to be able to ship the first level of our game very soon, so stay tuned!
Weāve been wrapping this gameās first level up, with some fixes and tweaks here and there, and adding the final cutscenes such as the one in the video! Aandddā¦.we might be getting a soundtrack from a special someone š
As we near our final stage of completing the first world of our project, we are smoothing everything out as well as adding final touches and the last major additions such as the plant shop shown below (spoilers: it doesnāt sell you plants). Iāve smoothed out the camera movement in the miniboss arena and added a gate (as shown in the video). Iāve also had fun creating the UI for a multiple file save system and inventory! Thatās it for now!! (If weāre not counting some stuff that would be better for you to experience when you actually play the game šš)
Today has been a rush to make final touches to our game! We hoped to be able to ship it today, but in favor of more thorough testing, we will probably end up shipping it later this week (hopefully tomorrow or the day after tomorrow or - š¤ you get the idea right?) Iāve been working on the hidden pearls you can find in-game, as well as name labels to text boxes so it makes it easier for players to remember who is who! As for what the pearls doā¦Iāve taken a long time to work on that too! But you better come play our game to find out what they actually do š if you can find them in the first place, that is! A couple hours were also spent adding major dialogue changes to one of the major plot points! Weāre hoping with the new changes that the story will have more character depth and be more memorable for players! Thatās it for now ~
Quick devlog before shipping!! @graceyd and I had our sisters test the game, and weāve been working on fixing some bugs this past week! File saving should be fixed now, as well as some issues with the miniboss and other minor visual bugs! Hope you enjoy the game! Ship coming right up ā>
Ships:
Boba Cats! is a 2D adventure game about a catās quest to find the fabled brown sugar boba! After an entire summer of working on it, our team ( @graceyd , @kimeowsu , and I) are ready to present the first world of our game! This world takes place under the ocean! What might a cat be doing underwater, you might ask? Youāll see! š The first world is fully playable, but the soundtrack and extra touches will be added in future versions! We hope you all enjoy the cute pixel art, fun platforming challenges, creative storyline, and easter eggs! You can play the game on the [itch app] ( https://itch.io/app ) or download it for Windows!...
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1793717408.2547815
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1793803808.2547815
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Keyboard by @vincent_kapoor | Stardance
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vincent_kapoor
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0
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0.0
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0
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Title: Keyboard by @vincent_kapoor | Stardance
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1793717409.4860096
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1794322209.4860096
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32294
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Ink And Quill by @codecraft07 | Stardance
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codecraft07
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1
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14.0
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235
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-31T18:27:45Z", "hours": 14.0, "multiplier": 16.57, "payout": 235, "blessing": "neutral", "text": "I made a mod that makes renaming name tag , items and making maps easier , this mod also works on servers so you can play with your friends", "repo": "https://github.com/CodeCraftPlugin/InkAndQuill", "demo": "https://modrinth.com/mod/ink-and-quill"}]...
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[{"post_id": 27899, "ts": "202 [{"post_id": 27899, "ts": "2026-07-13T20:29:12Z", "hours": 0.7353, "text": "Since I am waiting for modrinth to verify the mod. I made some more improvement to the mod. From now on you can play this mod on a dedicated server. Yes before that was not possible but now it is. Why Was This Even an Issue due to this , the server was importing a class that it had no idea of and hence the crash. So What Did I Do to Achieve This with this I created two more classes , one for server and other for client , both of which implemented the Interface I just created. The server class just souted that you are using the wrong method please check your code. The Client Class had the actual screen code and did the actual stuff. Now I made it so that when the item is running in server , the server class will be loaded and once the clients connect the client method would be loaded in and take priority. Kinda hard but not that much"}, {"post_id": 27180, "ts": "2026-07-12T14:44:44Z", "hours": 2.8628, "text": "The Mod Is Actually Done Now What the Issue Was For some reason the mod worked fine for a couple of days, it had no problem with beta testing and stuff. When I handed it to the requester, he claimed that the item names werenāt staying( persistent ). e.g. he renamed the Name Tag to be say wolfy, It would show up as wolfy for a second until he interacted with it. Which is weird since when I tested it , it was working perfectly fine. So created a new instance of Minecraft and did the testing again , this time even I was getting the issue. in my old instance the mod worked fine and even in IntelliJās runClient instance it worked fine. This issue was getting annoying as well now. So What was the issue The worst kind of issue, the cause was that if you renamed the item during the starting of a tick then it would work just fine( no clue , why). 1/20th of second is called a tick. But if it during the tick , the server wonāt sync with the changes and this would create a ghost item , that exist in client only. now why did the dev tool kit not show this error: this is due to low performance of dev kit due to high ram. How Did I Actually Fix This before the tick Minecraft was doing this sync between client and server dynamically for my item ( there was no sync logic ). The fix was to delve into networking and create a packet that had my custom payload , now the server would read this payload every time it receives it , not just at the start of the tick. This solved the issue pretty quickly. The majority of time I spent on this issue was figuring out the reason behind it"}, {"post_id": 25485, "ts": "2026-07-09T19:45:30Z", "hours": 6.5747, "text": "Completed Ink and Quill Everything About the Mod this mod is a QOL for Minecraft, it targets anvil , more accurately, the renaming ablity of anvil. which item can be renamed by the quill is written in the inkquill:ink_and_quill_renameable tag It can help in crafting of Maps. technicalities this mod is extremely technical with datagen and Screen, and while the lines are pretty simple and limited , the sheer amount of trial and