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12036
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FRC Prediction Simulator by @nicholasrueb | Starda FRC Prediction Simulator by @nicholasrueb | Stardance...
|
nicholasrueb
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T22:20:05Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I struggled so hard with integrating the API, this is my first stuff with HTML and CSS, I hope you guys enjoy! Many of you might not know FRC, but it is a robotics competition. For event key you can use 2026nytr for some example results!", "repo": "https://github.com/agoofygoat/FRCPredictionSimulator.github.io", "demo": "https://frc-prediction-simulator-github-io.vercel.app/"}]...
|
[{"post_id": 14709, "ts": "202 [{"post_id": 14709, "ts": "2026-06-23T22:17:19Z", "hours": 0.3194, "text": "Full project is done and hosted on Vercel!!!!!"}]...
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Title: FRC Prediction Simulator by @nicholasrueb | Title: FRC Prediction Simulator by @nicholasrueb | Stardance
Devlogs:
Full project is done and hosted on Vercel!!!!!
Ships:
I struggled so hard with integrating the API, this is my first stuff with HTML and CSS, I hope you guys enjoy! Many of you might not know FRC, but it is a robotics competition. For event key you can use 2026nytr for some example results!...
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1793667342.7771273
|
1793753742.7771273
|
|
33418
|
Flappiest bird by @Alexander_Wolf | Stardance
|
Alexander_Wolf
|
2
|
11.0
|
58
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T15:54:02Z", "hours": 5.0, "multiplier": 8.55, "payout": 46, "blessing": "neutral", "text": "This is the second ship. Many important modifications have been made. These things have been added to the game since the last ship: A difficulty switch Highscore PlayerPrefs for the difficulty and the highscore Music and sound effects And the most important note: The game is now playable on itch.io. If the game somehow doesn’t open up via stardance, here is the link: ciferwolf.itch.io/flappiest-bird", "repo": "https://github.com/Wolf-Alexander/Flappiest-Bird", "demo": "https://ciferwolf.itch.io/flappiest-bird"}, {"ship_num": 2, "ts": "2026-07-13T19:38:34Z", "hours": 6.0, "multiplier": 2.11, "payout": 12, "blessing": "neutral", "text": "Ship #1 I have finished the tutorial and added some stuff on my own. This is the first version of my Flappy Bird game. It’s playable and kinda fun. Although it’s not on the same level as a finished game, so please consider this as a demo (v1). It won’t take long until I manage to add more stuff to make it more interesting to play", "repo": "https://github.com/Wolf-Alexander/Flappiest-Bird", "demo": "https://ciferwolf.itch.io/flappiest-bird"}]...
|
[{"post_id": 29583, "ts": "202 [{"post_id": 29583, "ts": "2026-07-16T16:45:11Z", "hours": 0.8167, "text": "Devlog #8 I’ve fixed some error during the gameplay. The game is finished! It’s not beautiful, but for my very first Unity project good enough. Once I’m able to ship again, I’ll do it"}, {"post_id": 29460, "ts": "2026-07-16T12:46:45Z", "hours": 0.9836, "text": "Devlog #7 I added music and some sound effect. Music for: Starting screen Ingame Sound effects: Score Death All sounds are from itch.io. The following music packs have been used: https://tallbeard.itch.io/music-loop-bundle https://jdsherbert.itch.io/ultimate-ui-sfx-pack"}, {"post_id": 28241, "ts": "2026-07-14T11:56:12Z", "hours": 0.8581, "text": "Devlog #6 The difficulty switch works and even after a reset or restart of the game, the previous difficulty gets saved. The same goes for the highscore that actually works!!!! What I should implement next is the highscore based on the difficulty, but that is for later"}, {"post_id": 28205, "ts": "2026-07-14T10:48:27Z", "hours": 1.6669, "text": "Devlog #5 I’ve made some changes to the game: Improved starting screen Added a difficulty switch Difficulty: There are 3 options. Easy, Medium, Hard. Medium is the standard option. They all influence the speed as well as the spawn rate of the pipes Issues for the future: If you restart the game after the game over, the difficulty gets set to Medium. Probably the fix would be to have some data saved for after the restart. This is also my current idea how I’ll make the high score. Or maybe some sort of database would make it easier"}, {"post_id": 27922, "ts": "2026-07-13T21:02:04Z", "hours": 1.0469, "text": "Devlog #4 I’m working on the starting screen. I had also fixed some unknown issues with the bird. It cannot leave the screen now and the game over mechanic works a lot better"}, {"post_id": 27874, "ts": "2026-07-13T19:35:45Z", "hours": 1.9169, "text": "Devlog #3 I created a starting screen (WITHOUT A TUTORIAL) and connected everything to it. It was a lot harder than expected, because everything runs on Start function, so I had to edit every object. This concludes the first version of this game. Yeah it’s not beautiful, but it’s functional. The other To-Do’s will be added in further versions!"}, {"post_id": 27646, "ts": "2026-07-13T12:26:38Z", "hours": 1.1167, "text": "Devlog #2 So I finished the tutorial… The game exists and now I have some knowledge about Unity and Game Development. Now I will add some additional stuff to this game to finish it. These include: Starting Screen High Score Difficulties (change speed of the game) Music If you have some ideas, please comment them. I’ll try my best, but can’t promise anything"}, {"post_id": 25993, "ts": "2026-07-10T15:25:02Z", "hours": 2.4667, "text": "Devlog #1 I’m starting out with Unity. And what is the best option to choose, when you’re starting out? Watch a Flappy Bird tutorial and hope you understand everything, so that you can add your own stuff at the end… I want to create my own games, but have no clue how Unity works. This project is focused on helping me learn all the basics and be able to create my own games from then on. Even though I’m using a tutorial to create this game, I’m planning on using my knowledge to upgrade the game with a few features to market it as my own ;)"}]...
|
Title: Flappiest bird by @Alexander_Wolf | Stardan Title: Flappiest bird by @Alexander_Wolf | Stardance
Devlogs:
Devlog #1 I’m starting out with Unity. And what is the best option to choose, when you’re starting out? Watch a Flappy Bird tutorial and hope you understand everything, so that you can add your own stuff at the end… I want to create my own games, but have no clue how Unity works. This project is focused on helping me learn all the basics and be able to create my own games from then on. Even though I’m using a tutorial to create this game, I’m planning on using my knowledge to upgrade the game with a few features to market it as my own ;)
Devlog #2 So I finished the tutorial… The game exists and now I have some knowledge about Unity and Game Development. Now I will add some additional stuff to this game to finish it. These include: Starting Screen High Score Difficulties (change speed of the game) Music If you have some ideas, please comment them. I’ll try my best, but can’t promise anything
Devlog #3 I created a starting screen (WITHOUT A TUTORIAL) and connected everything to it. It was a lot harder than expected, because everything runs on Start function, so I had to edit every object. This concludes the first version of this game. Yeah it’s not beautiful, but it’s functional. The other To-Do’s will be added in further versions!