error , I had to go trough makes it hard for someone just starting out in modding. That being said , if you do which to make something similar , you should try this. The making of this mod tested both the registries of Minecraft. How and when these registries loaded and what part of them did not load at all, yes , inbuilt tags arenāt loaded during datagen. And most importantly how quickly you can copy and paste vanilla code( that being said , addapting it for your mod is the tought part , alot of the classes are either protected or private , some time you have to do a mixin, not reallly for this mod but you will if you do some complex level modding) The entire concept of GUI in minecraft is interesting you let it grow on you Rant My biggest pet peeve is why the hell does two gui components require different type of identifier one needs the exact path and the other needs just the resourcekey , why mojang just pick a side and stick to it. The sheer amount of time I had spent trying to figure out why the guiās texture was not loading only to find that I forgot to add .png extension in one identifiers path. Also why does the Builder of SpriteIconButton not allow for uv configs . I would have to use only one texture and it would have been so easy , but no ,they want each icon to be a single file. Conclusion Well I finished it. It took way longer than what I was expectation, but I guess that true for all my projects. Here is a demo of the entire mod, will publish it once the modrinth page is verified till then github"}, {"post_id": 24329, "ts": "2026-07-07T20:46:02Z", "hours": 4.1936, "text": "Okay what I did Created two new Items called Ink and Quill Bottle of Ink Added Recipes for the above as well Rant I wrote a hole ass para but stardance does not allow no more than 4000 words so I will try to keep it concise back in the day ( 5 years from now ) minecraft used to have NBT data, this is the time when I picked modding, before that I had been doing datapacks. now In this 5 five years , I have taken a 1.5 year break due to some personal reason (nothing major mind you ) 2 years ago minecraft removed the NBT compound and replaced it with DataComponenet DataComponents are better in all regards( keep this in mind ) Now my major issue is that I want to make sure that only water potion is used for crafting ink, not any other potion So I had some understanding that using Datacomponents would work The problem occured when I tried this approch, unfortunatly for me, ItemLikeās cantā have datacomponents since they are Interfaces and Potions could not have been accessed as an Item So I had to dig into a rabit hole to find something similar that minecraft it self did, and I did tinted arrow , it need to know the type of potion for the arrow to have that effect now the problem was that this required a customcrafting system for my potion. During this rabit hole I also stumbled at the core of shapless crafting and Shaped Crafting and when reading the Shapeless crafting , turns out , in the underling code , the crafting needs Ingredients. normaly this would have no effect and I would have continued . But luckly I knew that fabric had a means to store datacomponent on Ingredients using DataComponentPatch data = DataComponentPatch . builder (). set ( DataComponents . POTION_CONTENTS , new PotionContents ( Potions . WATER )). build (); Ingredient potion = Ingredient . of ( Items . POTION ); Ingredient potionIng = DefaultCustomIngredients . components ( potion , data ); and then registering a custom shapeless recipe to use core feature, I did it CustomCraftingRecipeBuilder . customCrafting ( RecipeCategory . BREWING ,( commonInfo , craftingBookInfo ) -> new ShapelessRecipe ( commonInfo , craftingBookInfo , new ItemStackTemplate ( InkQuillItems . BOTTLE_OF_INK , 1 ), List . of ( potionIng , Ingredient . of ( Items . DYE . black ())))) . unlockedBy ( \"has_black_dye\" , has ( Items . DYE . black ())) . save ( output , InkQuill . id ( \"bottle_of_ink\" ). toString ());"}]...
|
Title: Ink And Quill by @codecraft07 | Stardance
Title: Ink And Quill by @codecraft07 | Stardance
Devlogs:
Okay what I did Created two new Items called Ink and Quill Bottle of Ink Added Recipes for the above as well Rant I wrote a hole ass para but stardance does not allow no more than 4000 words so I will try to keep it concise back in the day ( 5 years from now ) minecraft used to have NBT data, this is the time when I picked modding, before that I had been doing datapacks. now In this 5 five years , I have taken a 1.5 year break due to some personal reason (nothing major mind you ) 2 years ago minecraft removed the NBT compound and replaced it with DataComponenet DataComponents are better in all regards( keep this in mind ) Now my major issue is that I want to make sure that only water potion is used for crafting ink, not any other potion So I had some understanding that using Datacomponents would work The problem occured when I tried this approch, unfortunatly for me, ItemLikeās cantā have datacomponents since they are Interfaces and Potions could not have been accessed as an Item So I had to dig into a rabit hole to find something similar that minecraft it self did, and I did tinted arrow , it need to know the type of potion for the arrow to have that effect now the problem was that this required a customcrafting system for my potion. During this rabit hole I also stumbled at the core of shapless crafting and Shaped Crafting and when reading the Shapeless crafting , turns out , in the underling code , the crafting needs Ingredients. normaly this would have no effect and I would have continued . But luckly I knew that fabric had a means to store datacomponent on Ingredients using DataComponentPatch data = DataComponentPatch . builder (). set ( DataComponents . POTION_CONTENTS , new PotionContents ( Potions . WATER )). build (); Ingredient potion = Ingredient . of ( Items . POTION ); Ingredient potionIng = DefaultCustomIngredients . components ( potion , data ); and then registering a custom shapeless recipe to use core feature, I did it CustomCraftingRecipeBuilder . customCrafting ( RecipeCategory . BREWING ,( commonInfo , craftingBookInfo ) -> new ShapelessRecipe ( commonInfo , craftingBookInfo , new ItemStackTemplate ( InkQuillItems . BOTTLE_OF_INK , 1 ), List . of ( potionIng , Ingredient . of ( Items . DYE . black ())))) . unlockedBy ( "has_black_dye" , has ( Items . DYE . black ())) . save ( output , InkQuill . id ( "bottle_of_ink" ). toString ());