Devlog #4 I’m working on the starting screen. I had also fixed some unknown issues with the bird. It cannot leave the screen now and the game over mechanic works a lot better
Devlog #5 I’ve made some changes to the game: Improved starting screen Added a difficulty switch Difficulty: There are 3 options. Easy, Medium, Hard. Medium is the standard option. They all influence the speed as well as the spawn rate of the pipes Issues for the future: If you restart the game after the game over, the difficulty gets set to Medium. Probably the fix would be to have some data saved for after the restart. This is also my current idea how I’ll make the high score. Or maybe some sort of database would make it easier
Devlog #6 The difficulty switch works and even after a reset or restart of the game, the previous difficulty gets saved. The same goes for the highscore that actually works!!!! What I should implement next is the highscore based on the difficulty, but that is for later
Devlog #7 I added music and some sound effect. Music for: Starting screen Ingame Sound effects: Score Death All sounds are from itch.io. The following music packs have been used: https://tallbeard.itch.io/music-loop-bundle https://jdsherbert.itch.io/ultimate-ui-sfx-pack
Devlog #8 I’ve fixed some error during the gameplay. The game is finished! It’s not beautiful, but for my very first Unity project good enough. Once I’m able to ship again, I’ll do it
Ships:
Ship #1 I have finished the tutorial and added some stuff on my own. This is the first version of my Flappy Bird game. It’s playable and kinda fun. Although it’s not on the same level as a finished game, so please consider this as a demo (v1). It won’t take long until I manage to add more stuff to make it more interesting to play
This is the second ship. Many important modifications have been made. These things have been added to the game since the last ship: A difficulty switch Highscore PlayerPrefs for the difficulty and the highscore Music and sound effects And the most important note: The game is now playable on itch.io. If the game somehow doesn’t open up via stardance, here is the link: ciferwolf.itch.io/flappiest-bird...
|
1793667343.987406
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1793753743.987406
|
|
63995
|
Codex pad by @goatyler | Stardance
|
goatyler
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Codex pad by @goatyler | Stardance
|
1793667348.0071106
|
1794272148.0071106
|
|
26591
|
T to MO by @jo_brain | Stardance
|
jo_brain
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T09:58:02Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an Project that takes Text via BLE and turns them into Morse code including Numbers!", "repo": "https://raw.githubusercontent.com/jobrain1/T-to-MO/refs/heads/master/README.md", "demo": ""}]...
|
[{"post_id": 16740, "ts": "202 [{"post_id": 16740, "ts": "2026-06-27T06:15:17Z", "hours": 1.1389, "text": "I used an ESP32 Wrover that has Bluetooth to turn Text I to Morse Code and show that Morse code with an LED and an Buzzer"}]...
|
Title: T to MO by @jo_brain | Stardance
Devlogs:
Title: T to MO by @jo_brain | Stardance
Devlogs:
I used an ESP32 Wrover that has Bluetooth to turn Text I to Morse Code and show that Morse code with an LED and an Buzzer
Ships:
I made an Project that takes Text via BLE and turns them into Morse code including Numbers!...
|
1793667350.1062124
|
1793753750.1062124
|
|
63996
|
My awesome macropad! by @starmaster | Stardance
|
starmaster
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @starmaster | Stard Title: My awesome macropad! by @starmaster | Stardance...
|
1793667351.2310889
|
1794272151.2310889
|
|
20381
|
Detention Loop SDK by @DoMax | Stardance
|
DoMax
|
1
|
9.0
|
52
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T16:57:00Z", "hours": 9.0, "multiplier": 5.84, "payout": 52, "blessing": "neutral", "text": "“Exhausted after a long day of school, you just want to go home. Instead, you’re trapped in an endless corridor with entities trying to distort your reality. Look closely. Trust nothing. There might be a way out.” It’s the best way to describe the game “Detention Loop” that was made for Hack Club’s Sprig! Despite the challenges and Sprig’s limitations, it was a very fun time building this project! One of the more frustrating limitations of Sprig’s engine was not being able to load full-sized images. Instead, Sprig only offers loading maps from pre-made sprites. They take up both too much space and are hard to draw/make changes to. So I decided to code it myself - by uploading a full bitmap of the image and dynamically creating maps during runtime with loops, I saved myself a LOT of time. There was other technology involved too that you would rarely see in Sprig games, so I thought of conveniently sharing them all in this Detention Loop SDK available for anyone! With subtle adaptations it can be ported for different purposes too. The SDK includes full game art and script files, as well as reusable snippets and instructions on how to use everything. And as for the game itself, you can play it for free by clicking on the demo link!", "repo": "https://github.com/domasles/detention-loop-sdk", "demo": "https://detention-loop.domax.lt"}]...
|
[{"post_id": 10317, "ts": "202 [{"post_id": 10317, "ts": "2026-06-16T23:53:15Z", "hours": 8.9833, "text": "The first, and probably one of the only devlogs this project will have. It aims to provide all the tools initially used to create a game called “Detention Loop” for the Hack Club’s Sprig! (But heavily updated and adapted for repeated use) It includes: Game itself (with a link to the live demo) A script for converting game assets to a computer-friendly format Reusable code snippets for other game creators that want to adopt Detention Loop’s technology All game assets (and GIMP files with layered drawings) I hope this inspires other creators to pay more attention to code optimization and encourages working with the Sprig! It’s an amazing little gadget with a lot of potential! I also hope that one day solutions used in this project get merged to the full engine so no workarounds need to be found when creating sophisticated games!"}]...
|
Title: Detention Loop SDK by @DoMax | Stardance
D Title: Detention Loop SDK by @DoMax | Stardance
Devlogs:
The first, and probably one of the only devlogs this project will have. It aims to provide all the tools initially used to create a game called “Detention Loop” for the Hack Club’s Sprig! (But heavily updated and adapted for repeated use) It includes: Game itself (with a link to the live demo) A script for converting game assets to a computer-friendly format Reusable code snippets for other game creators that want to adopt Detention Loop’s technology All game assets (and GIMP files with layered drawings) I hope this inspires other creators to pay more attention to code optimization and encourages working with the Sprig! It’s an amazing little gadget with a lot of potential! I also hope that one day solutions used in this project get merged to the full engine so no workarounds need to be found when creating sophisticated games!
Ships:
“Exhausted after a long day of school, you just want to go home. Instead, you’re trapped in an endless corridor with entities trying to distort your reality. Look closely. Trust nothing. There might be a way out.” It’s the best way to describe the game “Detention Loop” that was made for Hack Club’s Sprig! Despite the challenges and Sprig’s limitations, it was a very fun time building this project! One of the more frustrating limitations of Sprig’s engine was not being able to load full-sized images. Instead, Sprig only offers loading maps from pre-made sprites. They take up both too much space and are hard to draw/make changes to. So I decided to code it myself - by uploading a full bitmap of the image and dynamically creating maps during runtime with loops, I saved myself a LOT of time. There was other technology involved too that you would rarely see in Sprig games, so I thought of conveniently sharing them all in this Detention Loop SDK available for anyone! With subtle adaptations it can be ported for different purposes too. The SDK includes full game art and script files, as well as reusable snippets and instructions on how to use everything. And as for the game itself, you can play it for free by clicking on the demo link!...
|
1793667354.675534
|
1793753754.675534
|
|
63997
|
My alarm clock by @salsabilaagarwal | Stardance
|
salsabilaagarwal
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My alarm clock by @salsabilaagarwal | Stard Title: My alarm clock by @salsabilaagarwal | Stardance...
|
1793667359.094312
|
1794272159.094312
|
|
63998
|
My own site! by @shukurkhanov | Stardance
|
shukurkhanov
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @shukurkhanov | Stardance
|
1793667362.4990165
|
1794272162.4990165
|
|
213
|
Jeff vs The Underground by @keshavdaboss | Stardan Jeff vs The Underground by @keshavdaboss | Stardance...
|
keshavdaboss
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T06:49:48Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a platformer on Godot, where you avoid enemies and find the exit!", "repo": "https://github.com/KeshavDaBoss/jeff-vs-the-underground", "demo": "https://keshavdaboss.itch.io/jeff-vs-the-underground"}]...
|
[{"post_id": 21989, "ts": "202 [{"post_id": 21989, "ts": "2026-07-04T06:39:58Z", "hours": 3.8336, "text": "Hi! I’m creating a platformer game in which you must avoid the enemies and find the exit (could be anywhere yk)"}]...
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Title: Jeff vs The Underground by @keshavdaboss | Title: Jeff vs The Underground by @keshavdaboss | Stardance
Devlogs:
Hi! I’m creating a platformer game in which you must avoid the enemies and find the exit (could be anywhere yk)
Ships:
I made a platformer on Godot, where you avoid enemies and find the exit!...
|
1793667365.484103
|
1793753765.484103
|
|
24802
|
battle bot by @jonathan | Stardance
|
jonathan
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T13:12:38Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "An antweight battle bot", "repo": "https://github.com/Zoomwag/Undercutter-Battlebot", "demo": ""}]...
|
[{"post_id": 22815, "ts": "202 [{"post_id": 22815, "ts": "2026-07-05T12:26:58Z", "hours": 2.6333, "text": "finshed"}, {"post_id": 18266, "ts": "2026-06-29T11:03:13Z", "hours": 2.1811, "text": "cONVERETED IT INTO AN UNDERCUTTER"}, {"post_id": 14596, "ts": "2026-06-23T19:20:58Z", "hours": 1.4486, "text": "I started doing cad and did a bunch of research"}]...
|
Title: battle bot by @jonathan | Stardance
Devlog Title: battle bot by @jonathan | Stardance
Devlogs:
I started doing cad and did a bunch of research
cONVERETED IT INTO AN UNDERCUTTER
finshed
Ships:
An antweight battle bot...
|
1793667366.4280407
|
1793753766.4280407
|
|
63999
|
I will make a keychain by @Rezer | Stardance
|
Rezer
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: I will make a keychain by @Rezer | Stardanc Title: I will make a keychain by @Rezer | Stardance...
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1793667369.3064823
|
1794272169.3064823
|
|
50559
|
AmateurWare by @amateur_tech_guy | Stardance
|
amateur_tech_guy
|
3
|
32.0
|
163
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T19:58:15Z", "hours": 12.0, "multiplier": 9.05, "payout": 110, "blessing": "neutral", "text": "AmateurWare(once again) PLEASE READ!! If you get an error saying WEBGL is not working, or something along those lines, that is NOT from me, its from your browser, I’m no expert so I don’t know the fix to that unfortunetly:( Anyways I listened to the reviews and fixed everything asked of me, except for the animation part, i drew 3 frames of my sprite but i just couldnt animate it for some reason, im sorry for disappointing yall at that part. But the good news is I added a score system just like requested, someone said let the score change on every run and i made that! finish 20 minigames or more and get the win screen, finish less than 20 minigames and get the losers screen:P GOODLUCK AND THANKS FOR TUNING IN", "repo": "https://github.com/amateurtechguy/AmateurWare", "demo": "https://amateurtechguy.itch.io/amateurware"}, {"ship_num": 2, "ts": "2026-08-27T17:43:40Z", "hours": 8.0, "multiplier": 8.98, "payout": 53, "blessing": "neutral", "text": "AmateurWare AmateurWare’s new update contains 4 new minigames made entirely from brainstorming and implying the previously learnt skills into this game, I really was having fun until lapse and hackatime started tweaking, it wasn’t fun losing all of those hours of work, but at last I’m done, I know the games aren’t really creative but it’s the best I could do as a beginner forgive me y’all. I’m really proud of how the game turned out tho, it had a lot of bugs that pissed me off, but I ended up debugging them SOMEHOW I myself don’t even know how I managed but either way, thanks to anyone and everyone who were invested in the making of this game, safe to say might add more minigames in the future:)", "repo": "https://github.com/amateurtechguy/AmateurWare", "demo": "https://amateurtechguy.itch.io/amateurware"}, {"ship_num": 3, "ts": "2026-08-24T15:40:13Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "** AmateurWare ** This is genuinely the most fun thing I ever had to make, I enjoyed playing it as well even if it only had 2 minigames, it falls in the requirements which is neat, planning to make more minigames on my second ship. I’m really proud of myself for not giving up at this point and I’m really proud of my pixel art, that took me HOURS to make each, I have no experience or interest in it but I figured it would look good in my game!", "repo": "https://github.com/amateurtechguy/AmateurWare", "demo": "https://amateurtechguy.itch.io/amateurware"}]...
|
[{"post_id": 59157, "ts": "202 [{"post_id": 59157, "ts": "2026-08-31T19:45:53Z", "hours": 2.7789, "text": "devlog #21: I added miningame 7, idk why the shooting sound effect plays whenever it wants to and the animation doesnt work but ill be completely honest. Animating is NOT my thing and if i have to spend another hour trying to animation something, shoot me anyways time to ship AND i also enhanced the buttons cause someone said it looks too bland so, i changed it to my color scheme:)"}, {"post_id": 58963, "ts": "2026-08-31T15:10:12Z", "hours": 0.3206, "text": "devlog #20: for some reason, the animation won’t work, I might ship this with no animation and keep it just like that, time wasted on the sprite design but it’s whatever i guess it doesnt want to align for some reason, either way atleast I tried, ill make minigame 7 and then ill ship it, and for the record i did NOT only spend 19 minutes on this i have no idea why it says that"}, {"post_id": 58619, "ts": "2026-08-31T03:13:55Z", "hours": 2.2336, "text": "devlog #19: i finished drawing the walk animation and now im just trying to apply it to godot, as you can tell im no expert at this haha"}, {"post_id": 58471, "ts": "2026-08-30T21:46:55Z", "hours": 0.6211, "text": "devlog #18: got the score system working, now if you finish under 20 minigames before losing all your lives you get the first screen, if you get 20 or more you get the second screen, thats your score!! also, forgot to mention someone complained about minigame 3 and told me that the stardust only falls on the right side so i fixed that too, might add minigame 7 next and then ill look through the reviews and see more recommendations"}, {"post_id": 58423, "ts": "2026-08-30T20:38:59Z", "hours": 2.2503, "text": "devlog #17: worked on my second frame of the walk animation, just as i was asked. all i need is a third one and the walk animation will be done, but ill focus on that later, rn i still have to debug the game because the levels arent working anymore due to some issues in the code"}, {"post_id": 58309, "ts": "2026-08-30T18:00:37Z", "hours": 1.8167, "text": "devlog #16: taking the reviwer’s advices and makiing an animation that way the character isnt so bland, I made frame 1/3 ima finish all of them tonight tho. heres the left and right frame i just made it and reverted the duplicate cause im not that dedicated on animating each frame"}, {"post_id": 57731, "ts": "2026-08-30T00:08:22Z", "hours": 1.8525, "text": "devlog #15: okay so i read the reviews and a lot of people recommended that i should add a score system instead of winning after level 5, but i spent a long time on my pixel art so heres the plan, if a player has less than 10 minigames beat they get the lose scene however if they have more they get the win scene with the celebrations and everything, and the amount of minigames played will depend more on the player rather than the code"}, {"post_id": 55753, "ts": "2026-08-27T18:53:24Z", "hours": 0.2639, "text": "I accidentally shiped it without connecting the mission to it bruhhhhhh what do i do i thought i did"}, {"post_id": 55691, "ts": "2026-08-27T17:36:08Z", "hours": 0.6239, "text": "devlog #13: finally done with this, maybe in the future ill add some but im really mad at lapse and for not logging 90% of my time either way minigame 6/6 DONE, the target disappears and appears randomly and you have to click it before the timer ends"}, {"post_id": 55546, "ts": "2026-08-27T13:58:04Z", "hours": 2.9961, "text": "devlog #12: I have no idea whats going on with my lapse because it won’t let me log my hours in and its frustrating it keeps saying cannot calculate hours and i have no idea what all that is about but its whatever, 4 hours wasted, anyways minigame 5/6 done"}, {"post_id": 55187, "ts": "2026-08-26T18:09:52Z", "hours": 1.6167, "text": "devlog # 11: I have been working on minigame 4, which is stop the needle i know the needle looks kind of ugly but its the best I could do with how frustrating it was to even make this game, either way game 4/6 done :D THIS IS AN EDIT so im editing this the same day i posted it i logged 4 hours on lapse, i made minigame 5 and 6 and now im done, but it says cannot caluclate hours so i have to disclose it here!!"}, {"post_id": 54710, "ts": "2026-08-25T19:43:35Z", "hours": 1.5814, "text": "devlog #10: game 3/6 completed and i also debugged the game randomization algorithm that way you can’t play the same game twice in a row!"}, {"post_id": 54572, "ts": "2026-08-25T16:23:42Z", "hours": 1.2572, "text": "devlog #9: I’m adding minigame n3 and I’m sure everyone is familiar with this minigame, I decided to make a different minigame each day until i reach 5 or 6 minigames and then i’ll ship it for the second time!"