Completed Ink and Quill Everything About the Mod this mod is a QOL for Minecraft, it targets anvil , more accurately, the renaming ablity of anvil. which item can be renamed by the quill is written in the inkquill:ink_and_quill_renameable tag It can help in crafting of Maps. technicalities this mod is extremely technical with datagen and Screen, and while the lines are pretty simple and limited , the sheer amount of trial and error , I had to go trough makes it hard for someone just starting out in modding. That being said , if you do which to make something similar , you should try this. The making of this mod tested both the registries of Minecraft. How and when these registries loaded and what part of them did not load at all, yes , inbuilt tags arenāt loaded during datagen. And most importantly how quickly you can copy and paste vanilla code( that being said , addapting it for your mod is the tought part , alot of the classes are either protected or private , some time you have to do a mixin, not reallly for this mod but you will if you do some complex level modding) The entire concept of GUI in minecraft is interesting you let it grow on you Rant My biggest pet peeve is why the hell does two gui components require different type of identifier one needs the exact path and the other needs just the resourcekey , why mojang just pick a side and stick to it. The sheer amount of time I had spent trying to figure out why the guiās texture was not loading only to find that I forgot to add .png extension in one identifiers path. Also why does the Builder of SpriteIconButton not allow for uv configs . I would have to use only one texture and it would have been so easy , but no ,they want each icon to be a single file. Conclusion Well I finished it. It took way longer than what I was expectation, but I guess that true for all my projects. Here is a demo of the entire mod, will publish it once the modrinth page is verified till then github
The Mod Is Actually Done Now What the Issue Was For some reason the mod worked fine for a couple of days, it had no problem with beta testing and stuff. When I handed it to the requester, he claimed that the item names werenāt staying( persistent ). e.g. he renamed the Name Tag to be say wolfy, It would show up as wolfy for a second until he interacted with it. Which is weird since when I tested it , it was working perfectly fine. So created a new instance of Minecraft and did the testing again , this time even I was getting the issue. in my old instance the mod worked fine and even in IntelliJās runClient instance it worked fine. This issue was getting annoying as well now. So What was the issue The worst kind of issue, the cause was that if you renamed the item during the starting of a tick then it would work just fine( no clue , why). 1/20th of second is called a tick. But if it during the tick , the server wonāt sync with the changes and this would create a ghost item , that exist in client only. now why did the dev tool kit not show this error: this is due to low performance of dev kit due to high ram. How Did I Actually Fix This before the tick Minecraft was doing this sync between client and server dynamically for my item ( there was no sync logic ). The fix was to delve into networking and create a packet that had my custom payload , now the server would read this payload every time it receives it , not just at the start of the tick. This solved the issue pretty quickly. The majority of time I spent on this issue was figuring out the reason behind it
Since I am waiting for modrinth to verify the mod. I made some more improvement to the mod. From now on you can play this mod on a dedicated server. Yes before that was not possible but now it is. Why Was This Even an Issue due to this , the server was importing a class that it had no idea of and hence the crash. So What Did I Do to Achieve This with this I created two more classes , one for server and other for client , both of which implemented the Interface I just created. The server class just souted that you are using the wrong method please check your code. The Client Class had the actual screen code and did the actual stuff. Now I made it so that when the item is running in server , the server class will be loaded and once the clients connect the client method would be loaded in and take priority. Kinda hard but not that much
Ships:
I made a mod that makes renaming name tag , items and making maps easier , this mod also works on servers so you can play with your friends...
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1793717410.4569738
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1793803810.4569738
|
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66349
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NASA STARDANCE by @jeyanissi | Stardance
|
jeyanissi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: NASA STARDANCE by @jeyanissi | Stardance
|
1793717411.623792
|
1794322211.623792
|
|
25544
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ESP-Video-Player by @Kirill | Stardance
|
Kirill
|
1
|
1.76
|
6
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T03:23:00Z", "hours": 1.0, "multiplier": 5.0, "payout": 6, "blessing": "neutral", "text": "I created a video-player from an esp32 that can play short videos downloaded on your pc. (this is my first project, try not to be harsh!) Its very simple to set this up and only requires wires, an i2c OLED, ESP32, (optionally:breadboard).", "repo": "https://github.com/Kirill-Manj/ESP-Video-Player/blob/main/README.md", "demo": ""}]...
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[{"post_id": 24800, "ts": "202 [{"post_id": 24800, "ts": "2026-07-08T16:29:27Z", "hours": 0.3667, "text": "Seeing if I can recreate this with a PICO, and hopefully increasing my size of the screen later on.."}, {"post_id": 17141, "ts": "2026-06-27T20:29:03Z", "hours": 0.3911, "text": "made the wires look cleaner.."}, {"post_id": 16643, "ts": "2026-06-27T02:07:46Z", "hours": 1.1375, "text": "Making an ESP32 mini monitor. Check it out. Right now I made the base model which is ran on a 128/64 OLED screen and converts an mp4 file on your desktop into a specialized file that is uploaded directly into the esp. This allows for short clips to be played on the ESP32s screen."}]...
|
Title: ESP-Video-Player by @Kirill | Stardance
De Title: ESP-Video-Player by @Kirill | Stardance
Devlogs:
Making an ESP32 mini monitor. Check it out. Right now I made the base model which is ran on a 128/64 OLED screen and converts an mp4 file on your desktop into a specialized file that is uploaded directly into the esp. This allows for short clips to be played on the ESP32s screen.
made the wires look cleaner..
Seeing if I can recreate this with a PICO, and hopefully increasing my size of the screen later on..
Ships:
I created a video-player from an esp32 that can play short videos downloaded on your pc. (this is my first project, try not to be harsh!) Its very simple to set this up and only requires wires, an i2c OLED, ESP32, (optionally:breadboard)....
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1793717417.2810512
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1793803817.2810512
|
|
54145
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Fokuser by @leethana | Stardance
|
leethana
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1
|
19.0
|
121
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T07:46:26Z", "hours": 19.0, "multiplier": 6.53, "payout": 121, "blessing": "neutral", "text": "I built a Chrome Extension that helps users block sites and focus instead. I built this extension because I often find students such as myself opening my laptop to study, but end up watching YouTube or playing games instead. Thus, this extension serves as an extra barrier that blocks these sites and mutes notifications to provide a conducive digital studying environment.", "repo": "https://github.com/ingStudiosOfficial/fokuser", "demo": "https://chromewebstore.google.com/detail/fokuser/elhhadhbamlheipjebfcfkobbdnpclgl"}]...