}, {"post_id": 53819, "ts": "2026-08-24T14:52:26Z", "hours": 2.0883, "text": "devlog #8: I officially debugged minigame 2 and it works just fine now, I also had to figure out how to keep the music running throughtout the main screen and the settings scene, and i finished designing the sprite for it now the settings screen is fully functional and designed, ill prob be adding more minigames on my second ship, wish me luck:)"}, {"post_id": 53232, "ts": "2026-08-23T17:50:17Z", "hours": 1.1306, "text": "devlog #7: Well, gotta say I’m completely done with minigame n1 the only thing that bothers me is the fact that my sprite has no animation but its fully functional, now i’m on minigame 2 and im struggling a bit because of the code, however I am enjoying this"}, {"post_id": 53057, "ts": "2026-08-23T13:37:02Z", "hours": 0.4231, "text": "devlog #6: gave the character a glow up and I debugged the game, now it works perfectly, the only thing that bothers me about it is the fact that my character has no animation but i spent hours and i mean HOURS making the character alone i cant be asked to animate him it would be so hard, anyways minigame 1 done, now all we need is one more or maybe two more minigames and then were done for our first ship!"}, {"post_id": 52644, "ts": "2026-08-22T21:39:33Z", "hours": 1.6458, "text": "devlog #5: redesigned the ugly green platforms and made them brick, also did some backend coding and i might redesign my character, i stilll have abit of debugging but im almost finished with minigame n1!"}, {"post_id": 52291, "ts": "2026-08-22T12:27:30Z", "hours": 1.7856, "text": "devlog #4: Today I started working on the backend of my minigame, i added stardust as collectibles but im kind og trying to debug stuff cause the timer scene doesnt want to appear on the corner for some reason, either way i debugged the animation so the stardust are actually floating up and down now! either way I’m almost done"}, {"post_id": 51912, "ts": "2026-08-21T20:24:04Z", "hours": 1.8633, "text": "devlog #3: I finally made my loading screen functional and I made my character all that’s left for me now are the mini games, pic n2 is a sneak peak of my first minigame’s background:D"}, {"post_id": 51801, "ts": "2026-08-21T17:18:34Z", "hours": 1.8147, "text": "devlog #2: Hey guys so I know I didnt do much on this project earlier but now i added a level scene, gonna make the game have like 2 or 3 minigames cause I’m not really feeling well, i would make more but i cant unfortunately :( but its really fun making this game im not gonna lie im learning a new programming language while making this game so its really fun!"}, {"post_id": 51626, "ts": "2026-08-21T12:26:17Z", "hours": 0.7833, "text": "devlog #1: Hi guys, I’m sick so I’m sorry for the lack of effort in my projects lately, but anyways I have started on a game called AmateurWare and I don’t have much rn but we’ll see how this goes"}]...
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Title: AmateurWare by @amateur_tech_guy | Stardanc Title: AmateurWare by @amateur_tech_guy | Stardance
Devlogs:
devlog #1: Hi guys, I’m sick so I’m sorry for the lack of effort in my projects lately, but anyways I have started on a game called AmateurWare and I don’t have much rn but we’ll see how this goes
devlog #2: Hey guys so I know I didnt do much on this project earlier but now i added a level scene, gonna make the game have like 2 or 3 minigames cause I’m not really feeling well, i would make more but i cant unfortunately :( but its really fun making this game im not gonna lie im learning a new programming language while making this game so its really fun!
devlog #3: I finally made my loading screen functional and I made my character all that’s left for me now are the mini games, pic n2 is a sneak peak of my first minigame’s background:D
devlog #4: Today I started working on the backend of my minigame, i added stardust as collectibles but im kind og trying to debug stuff cause the timer scene doesnt want to appear on the corner for some reason, either way i debugged the animation so the stardust are actually floating up and down now! either way I’m almost done
devlog #5: redesigned the ugly green platforms and made them brick, also did some backend coding and i might redesign my character, i stilll have abit of debugging but im almost finished with minigame n1!
devlog #6: gave the character a glow up and I debugged the game, now it works perfectly, the only thing that bothers me about it is the fact that my character has no animation but i spent hours and i mean HOURS making the character alone i cant be asked to animate him it would be so hard, anyways minigame 1 done, now all we need is one more or maybe two more minigames and then were done for our first ship!
devlog #7: Well, gotta say I’m completely done with minigame n1 the only thing that bothers me is the fact that my sprite has no animation but its fully functional, now i’m on minigame 2 and im struggling a bit because of the code, however I am enjoying this
devlog #8: I officially debugged minigame 2 and it works just fine now, I also had to figure out how to keep the music running throughtout the main screen and the settings scene, and i finished designing the sprite for it now the settings screen is fully functional and designed, ill prob be adding more minigames on my second ship, wish me luck:)
devlog #9: I’m adding minigame n3 and I’m sure everyone is familiar with this minigame, I decided to make a different minigame each day until i reach 5 or 6 minigames and then i’ll ship it for the second time!
devlog #10: game 3/6 completed and i also debugged the game randomization algorithm that way you can’t play the same game twice in a row!
devlog # 11: I have been working on minigame 4, which is stop the needle i know the needle looks kind of ugly but its the best I could do with how frustrating it was to even make this game, either way game 4/6 done :D THIS IS AN EDIT so im editing this the same day i posted it i logged 4 hours on lapse, i made minigame 5 and 6 and now im done, but it says cannot caluclate hours so i have to disclose it here!!
devlog #12: I have no idea whats going on with my lapse because it won’t let me log my hours in and its frustrating it keeps saying cannot calculate hours and i have no idea what all that is about but its whatever, 4 hours wasted, anyways minigame 5/6 done
devlog #13: finally done with this, maybe in the future ill add some but im really mad at lapse and for not logging 90% of my time either way minigame 6/6 DONE, the target disappears and appears randomly and you have to click it before the timer ends
I accidentally shiped it without connecting the mission to it bruhhhhhh what do i do i thought i did
devlog #15: okay so i read the reviews and a lot of people recommended that i should add a score system instead of winning after level 5, but i spent a long time on my pixel art so heres the plan, if a player has less than 10 minigames beat they get the lose scene however if they have more they get the win scene with the celebrations and everything, and the amount of minigames played will depend more on the player rather than the code
devlog #16: taking the reviwer’s advices and makiing an animation that way the character isnt so bland, I made frame 1/3 ima finish all of them tonight tho. heres the left and right frame i just made it and reverted the duplicate cause im not that dedicated on animating each frame
devlog #17: worked on my second frame of the walk animation, just as i was asked. all i need is a third one and the walk animation will be done, but ill focus on that later, rn i still have to debug the game because the levels arent working anymore due to some issues in the code
devlog #18: got the score system working, now if you finish under 20 minigames before losing all your lives you get the first screen, if you get 20 or more you get the second screen, thats your score!! also, forgot to mention someone complained about minigame 3 and told me that the stardust only falls on the right side so i fixed that too, might add minigame 7 next and then ill look through the reviews and see more recommendations
devlog #19: i finished drawing the walk animation and now im just trying to apply it to godot, as you can tell im no expert at this haha
devlog #20: for some reason, the animation won’t work, I might ship this with no animation and keep it just like that, time wasted on the sprite design but it’s whatever i guess it doesnt want to align for some reason, either way atleast I tried, ill make minigame 7 and then ill ship it, and for the record i did NOT only spend 19 minutes on this i have no idea why it says that
devlog #21: I added miningame 7, idk why the shooting sound effect plays whenever it wants to and the animation doesnt work but ill be completely honest. Animating is NOT my thing and if i have to spend another hour trying to animation something, shoot me anyways time to ship AND i also enhanced the buttons cause someone said it looks too bland so, i changed it to my color scheme:)
Ships:
** AmateurWare ** This is genuinely the most fun thing I ever had to make, I enjoyed playing it as well even if it only had 2 minigames, it falls in the requirements which is neat, planning to make more minigames on my second ship. I’m really proud of myself for not giving up at this point and I’m really proud of my pixel art, that took me HOURS to make each, I have no experience or interest in it but I figured it would look good in my game!
AmateurWare AmateurWare’s new update contains 4 new minigames made entirely from brainstorming and implying the previously learnt skills into this game, I really was having fun until lapse and hackatime started tweaking, it wasn’t fun losing all of those hours of work, but at last I’m done, I know the games aren’t really creative but it’s the best I could do as a beginner forgive me y’all. I’m really proud of how the game turned out tho, it had a lot of bugs that pissed me off, but I ended up debugging them SOMEHOW I myself don’t even know how I managed but either way, thanks to anyone and everyone who were invested in the making of this game, safe to say might add more minigames in the future:)
AmateurWare(once again) PLEASE READ!! If you get an error saying WEBGL is not working, or something along those lines, that is NOT from me, its from your browser, I’m no expert so I don’t know the fix to that unfortunetly:( Anyways I listened to the reviews and fixed everything asked of me, except for the animation part, i drew 3 frames of my sprite but i just couldnt animate it for some reason, im sorry for disappointing yall at that part. But the good news is I added a score system just like requested, someone said let the score change on every run and i made that! finish 20 minigames or more and get the win screen, finish less than 20 minigames and get the losers screen:P GOODLUCK AND THANKS FOR TUNING IN...
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1793667376.7698724
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1793753776.7698724
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49504
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My own site! by @dayandnightgooner | Stardance
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dayandnightgooner
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T17:23:56Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A personal portfolio website where I showcase my skills, projects, and what I’m learning. I built it using HTML, CSS, and JavaScript, then deployed it with GitHub Pages. btw i didnt used my information its my friends bwhahahahaha", "repo": "https://github.com/devchandak04/dev-personal-site", "demo": "https://devchandak04.github.io/dev-personal-site/"}]...
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[{"post_id": 48214, "ts": "202 [{"post_id": 48214, "ts": "2026-08-16T14:47:51Z", "hours": 1.3569, "text": "I built my personal website using HTML, CSS, and JavaScript. I created the site in VS Code, added styling and interactive features, pushed it to GitHub, and deployed it using GitHub Pages. I also learned how to connect my coding time through Hackatime and prepare the project for shipping on Stardance."}]...
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Title: My own site! by @dayandnightgooner | Starda Title: My own site! by @dayandnightgooner | Stardance
Devlogs:
I built my personal website using HTML, CSS, and JavaScript. I created the site in VS Code, added styling and interactive features, pushed it to GitHub, and deployed it using GitHub Pages. I also learned how to connect my coding time through Hackatime and prepare the project for shipping on Stardance.
Ships:
A personal portfolio website where I showcase my skills, projects, and what I’m learning. I built it using HTML, CSS, and JavaScript, then deployed it with GitHub Pages. btw i didnt used my information its my friends bwhahahahaha...
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1793667378.1636462
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1793753778.1636462
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64000
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My awesome macropad! by @prayagchowhan | Stardance
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prayagchowhan
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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 awesome macropad! by @prayagchowhan | St Title: My awesome macropad! by @prayagchowhan | Stardance...
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1793667379.3208268
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1794272179.3208268
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15256
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the way to teal(just kill) by @love | Stardance
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love
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2
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60.67
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877
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T00:30:44Z", "hours": 23.0, "multiplier": 18.83, "payout": 413, "blessing": "neutral", "text": "this is a movement shooter made in godot 4.6 about a blue man in a green world, i really poured my soul into it so i hope you like it:)", "repo": "https://github.com/IDoTweaks/the-way-to-teal-just-kill-", "demo": "https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"ship_num": 2, "ts": "2026-06-21T13:09:47Z", "hours": 25.0, "multiplier": 18.23, "payout": 464, "blessing": "neutral", "text": "i made a speedrunning game inspired by a song, i will add more bosses and levels but now its in a state i very much like because this is my first game that i actually like i focused on the game feel way more than the looks and it shows its so fun i made a ghost system without any tutorial something i could never dream of this project let me see that i can build things on my own also i am aiming for a 3d printer so i need like 3x the hours so expect updates!", "repo": "https://github.com/IDoTweaks/the-way-to-teal-just-kill-", "demo": "https://idotweaks.itch.io/the-way-to-tealjust-kill"}]...
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[{"post_id": 31312, "ts": "202 [{"post_id": 31312, "ts": "2026-07-19T16:42:06Z", "hours": 4.2094, "text": "DEVLOG 18 - ig we got a lot of art now new things in the game so pretty much all i did was new ui, make the game fit into a cartoon art style and some cover art for it new itch.io page the itch.io page sucked so i made it again and its so much better now check it out so as always the downloadable version is much better but there is still web support try it out: https://idotweaks.itch.io/the-way-to-tealjust-kill AND I LEFT SOME OF THE ART HERE SO YOU CAN SEE"}, {"post_id": 30937, "ts": "2026-07-18T22:54:39Z", "hours": 8.4639, "text": "DEVLOG 17 - i cant stop working on this last devlog i said i am done with the game but after those reviews i just cant stop key insights from the reviews so the main complains are that the game isnt visually appealing in some devices it ran poorly some mechanics arent clear/ need better tutorial the sfx are annoying (also there were some balancing issues and little bugs) i still got a little less than 19 per hour meaning people really did like it and it needs little changes so what did i change? i changed the tutorial to MAKE you do each mechanic and added a ghost that shows you how to do it new sfx i changed all the art style to be cartoonist i buffed the shotgun i did so much more but its so little that i cant point to each one so lets just say qol changes planning next i have already made 2 mini bosses and currently am working on some more enemy types, i will change the current levels to be the story mode with added story and dialogue and add a completly new mode which i will talk about in later devlogs"}, {"post_id": 28633, "ts": "2026-07-15T00:29:18Z", "hours": 1.1447, "text": "mini DEVLOG 16 - da final straw important if you rate it please download it, the web version is much much worse new levels added levels 7-9 unfortunate losses: sadly the styling system was very bad and i couldnt make it work so i just took it out something i had to add you could cheese everything with the dashes so im sorry… i added stamina da end so yeah i wont work on this project anymore prob but i am starting my own asm docs! be sure to stay updated!"