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[{"post_id": 62029, "ts": "202 [{"post_id": 62029, "ts": "2026-09-05T07:42:11Z", "hours": 4.6094, "text": "Added a scheduler to Fokuser to let users dedicate a certain time to focus. Also did some bug patches to do with state management and synchronization."}, {"post_id": 58609, "ts": "2026-08-31T02:49:56Z", "hours": 3.3097, "text": "Added Do Not Disturb mode that blocks notifications by using the chrome.contentSettings API. Also added a redesigned settings UI."}, {"post_id": 56615, "ts": "2026-08-28T13:15:51Z", "hours": 5.8164, "text": "Finished the publishable version of the extension! It now tracks the amount of time you focused and features a whitelist and blacklist to whitelist/blacklist sites."}, {"post_id": 54981, "ts": "2026-08-26T12:35:34Z", "hours": 4.8156, "text": "Initial commits to Fokuser! We got the name āFokuserā from the Norwegian plural word of āfocusā. The Chrome Extension currently lets you set a time until to block sites. It is a very basic implementation using chrome.storage.local and chrome.alarms APIs."}]...
|
Title: Fokuser by @leethana | Stardance
Devlogs:
Title: Fokuser by @leethana | Stardance
Devlogs:
Initial commits to Fokuser! We got the name āFokuserā from the Norwegian plural word of āfocusā. The Chrome Extension currently lets you set a time until to block sites. It is a very basic implementation using chrome.storage.local and chrome.alarms APIs.
Finished the publishable version of the extension! It now tracks the amount of time you focused and features a whitelist and blacklist to whitelist/blacklist sites.
Added Do Not Disturb mode that blocks notifications by using the chrome.contentSettings API. Also added a redesigned settings UI.
Added a scheduler to Fokuser to let users dedicate a certain time to focus. Also did some bug patches to do with state management and synchronization.
Ships:
I built a Chrome Extension that helps users block sites and focus instead. I built this extension because I often find students such as myself opening my laptop to study, but end up watching YouTube or playing games instead. Thus, this extension serves as an extra barrier that blocks these sites and mutes notifications to provide a conducive digital studying environment....
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1793717418.4911227
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1793803818.4911227
|
|
66351
|
My own site! by @APURWATOPPO | Stardance
|
APURWATOPPO
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0
|
0.0
|
0
|
[]
|
[]
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Title: My own site! by @APURWATOPPO | Stardance
|
1793717421.1642568
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1794322221.1642568
|
|
38212
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SillyOS by @FresitaOwl | Stardance
|
FresitaOwl
|
2
|
36.0
|
241
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T18:53:57Z", "hours": 20.0, "multiplier": 12.12, "payout": 241, "blessing": "neutral", "text": "Did a whole page based on things I liked trying to create something that even is overload with colors and sounds would make me happy when I was in it, for the second mission I added a fortune cookie, a duck hunt kinf of game and a memory game, but in general thereās 6 apps plus the greetings :]", "repo": "https://github.com/fresitaOwl/WebOS", "demo": "https://fresitaowl.github.io/WebOS/"}, {"ship_num": 2, "ts": "2026-08-20T08:11:51Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my first webos yay! Itās a bit on my mind plastered here. The principal things this has and that i personally think that are the main things that follow the mission guide is the top bar, welcome app, notes app and draw app. I know I show a music app but I just couldnāt get it to work yet Iām trying but I donāt know why it doesnāt play yet, however the other things above help me check the list for what this mission ask the music thing i wont count it for the webos 2 mission since itās already here but ill make it work there.", "repo": "https://github.com/fresitaOwl/WebOS", "demo": "https://fresitaowl.github.io/WebOS/"}]...
|
[{"post_id": 82728, "ts": "202 [{"post_id": 82728, "ts": "2026-10-25T18:00:59Z", "hours": 9.9536, "text": "Last apps Hi! Itās been a while since my last devlog but here I am. Finished my last two apps, one is a duck hunt but changing the duck to a deoxys and the dog to rayquaza and the other apps is a memory game with things that either made me laugh or that i liked (also added two owls that i drew myself). I had mostly a hard time with the deoxys hunt, the memory game i did it quite fast."}, {"post_id": 66362, "ts": "2026-09-12T04:53:53Z", "hours": 9.9083, "text": "HI! Iāve been working on planning the new apps Iāll add, I finally have the last three apps added to the web but I still have to finish them⦠but on the other side⦠I FINALLY FINISHED THE MUSIC PLAYER! After many tries I finally got to finish the music player with some songs I like, also added my first app for the second mission which is a fortune cookie so it can see your future⦠or maybe give you a curious fact? who knows."}, {"post_id": 50820, "ts": "2026-08-20T07:50:44Z", "hours": 1.2961, "text": "Hi! Sorry for this short devlog I corrected some visual things, and made sure almost everything perfect (I say almost only for the music thing, itās the devil for me right now) but hereās the first time of my project. FINALLY!"}, {"post_id": 50798, "ts": "2026-08-20T06:09:21Z", "hours": 1.985, "text": "Tried adding a music player I tried adding a music player however i failed terribly Iām still trying to add it, for now i at least have the layout but the player doesnāt work yet."}, {"post_id": 45632, "ts": "2026-08-12T07:56:59Z", "hours": 2.6294, "text": "Draw Hi! This is mostly a small update, I added an app to draw! I love drawing and wanted to add something that i like to do so I wouldnāt go crazy doing this app so I added this! This app has a way to select absolutely any color you want to use, even if its an exact color that shows on the app you can pick it since thereās a ādropper drawingā thing, im not sure about its name but its the thing that takes the color from other object, you can also change the size off the brusj, clear the drawing board and fill it out with a single color. Miraculously I didnāt have much trouble with this, the thing I had more trouble was with the move thing since whenever i was drawwing i would also move it but solved it easily, anyway thatās all, bye!"}, {"post_id": 44471, "ts": "2026-08-10T07:44:56Z", "hours": 10.2828, "text": "SillyOS HI! This is my own web, it doesnāt have an specific subject just whatever my mind coukd think of and loved, i have a welcome screen with a playlist, a top bar that shows koro sensei the app name and the date + hour and finally a note app, the easiest thing for me was the top bar I struggled with the other two things but in the end I got to finish them! I had more trouble with the note app since I had errors when writing the notes since they wouldnāt save nor be able to delete, fixed it with taking off some parts of the code and bad written, another thing i had trouble with was the move thing. Anyway, to make it short for now i only have two apps and a top bar but im taking my time to understand the code to be able to do it myself later."}]...