}, {"post_id": 28494, "ts": "2026-07-14T19:34:05Z", "hours": 5.3678, "text": "DEVLOG 15 - boss redesign boss update the boss now attacks with a couple of new attacks! you can see them in the video AND a new paralysis system da cool af part so the boss now takes you to his office where he will offer you a deal: for 20% of your health you can get your paralysis level down! ui update so it looks better now, thats it XD UPDATE! so it is now updated in both github and itch.io but its very bad in the web versionT_T please just download itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill github: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST video btw the video was compressed and then converted so its low quality"}, {"post_id": 26518, "ts": "2026-07-11T11:21:23Z", "hours": 5.4061, "text": "DEVLOG 14 - the project is super star! boss update the current boss is very lazy in design so i decided to change it completely! with a snake boss, what i did is create a self generating floor and a snake with custom pathfinding boring technical stuff the floor has a function that does holes in it and makes sure the snake cannot get soft locked(since it cant pass through its own body) then the snake turns its positon + the player’s position into a tile in the map and using breadth first search from the head’s tile to the player’s tile it finds the next tile it needs to travel to this sounds so simple why did it take 5 hours? the reason is that this mf floor does not like generating how i want it to and i am very bad at algorithms so i had to try again and again and again and then i had to do the same thing with the snake because i havnt touched bfs in like 1.5 years THANKS FOR THE SUPER STAR as you can see while i was on vacation this project got a super star! i am very grateful for it! when will it be in the game? as you can see in the video it just follows the player right now, it has no attacks or something like it so i hope i can get it done by the end of this week(its saturday now so by next saturday) and it isnt wired into the game yet so its still just the old boss"}, {"post_id": 17327, "ts": "2026-06-28T02:11:05Z", "hours": 11.3172, "text": "DEVLOG 13 - UPDATE 1.1! this is a large update 1.1 basically doubles the size of the game and makes it actually feel good to play heres everything: enemies/combat added 4 new enemy types: the charger (rushes you and dashes), the drone (flies around and shoots), the exploder (runs at you and goes boom), and the sniper (snipes. very creative ik) added a sniper weapon for the player too shotgun and sniper now play a little reload animation between shots the new style system grading is no longer based on time insted its based on a style meter that is affected by cool things like no scoping in the air your final grade now mixes score + style + your final health ranking up the meter pops and flashes like super cool game feel hit-stop on kills(like a tiny freeze frame) FOV widens when you’re moving fast and stuff like that low health throws up a red vignette and getting hit shows an arrow pointing at whoever hit you combo kills rise in pitch the longer chain camera rolls when you strafe and dips when you land levels redesigned level 1 from scratch added levels 2 through 6 added a proper boss fight at the end added a tutorial UI + quality of life completely new UI that looks 10x better weapon indicator in the side added sound effects and music pause menu, switching weapons with the scroll wheel, on screen enemy counter settings menu for sensitivity, fov, volume, resolution, etc progress (and your best-run ghosts) now save locally web version web version is now fixed BUT its still a desktop game so its worse download github release: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill yeah thats it now go kill stuff"}, {"post_id": 13096, "ts": "2026-06-21T13:00:34Z", "hours": 2.7217, "text": "DEVLOG - 12 shipping soon notes if a reviewer sees this: i got a report about some web problems which did not happen to me, if you see the textures as too dark tho try downloading it i was not able to test the mac version as well changes i made a readme for the github added a text of damage done above enemies added a mage type enemy that shoots projectiles SHIPPING after this im shipping this so make sure to look at my github + itch.io github: https://github.com/IDoTweaks/the-way-to-teal-just-kill- itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"post_id": 12239, "ts": "2026-06-19T23:54:55Z", "hours": 4.3089, "text": "DEVLOG - 11 (THE GAME IS ALMOST COMPLETE) + WINNER ANNOUNCEMENT so in the competition the only person that submitted a score was in the comments and late but he is now the winner:) @Connor you won! i will add you to the game soon major things i added: a ghost of your best run that plays back (if anyone is wondering i spent like an hour making it record every input with a timestamp and the WAY easier approach i ended up using is just saving the position + rotation + weapon used every frame (if animations were important to me i would have added them its not that hard) ground slam that does damage to enemies a jump orb to make levels feel less slow minor things i added: a health bar fixed enemies to know attack with a cooldown added a death screen now the enemies have black hands because animating csg shapes is expensive the state of the game now the game now is in what i feel full technicality ready the only things needed are: more levels, bosses, more enemies, more obstacles and interesting things in general and maybe a 3rd gun but other than that its basically ready so dont forget to playtest and lmk DOWNLOAD itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill side note:D also im the developer of the game so its not that hard for me to get s+ and im sure you can too so just spam ground slam its op(expect a patch soon🫣🫣🫣)so here is a clip of me getting s+ plus you can see the ghost after"}, {"post_id": 11305, "ts": "2026-06-18T14:29:13Z", "hours": 0.5894, "text": "THE TOURNAMENT IS STARTING NOW! as you can see in the last devlog the tournament said in it is starting right now! explanation this is a speedrunning competition in my 1 level demo game(very early in development) in that game you cant even die yet so go wild rules the clips must be unedited(unless you add like an edit of lebron and then its fine) submissions end when this post reaches 24 hours/2:30 pm utc and will be sent directly to me on slack/discord(which you can find in my bio) exploits are allowed! runs can only be in the current build in itch.io -runs that are on linux/windows must not use the web version because its super bad changes this version press r to restart + finished the end gui + fixed some score calculation bugs controls: wasd + space - normal movement ngl ctrl - slide lmb - shoot(with shotgun you get knockback btw) shift - dash 1/2 - switch weapons r - restart winner the winner will be the one with highest score by the end of the 24 hours/2:30 pm utc or the first person to reach a perfect score and he will win being inside the game + in the next devlog itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill now for the general stuff my discord: swiftfishi3 my slack: loveTheGodotDeveloper (if there will be any edits i will put them here) for now take a look at my fastest run(you have to wait a bit and its mid development)- runs can only be in the current build in itch.io like and repost so more people see it:D"}, {"post_id": 10797, "ts": "2026-06-17T18:26:42Z", "hours": 2.7661, "text": "DEVLOG - 10 this is a large milestone! COMPETITION ANNOUNCEMENT AT THE END i updated the map textures to a retro-ish style and updated the bullet holes and steps to look much better too! i added a timer and score with a grading system that allows for better speedrunning! i added a custom finish level orb with a custom shader that makes it look super cool look at this gameplay it looks like a real game! now the competition: so the competition will start in the next devlog because i plan to add a restart button to make it easier to speedrun and more now THE WINNER AND PRIZE: the winner will be the person that will get the highest score in 24 hours after the devlog is posted or the first person to get a perfect score of 20k(which is very hard gl) and the prize will be (imagine a drum roll) yeah you will just be on a wall or something its not that huge i will also write about you in the next devlog if thats important to you CLARIFICATIONS BECAUSE CLAUDE SAID THIS DEVLOG IS SHIT: 1.the competition will not be in the current build and will be submitted directly to me through slack/discord with the name you have in stardance 2.the prize is shit idk why claude treats it like i should try to deceive you into thinking its good, its bad i promise 3.if someone sends me they got a 20k score it will end idk whats confusing about it anyway only like 3 people will submit probably itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill (textures in web version are bugged please download!) if you have anything to say about this devlog you may comment it and i will ignore it(unless its a real question) anyway look at this clippp its happening now look at next devlog!"