|
Title: SillyOS by @FresitaOwl | Stardance
Devlogs Title: SillyOS by @FresitaOwl | Stardance
Devlogs:
SillyOS HI! This is my own web, it doesnāt have an specific subject just whatever my mind coukd think of and loved, i have a welcome screen with a playlist, a top bar that shows koro sensei the app name and the date + hour and finally a note app, the easiest thing for me was the top bar I struggled with the other two things but in the end I got to finish them! I had more trouble with the note app since I had errors when writing the notes since they wouldnāt save nor be able to delete, fixed it with taking off some parts of the code and bad written, another thing i had trouble with was the move thing. Anyway, to make it short for now i only have two apps and a top bar but im taking my time to understand the code to be able to do it myself later.
Draw Hi! This is mostly a small update, I added an app to draw! I love drawing and wanted to add something that i like to do so I wouldnāt go crazy doing this app so I added this! This app has a way to select absolutely any color you want to use, even if its an exact color that shows on the app you can pick it since thereās a ādropper drawingā thing, im not sure about its name but its the thing that takes the color from other object, you can also change the size off the brusj, clear the drawing board and fill it out with a single color. Miraculously I didnāt have much trouble with this, the thing I had more trouble was with the move thing since whenever i was drawwing i would also move it but solved it easily, anyway thatās all, bye!
Tried adding a music player I tried adding a music player however i failed terribly Iām still trying to add it, for now i at least have the layout but the player doesnāt work yet.
Hi! Sorry for this short devlog I corrected some visual things, and made sure almost everything perfect (I say almost only for the music thing, itās the devil for me right now) but hereās the first time of my project. FINALLY!
HI! Iāve been working on planning the new apps Iāll add, I finally have the last three apps added to the web but I still have to finish them⦠but on the other side⦠I FINALLY FINISHED THE MUSIC PLAYER! After many tries I finally got to finish the music player with some songs I like, also added my first app for the second mission which is a fortune cookie so it can see your future⦠or maybe give you a curious fact? who knows.
Last apps Hi! Itās been a while since my last devlog but here I am. Finished my last two apps, one is a duck hunt but changing the duck to a deoxys and the dog to rayquaza and the other apps is a memory game with things that either made me laugh or that i liked (also added two owls that i drew myself). I had mostly a hard time with the deoxys hunt, the memory game i did it quite fast.
Ships:
This is my first webos yay! Itās a bit on my mind plastered here. The principal things this has and that i personally think that are the main things that follow the mission guide is the top bar, welcome app, notes app and draw app. I know I show a music app but I just couldnāt get it to work yet Iām trying but I donāt know why it doesnāt play yet, however the other things above help me check the list for what this mission ask the music thing i wont count it for the webos 2 mission since itās already here but ill make it work there.
Did a whole page based on things I liked trying to create something that even is overload with colors and sounds would make me happy when I was in it, for the second mission I added a fortune cookie, a duck hunt kinf of game and a memory game, but in general thereās 6 apps plus the greetings :]...
|
1793717422.052084
|
1793803822.052084
|
|
66352
|
My awesome macropad! by @vavdiyanc | Stardance
|
vavdiyanc
|
0
|
0.0
|
0
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[]
|
[]
|
Title: My awesome macropad! by @vavdiyanc | Starda Title: My awesome macropad! by @vavdiyanc | Stardance...
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1793717423.2447252
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1794322223.2447252
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4066
|
Koryphaios by @Micah | Stardance
|
Micah
|
1
|
167.02
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T07:26:21Z", "hours": 134.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Koryphaios, a desktop workspace for running AI agents together without losing control of your files, costs, or progress. The hardest part was getting the cli providers to cooperate with koryphaiosās built in features like notes, goals, workflows, etc. I am proud of how much of the app now works as one connected experience. Keep in mind this is a desktop app but all it takes is one little curl command and you can delete it after if you dont like it too. Critque is wanted on this and I look forward to seeing how people use it.", "repo": "https://github.com/Sylorlabs/koryphaios", "demo": "https://koryphaios.com/download/"}]...
|
[{"post_id": 44475, "ts": "202 [{"post_id": 44475, "ts": "2026-08-10T07:58:20Z", "hours": 33.0247, "text": "fixing dumb bugs like error repeating itself 2 times"}, {"post_id": 40587, "ts": "2026-08-04T07:18:28Z", "hours": 133.7669, "text": "this is the ui for koryphaios 0.1.0 I still need to adjust some things like the placement of goal mode or were workflows are placed"}]...
|
Title: Koryphaios by @Micah | Stardance
Devlogs:
Title: Koryphaios by @Micah | Stardance
Devlogs:
this is the ui for koryphaios 0.1.0 I still need to adjust some things like the placement of goal mode or were workflows are placed
fixing dumb bugs like error repeating itself 2 times
Ships:
I made Koryphaios, a desktop workspace for running AI agents together without losing control of your files, costs, or progress. The hardest part was getting the cli providers to cooperate with koryphaiosās built in features like notes, goals, workflows, etc. I am proud of how much of the app now works as one connected experience. Keep in mind this is a desktop app but all it takes is one little curl command and you can delete it after if you dont like it too. Critque is wanted on this and I look forward to seeing how people use it....
|
1793717424.1596756
|
1793803824.1596756
|
|
325
|
Refract Foundation Site by @Oliver | Stardance
|
Oliver
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-31T12:39:31Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Many general visual and QoL improvements.", "repo": "https://github.com/refractfoundation/site", "demo": "https://refractfoundation.org"}]...
|
[{"post_id": 38146, "ts": "202 [{"post_id": 38146, "ts": "2026-07-31T12:02:21Z", "hours": 2.5294, "text": "Improvements including a new visual identity, updated and expanded information across the site, better contact page."}, {"post_id": 2373, "ts": "2026-06-04T20:35:48Z", "hours": 4.2133, "text": "A few big improvements to the site, including: Adding better partner sections across the site Implementing a news section, with 2 backdated posts Legal pages (privacy, terms, safeguarding, conduct) Podium and improved gallery carousel for the Campfire page Slightly improved Bootstrap implementation"}]...
|
Title: Refract Foundation Site by @Oliver | Starda Title: Refract Foundation Site by @Oliver | Stardance
Devlogs:
A few big improvements to the site, including: Adding better partner sections across the site Implementing a news section, with 2 backdated posts Legal pages (privacy, terms, safeguarding, conduct) Podium and improved gallery carousel for the Campfire page Slightly improved Bootstrap implementation
Improvements including a new visual identity, updated and expanded information across the site, better contact page.
Ships:
Many general visual and QoL improvements....
|
1793717425.6200032
|
1793803825.6200032
|
|
38903
|
MiShell by @Definitly-Not-Me | Stardance
|
Definitly-Not-Me
|
1
|
16.0
|
96
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T01:56:39Z", "hours": 16.0, "multiplier": 5.98, "payout": 96, "blessing": "neutral", "text": "MiShell I tried to implement a basic UNIX shell as an introductory project to C. It supports only piping and got some builtins. Thatās all I could do without having to write a lexer/parser myself. Prior to that the most impressive thing I did with C was checking if a string is palindrome or not. Challenges encountered: Manual memory allocation: As someone used from the simplicity of Python, it was quite the hassle but I did learn awesome strategies to manage memory namely arena and lifetime. Iām kinda proud my code doesnāt explicitly use malloc and that Valgrind confirmed it was leak-less . Even tho nobody will use it (and I know there are bugs), I can see that I progressed. I would love to explore more memory management techniques later. Segfault: Even with ton of flags I couldnāt escape those. I kinda convince some of them are still waiting for me, there, in one of my function call. Manpages: There are just so confusing. I understand better now why Stackoverflow is goated. Git: I didnāt even knew there was an hygiene for good commit. Know I think I know a little more? I will probably need to work on that too. How to test my project: Just download the latest release on Github. You should be able to run it on Linux and windows (via WSL). Mac I donāt know. But OS X is Unix-based so perhaps it will works too ? If it crash, ⦠letās not talk about such sad things.", "repo": "https://github.com/Definitly-Not-Me/MiShell", "demo": "https://github.com/Definitly-Not-Me/MiShell/releases/latest"}]...
|
[{"post_id": 39811, "ts": "202 [{"post_id": 39811, "ts": "2026-08-03T01:32:57Z", "hours": 5.9197, "text": "Final Devlog: My shell now started to look like something, although I know that itās not even close to be prod ready. I did my best to hack together something usable i.e that compiles. If I were to add more than that and I would need to create a whole programming language . Even tho I would love to, thatāll be for another day⦠Oh, concerning new features, I added the GNU readline library (same used by other shell) so keyboard navigation actually works like a real shell. I also used another library to handle the parsing instead of my custom parser (it served me well) and finally I customized the prompt to make it less generic. Now Mishell also support basic piping. š®āšØ Took me soooo long just because I didnāt google enough. It was a good learning experience. Now, I can finally sleep ⦠⦠⦠ā¦. I can sleep now right ? āC is quirky, flawed, and an enormous success.ā - Dennis M. Ritchie ."}, {"post_id": 37378, "ts": "2026-07-30T01:36:43Z", "hours": 7.6508, "text": "Diary of a masoschistic perfectionist C noob: Hello everyone. Hope youāre enjoying the event. On my end things got a little be nasty for the past days. Truthfully, the challenge was not that hard but you know how it goes: man gotta invent lemons just because he can right :) I fell down the C rabbit whole so bad: macros, pointers, errno, free, linking, ⦠The hardest part was obviously managing memory. I was conditioned so much by Youtube to be scared of memory leaks that I had to rewrite an allocator just so to not use malloc. The other challenge I created for myself was to copy-paste random compile flags from everywhere to ensure my code would be mEmORy SaFe : Spoiler: didnāt even work :( I dearly missed Python simplicity. I will just have to fix my skill issues. Anyway, next challenge will be to improve allocation (again) and add more features to the shell. Iāll probably be done (mostly) after this devlog since the purpose of the shell (interact with cli tools) is accomplished. Now I can finally sleep. If debugging is the process of removing software bugs, then programming must be the process of putting them in."}, {"post_id": 33748, "ts": "2026-07-23T22:13:59Z", "hours": 2.4339, "text": "MiShell is a very simple and dumb shell. It got some builtins commands and ⦠thatās all. I plan to improve it later (if I find time)"}]...
|
Title: MiShell by @Definitly-Not-Me | Stardance
D Title: MiShell by @Definitly-Not-Me | Stardance
Devlogs:
MiShell is a very simple and dumb shell. It got some builtins commands and ⦠thatās all. I plan to improve it later (if I find time)
Diary of a masoschistic perfectionist C noob: Hello everyone. Hope youāre enjoying the event. On my end things got a little be nasty for the past days. Truthfully, the challenge was not that hard but you know how it goes: man gotta invent lemons just because he can right :) I fell down the C rabbit whole so bad: macros, pointers, errno, free, linking, ⦠The hardest part was obviously managing memory. I was conditioned so much by Youtube to be scared of memory leaks that I had to rewrite an allocator just so to not use malloc. The other challenge I created for myself was to copy-paste random compile flags from everywhere to ensure my code would be mEmORy SaFe : Spoiler: didnāt even work :( I dearly missed Python simplicity. I will just have to fix my skill issues. Anyway, next challenge will be to improve allocation (again) and add more features to the shell. Iāll probably be done (mostly) after this devlog since the purpose of the shell (interact with cli tools) is accomplished. Now I can finally sleep. If debugging is the process of removing software bugs, then programming must be the process of putting them in.