}, {"post_id": 10574, "ts": "2026-06-17T11:42:16Z", "hours": 1.5328, "text": "DEVLOG - 09 i added a shotgun! the shotgun has a large cooldown + it applies force on you! + itch.io update IF YOU DONT CARE ABOUT THE TECHNICAL STUFF WATCH THE VIDEO DOWN HERE TO JUST SEE THE COOL SHOTGUN it was much easier to implement because all i did was add a bunch of raycasts and randomize them with this simple code: func randomizeRays(): var i : int = 0 for ray in children: if ray is RayCast3D: ray.target_position.x = orgPos[i] + randf_range(-spread,spread) i+=1 ray.target_position.y = orgPos[i] + randf_range(-spread,spread) i+=1 the actual hard part was getting both guns to work with eachother but i managed to do that the force function was also interesting because i use a chartacterbody3d in godot i have to make this stuff myself with basically only velocity so the code is pretty easy to understand i dont think i need to explain much func _applyForce(point :Vector3,force , maxRange:float = 10): var dir = global_position - point var dist = dir.length() if dist > maxRange: return dir = dir.normalized() var fallOff = clamp(1 - (dist/ maxRange),0,1) velocity += dir * force * fallOff knockbackTimer = KNOCKBACK_LOCK_TIME also the game is now updated and free on itch.io! link: https://idotweaks.itch.io/the-way-to-tealjust-kill (please download it its much better than the web version because i cant solve some web specific bugs)"}, {"post_id": 9462, "ts": "2026-06-15T20:27:16Z", "hours": 1.6878, "text": "DEVLOG - 08 added an interesting navigation optimization script i encountered some lag even with 4 enemies so sadly i had to optimize it on the bright side i saw yesterday a video about exactly that and omfg it saved me and explains the general idea of what i do its just that i do it worse and in a different way video: https://www.youtube.com/watch?v=BPNr_txi6TU&t=813s time 33(already in link) how it works? ok so its not the MOST OPTIMAL but it is good i mean i can every time an enemy die to resort it blah blah blah and use the modulo but this works good enough even though i spent half an hour fixing a bug that doesnt exist(turns out if you select a navigation region and bake navigation mesh it does that to all regions and not just the one you selected) but for some reason i did have to use a raycast down the enemy’s feet for it to work so they wont fall probably because of friction so anyways here is the code: extends Node3D var tickAssigned = [] var tickCount = [] var currentTick = 0; var tickTimer = 0.0 const TICK_RATE = 0.025 func _ready() -> void: tickAssigned.resize(navObjects.size()) tickAssigned.fill(0) tickCount.resize(20); tickCount.fill(0) var length = navObjects.size() for i in tickAssigned.size(): tickAssigned[i] = -1 var num = 20.0 /length var current = 0.0 for i in length: if current >= 20: current -= 20 tickAssigned[i] = int(current) tickCount[int(current)]+=1 current += num``` # Called every frame. 'delta' is the elapsed time since the previous frame. ```func _process(delta: float) -> void: tickTimer +=delta if tickTimer < TICK_RATE: return tickTimer = 0.0 var tickDelta = TICK_RATE var count = 0 for entity in navObjects: if entity != null: if tickAssigned[count] == currentTick: var target = entity.target if target != null: var navAgent = entity.navAgent var mode = entity.mode var gotShot = entity.gotShot var SPEED = entity.SPEED var accelaration = entity.accelaration var velocity = entity.velocity if mode == \"chase\" or gotShot: navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true elif mode == \"attack\": navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true count+=1 currentTick +=1 if currentTick >= 20: currentTick = 0 #@onready var body =$body #@onready var explosionParticles = preload(\"res://Particles/enemyExplode.tscn\") #var particleInstance #@export var navAgent : NavigationAgent3D #@export var damage = 10 #@export var accelaration = 10 #var target #var mode : String = \"idle\" #var gotShot = false``` and the enemy code is too long so i cant put it here also here is a clip of the current state of the game"}, {"post_id": 9354, "ts": "2026-06-15T18:10:19Z", "hours": 2.9417, "text": "DEVLOG - 07 added vertical dash wall jumping and started with the tutorial level today i wanted to design the first level so i looked up what good level builders there are and saw trenchbroom and after like an hour of trying to make it work on fedora i gave up and tried something called cyclops but it doesnt support my current godot version so i spent MORE TIME diving into its code because there was only 1 small error(or so i thought) which i managed to fix but then every like 3 minutes of using it it just crashed so i guess im sticking with normal godot AND it took me like 20 versions and about 5 commits that i thought i fixed it to get to a working version of the 4 line code that lets me dash vertically but setting it up based on camera lets you dash up and gain insane momentum instantly so i tried a system of my own which calculated you vertical velocity using your horizontal one and tried a bunch of formulas and ended up with this fine version so the wall jumping was very easy to do because i just reflect the current movement and add a boost the hard part was that every time before hitting the wall i would already switch in my keyboard to the other other direction so to deal with that i “predicted the future” like i did with the slopes so that the movement feels smoother but to deal with the problem of the keyboard switching i also checked for the opposite directions(which is bassicly copy paste with minuses)so here is the code for that: if is_on_floor(): canWallJump = false return var veloc = Vector3(velocity.x,velocity.y,velocity.z) #var future = self.global_position + veloc for i in get_slide_collision_count(): var collision = get_slide_collision(i) if collision.get_normal().y < .3: wallNormal = collision.get_normal() canWallJump = true return if veloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + veloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return var altVeloc = Vector3(-velocity.x,velocity.y,velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return altVeloc = Vector3(velocity.x,velocity.y,-velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return canWallJump = false``` anyway here is a clip of the tutorial level now(compressed cause it was somehow 155mb): **NOTE**: it will be updated on itch.io after i finish making this tutorial level im just a little tired today and couldnt work on the project yesterday so i uploaded this devlog early"}, {"post_id": 8257, "ts": "2026-06-13T18:56:58Z", "hours": 1.4006, "text": "DEVLOG - 06 added a main menu! now as you can see THERE IS A MAIN MENU and it doesnt work very good on linux but my eye hurts so thats a problem for tommorow and let me know how it is on windows itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"post_id": 8086, "ts": "2026-06-13T14:35:14Z", "hours": 2.2019, "text": "DEVLOG - 05 (it should’ve taken like 30 minutes wth) i added enemies that chase you and animations to your movements the animations were the easy part… but can someone tell me why godot uses the exact same shader to all of my models? so it took me like 50 god damn minutes to realise i need to just duplicate it and then i had a typo and i thought duplicating it doesnt work because of that so i gave up and sent it to chatgpt AND THEN I WAS RIGHT I DO NEED TO DUPLICATE IT anyways here is a clip of the game now and you have to like it ALSO SPECIAL THANKS TO CONNOR - thank him he is the reason the downloads now work in itch.io at least thats what i hope because if they dont idfk what to do itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill"}, {"post_id": 7998, "ts": "2026-06-13T10:48:12Z", "hours": 1.0583, "text": "DEVLOG - 04 HUGE MILESTONE movement is now finished with all new momentum logic and added dashing wait… why wont you just see for your selves? try out the movement in the link here and tell me if you like it:) https://idotweaks.itch.io/the-way-to-tealjust-kill note: i added downloadable versions and a web version the game is generally for windows/linux(i am on linux so i kinda have to XD) so i will not be fixing any only web only bugs anyways i have to put an image here so watch my first attempt of a crosshairT_T"}, {"post_id": 7964, "ts": "2026-06-13T09:10:34Z", "hours": 0.4461, "text": "mini devlog - 03.5 i wanted some art to the game so i made this banner it isnt proffesional at all and took me a damn hour for something thats kinda bad but this is what i cam up with i hope you like it (if you are interested in the project go check out my profile:)"}, {"post_id": 7754, "ts": "2026-06-12T23:03:36Z", "hours": 0.6658, "text": "DEVLOG - 03 added enemies that turn teal with time read devlog 00 to understand the game:) for this game i didnt want a boring health bar what i wanted was a visual indicator and well the green enemies are the health bar now you can see easily how much health they have as you can see in the video its a simple use of shaders and its my first time! I REALLY HATE THOSE but it works also look at those particles(i<3particles) –please like if you liked it and comment suggestions it really makes me feel better and improve the game"}, {"post_id": 7503, "ts": "2026-06-12T14:46:54Z", "hours": 1.8969, "text": "DEVLOG - 02 (still day one of the project i just do a lot:) IF YOU DONT KNOW WHAT THE GAME IS ABOUT GO TO DEVLOG - 00 added teal footsteps and teal bullet holes to emphasize the mix of blue and green it was implemented using decals which it is the first time i use them so they arent the greatest as you may