Final Devlog: My shell now started to look like something, although I know that itās not even close to be prod ready. I did my best to hack together something usable i.e that compiles. If I were to add more than that and I would need to create a whole programming language . Even tho I would love to, thatāll be for another day⦠Oh, concerning new features, I added the GNU readline library (same used by other shell) so keyboard navigation actually works like a real shell. I also used another library to handle the parsing instead of my custom parser (it served me well) and finally I customized the prompt to make it less generic. Now Mishell also support basic piping. š®āšØ Took me soooo long just because I didnāt google enough. It was a good learning experience. Now, I can finally sleep ⦠⦠⦠ā¦. I can sleep now right ? āC is quirky, flawed, and an enormous success.ā - Dennis M. Ritchie .
Ships:
MiShell I tried to implement a basic UNIX shell as an introductory project to C. It supports only piping and got some builtins. Thatās all I could do without having to write a lexer/parser myself. Prior to that the most impressive thing I did with C was checking if a string is palindrome or not. Challenges encountered: Manual memory allocation: As someone used from the simplicity of Python, it was quite the hassle but I did learn awesome strategies to manage memory namely arena and lifetime. Iām kinda proud my code doesnāt explicitly use malloc and that Valgrind confirmed it was leak-less . Even tho nobody will use it (and I know there are bugs), I can see that I progressed. I would love to explore more memory management techniques later. Segfault: Even with ton of flags I couldnāt escape those. I kinda convince some of them are still waiting for me, there, in one of my function call. Manpages: There are just so confusing. I understand better now why Stackoverflow is goated. Git: I didnāt even knew there was an hygiene for good commit. Know I think I know a little more? I will probably need to work on that too. How to test my project: Just download the latest release on Github. You should be able to run it on Linux and windows (via WSL). Mac I donāt know. But OS X is Unix-based so perhaps it will works too ? If it crash, ⦠letās not talk about such sad things....
|
1793717426.761572
|
1793803826.761572
|
|
66353
|
E-reader by @timmol65 | Stardance
|
timmol65
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: E-reader by @timmol65 | Stardance
|
1793717427.9300623
|
1794322227.9300623
|
|
66354
|
My awesome macropad! by @Miwmiw | Stardance
|
Miwmiw
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Miwmiw | Stardance
|
1793717428.8194833
|
1794322228.8194833
|
|
38864
|
Grovewatch by @Nutties | Stardance
|
Nutties
|
1
|
20.0
|
367
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T09:11:43Z", "hours": 20.0, "multiplier": 18.05, "payout": 367, "blessing": "neutral", "text": "First Release version! š Working on this was really cool and what I have made until now has made me very happy, for this project I really tried to make everything as polished as possible from the art, devlogs and even coding. This is NOT the end of this Minecraft mod!!! I will add more features to make it even better. Currently planned: Mocha Jungle Coffee variant (noClip foliage effect) Bag of (roasted & normal) Coffee Beans block Coffee liquid (for Create automation) Coffee drink Create mixing recipe Cool ahh creature to mount (Dino?) Please suggest more ideas!", "repo": "https://github.com/NuttiesNuts/grovewatch", "demo": "https://www.curseforge.com/minecraft/mc-mods/grovewatch"}]...
|
[{"post_id": 43166, "ts": "202 [{"post_id": 43166, "ts": "2026-08-08T08:57:55Z", "hours": 3.0075, "text": "Grovewatch - Devlog 6 Alright, I added some recipes to be compatible with Create & Farmerās Delight . Made an info tab when JEI is installed so people know where to look for coffee bushes. Things I did: Compatibility recipes for Create mod & Farmerās Delight Finished Caffeine status effect JEI Plugin As always, building things one block at a time ."}, {"post_id": 42662, "ts": "2026-08-07T14:40:06Z", "hours": 4.8336, "text": "Grovewatch - Devlog 5 4 hours once again do not feel a lot but I spent legit 2 whole days but I guess the time spent ācodingā was only 4 hours? Anyways, made some significant progress. I have come up with a way to make coffee without the Create mod but I will add compatability so it will be more viable to use Create or Farmerās Delight . Coffee will give the Caffeinated status effect which will make you not spawn Phantoms! However it will come with a drawback too⦠Things I did: Coffee Bush feature generation Branding assets (for CurseForge & Modrinth) Some recipes A lot of data generation (mostly for item tags) Actual Coffee drink item As always, building things one block at a time ."}, {"post_id": 41854, "ts": "2026-08-06T10:18:11Z", "hours": 3.9464, "text": "Grovewatch - Devlog 4 I was on vacation for a couple of days but I came back and started working on the coffee. Created the Coffee Bush which will spawn in jungles and will drop the Coffee Berry. I havenāt thought of a way to turn the berry to the bean without the Create mod crushing. So next devlog I will work on making the coffee process survival-friendly! Please share ideas for the coffee! What effect should it give, what other mechanics could fit it? Things I did: Coffee Bush Coffee Berry, Bean & Roasted Bean As always, building things one block at a time ."}, {"post_id": 37468, "ts": "2026-07-30T07:34:31Z", "hours": 3.8064, "text": "Grovewatch - Devlog 3 Today I added a modifier which increases the swordās damage if the user is standing on grass. I also struggled a bit while making the custom weapon trail. (donāt be fooled by the small hour count, I was literally ALL day reseaching and working on this) Things I did: Added standing on grass damage passive Custom trail effects As always, building things one block at a time ."}, {"post_id": 36527, "ts": "2026-07-28T18:12:05Z", "hours": 2.7867, "text": "Grovewatch - Devlog 2 I made some small texture adjustments as well as some integration for the Better Combat mod. I also found this awesome library called Embers Text API which adds the ability to use cool text formatting anywhere inside the game! Things I did: Added Better Combat integration to the Mossy Sword Added text effects As always, building things one block at a time ."}, {"post_id": 35075, "ts": "2026-07-26T08:17:10Z", "hours": 1.9383, "text": "Grovewatch - Devlog 1 This mod will be all about ancient mysteries and echoes of the past . Primary mechanic I will add is coffee and a cool ancient sword with custom abilities! Things I did: Implemented the big sword As always, building things one block at a time ."}]...
|
Title: Grovewatch by @Nutties | Stardance
Devlogs Title: Grovewatch by @Nutties | Stardance
Devlogs:
Grovewatch - Devlog 1 This mod will be all about ancient mysteries and echoes of the past . Primary mechanic I will add is coffee and a cool ancient sword with custom abilities! Things I did: Implemented the big sword As always, building things one block at a time .
Grovewatch - Devlog 2 I made some small texture adjustments as well as some integration for the Better Combat mod. I also found this awesome library called Embers Text API which adds the ability to use cool text formatting anywhere inside the game! Things I did: Added Better Combat integration to the Mossy Sword Added text effects As always, building things one block at a time .
Grovewatch - Devlog 3 Today I added a modifier which increases the swordās damage if the user is standing on grass. I also struggled a bit while making the custom weapon trail. (donāt be fooled by the small hour count, I was literally ALL day reseaching and working on this) Things I did: Added standing on grass damage passive Custom trail effects As always, building things one block at a time .
Grovewatch - Devlog 4 I was on vacation for a couple of days but I came back and started working on the coffee. Created the Coffee Bush which will spawn in jungles and will drop the Coffee Berry. I havenāt thought of a way to turn the berry to the bean without the Create mod crushing. So next devlog I will work on making the coffee process survival-friendly! Please share ideas for the coffee! What effect should it give, what other mechanics could fit it? Things I did: Coffee Bush Coffee Berry, Bean & Roasted Bean As always, building things one block at a time .
Grovewatch - Devlog 5 4 hours once again do not feel a lot but I spent legit 2 whole days but I guess the time spent ācodingā was only 4 hours? Anyways, made some significant progress. I have come up with a way to make coffee without the Create mod but I will add compatability so it will be more viable to use Create or Farmerās Delight . Coffee will give the Caffeinated status effect which will make you not spawn Phantoms! However it will come with a drawback too⦠Things I did: Coffee Bush feature generation Branding assets (for CurseForge & Modrinth) Some recipes A lot of data generation (mostly for item tags) Actual Coffee drink item As always, building things one block at a time .
Grovewatch - Devlog 6 Alright, I added some recipes to be compatible with Create & Farmerās Delight . Made an info tab when JEI is installed so people know where to look for coffee bushes. Things I did: Compatibility recipes for Create mod & Farmerās Delight Finished Caffeine status effect JEI Plugin As always, building things one block at a time .
Ships:
First Release version! š Working on this was really cool and what I have made until now has made me very happy, for this project I really tried to make everything as polished as possible from the art, devlogs and even coding. This is NOT the end of this Minecraft mod!!! I will add more features to make it even better. Currently planned: Mocha Jungle Coffee variant (noClip foliage effect) Bag of (roasted & normal) Coffee Beans block Coffee liquid (for Create automation) Coffee drink Create mixing recipe Cool ahh creature to mount (Dino?) Please suggest more ideas!...
|
1793717429.763425
|
1793803829.763425
|
|
66355
|
ŠŃŠ¾ŃŠµŠ· by @Hmilkxx | Stardance
|
Hmilkxx
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ŠŃŠ¾ŃŠµŠ· by @Hmilkxx | Stardance
|
1793717430.9844759
|
1794322230.9844759
|
|
17029
|
Pronoun Palace Music Player by @xanderath | Starda Pronoun Palace Music Player by @xanderath | Stardance...
|
xanderath
|
1
|
3.0
|
20
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T05:02:13Z", "hours": 3.0, "multiplier": 5.8, "payout": 20, "blessing": "neutral", "text": "As this was one of the first mods made for this game, I had to learn how the game works and how to make my mod load.", "repo": "https://github.com/Emarald64/music_player", "demo": "https://youtu.be/Y2NHza-pziE"}]...
|
[{"post_id": 9729, "ts": "2026 [{"post_id": 9729, "ts": "2026-06-16T04:50:45Z", "hours": 0.4364, "text": "added proper sprites for the cassette"}, {"post_id": 8417, "ts": "2026-06-14T00:03:20Z", "hours": 0.5031, "text": "Added animations to buttons and sound effects for clicks and the cassette flip"}, {"post_id": 8320, "ts": "2026-06-13T20:42:24Z", "hours": 2.4183, "text": "added title screen button, cassette player sprite, and music playing logic. Also made the regular songs play on side A and the the shadow songs on side B"}]...
|
Title: Pronoun Palace Music Player by @xanderath | Title: Pronoun Palace Music Player by @xanderath | Stardance
Devlogs:
added title screen button, cassette player sprite, and music playing logic. Also made the regular songs play on side A and the the shadow songs on side B
Added animations to buttons and sound effects for clicks and the cassette flip
added proper sprites for the cassette
Ships:
As this was one of the first mods made for this game, I had to learn how the game works and how to make my mod load....
|
1793717431.8821068
|
1793803831.8821068
|
|
66357
|
Capsule by @amansree | Stardance
|
amansree
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Capsule by @amansree | Stardance
|
1793717433.0849557
|
1794322233.0849557
|