have noticed i also added a gun with a simple animation+particles and a raycast currently it has nothing to shoot at but i might fix it soon… so the basics are done but i do need to add movement like double jump because after all it is a movement shooter and figure out how i can copy ultrakill’s movement so my game doesnt feel so “slow” next devlog will probably be today againT_T i just cant stop working on itttt"}, {"post_id": 7442, "ts": "2026-06-12T12:05:00Z", "hours": 0.9031, "text": "DEVLOG - 01 – how the way to teal(just kill) calculates sliding i added sliding and right now it isnt as smooth and polished as it might be at the end but i came up with a method that works quite well and im certain i will use it until the end how it works : if you are sliding a script checks what will be your position if you will continue in your current motion without changing the y if you wont be on the ground it means you will probably be on a slope how do we know how “sloppy”(hehe just like the game) it is? we shoot a raycast starting at the player’s feet down about 5 units(you may do whatever number you like) afterwards we check the position in which the raycast intersected with the floor and use it to calculate the force/boost we will give the player using that i can calculate everything i need to slide the player note :if you end up using it check my github because in the code you will need to adjust some things like more downward force in order for the player to not fly anyway here is a clip of it in action the game is in a newborn stage so no judging! –CODE TIME– (I NEVER USE COMMENTS BE GRATEFUL) #calculate the position in the future var horizontalVel = Vector3(velocity.x,0,velocity.z) var future = feet.global_position + horizontalVel #raycast prep var spaceState = get_world_3d().direct_space_state #starting above the future pos in case of upward slopes var rayStart = future + Vector3(0,1,0) var rayEnd = future + Vector3(0,-5,0) #setUp rayCast var rayQuery = PhysicsRayQueryParameters3D.create(rayStart,rayEnd) #so we dont hit ourselves xd rayQuery.exclude = [self.get_rid()] #now lets shoot this bad boyyy var intersect = spaceState.intersect_ray(rayQuery) #results time!!!! if intersect: #we want to return the distance from now to the future return feet.global_position.y - intersect.position.y else: #if it hits nothing we are fucking flying lets return so fucking much return 0```"}, {"post_id": 7416, "ts": "2026-06-12T10:55:30Z", "hours": 0.325, "text": "devlog - 00 today i thought about the idea of the game it will be inspired by a song i heard as a kid of a green man in a green world and he encounters a blue man “from a whole different story” the story is that you are a blue man who is sick from the inequality so you go to a mission killing all the green top % to get to a teal world from which comes the name: the way to teal(just kill) it will be a movement shooter made in godot i will try to create the assets myself but i might end up using some free models for now we will just use this bean with hands"}]...
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Title: the way to teal(just kill) by @love | Stard Title: the way to teal(just kill) by @love | Stardance
Devlogs:
devlog - 00 today i thought about the idea of the game it will be inspired by a song i heard as a kid of a green man in a green world and he encounters a blue man “from a whole different story” the story is that you are a blue man who is sick from the inequality so you go to a mission killing all the green top % to get to a teal world from which comes the name: the way to teal(just kill) it will be a movement shooter made in godot i will try to create the assets myself but i might end up using some free models for now we will just use this bean with hands
DEVLOG - 01 – how the way to teal(just kill) calculates sliding i added sliding and right now it isnt as smooth and polished as it might be at the end but i came up with a method that works quite well and im certain i will use it until the end how it works : if you are sliding a script checks what will be your position if you will continue in your current motion without changing the y if you wont be on the ground it means you will probably be on a slope how do we know how “sloppy”(hehe just like the game) it is? we shoot a raycast starting at the player’s feet down about 5 units(you may do whatever number you like) afterwards we check the position in which the raycast intersected with the floor and use it to calculate the force/boost we will give the player using that i can calculate everything i need to slide the player note :if you end up using it check my github because in the code you will need to adjust some things like more downward force in order for the player to not fly anyway here is a clip of it in action the game is in a newborn stage so no judging! –CODE TIME– (I NEVER USE COMMENTS BE GRATEFUL) #calculate the position in the future var horizontalVel = Vector3(velocity.x,0,velocity.z) var future = feet.global_position + horizontalVel #raycast prep var spaceState = get_world_3d().direct_space_state #starting above the future pos in case of upward slopes var rayStart = future + Vector3(0,1,0) var rayEnd = future + Vector3(0,-5,0) #setUp rayCast var rayQuery = PhysicsRayQueryParameters3D.create(rayStart,rayEnd) #so we dont hit ourselves xd rayQuery.exclude = [self.get_rid()] #now lets shoot this bad boyyy var intersect = spaceState.intersect_ray(rayQuery) #results time!!!! if intersect: #we want to return the distance from now to the future return feet.global_position.y - intersect.position.y else: #if it hits nothing we are fucking flying lets return so fucking much return 0```
DEVLOG - 02 (still day one of the project i just do a lot:) IF YOU DONT KNOW WHAT THE GAME IS ABOUT GO TO DEVLOG - 00 added teal footsteps and teal bullet holes to emphasize the mix of blue and green it was implemented using decals which it is the first time i use them so they arent the greatest as you may have noticed i also added a gun with a simple animation+particles and a raycast currently it has nothing to shoot at but i might fix it soon… so the basics are done but i do need to add movement like double jump because after all it is a movement shooter and figure out how i can copy ultrakill’s movement so my game doesnt feel so “slow” next devlog will probably be today againT_T i just cant stop working on itttt
DEVLOG - 03 added enemies that turn teal with time read devlog 00 to understand the game:) for this game i didnt want a boring health bar what i wanted was a visual indicator and well the green enemies are the health bar now you can see easily how much health they have as you can see in the video its a simple use of shaders and its my first time! I REALLY HATE THOSE but it works also look at those particles(i<3particles) –please like if you liked it and comment suggestions it really makes me feel better and improve the game
mini devlog - 03.5 i wanted some art to the game so i made this banner it isnt proffesional at all and took me a damn hour for something thats kinda bad but this is what i cam up with i hope you like it (if you are interested in the project go check out my profile:)
DEVLOG - 04 HUGE MILESTONE movement is now finished with all new momentum logic and added dashing wait… why wont you just see for your selves? try out the movement in the link here and tell me if you like it:) https://idotweaks.itch.io/the-way-to-tealjust-kill note: i added downloadable versions and a web version the game is generally for windows/linux(i am on linux so i kinda have to XD) so i will not be fixing any only web only bugs anyways i have to put an image here so watch my first attempt of a crosshairT_T
DEVLOG - 05 (it should’ve taken like 30 minutes wth) i added enemies that chase you and animations to your movements the animations were the easy part… but can someone tell me why godot uses the exact same shader to all of my models? so it took me like 50 god damn minutes to realise i need to just duplicate it and then i had a typo and i thought duplicating it doesnt work because of that so i gave up and sent it to chatgpt AND THEN I WAS RIGHT I DO NEED TO DUPLICATE IT anyways here is a clip of the game now and you have to like it ALSO SPECIAL THANKS TO CONNOR - thank him he is the reason the downloads now work in itch.io at least thats what i hope because if they dont idfk what to do itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill
DEVLOG - 06 added a main menu! now as you can see THERE IS A MAIN MENU and it doesnt work very good on linux but my eye hurts so thats a problem for tommorow and let me know how it is on windows itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill
DEVLOG - 07 added vertical dash wall jumping and started with the tutorial level today i wanted to design the first level so i looked up what good level builders there are and saw trenchbroom and after like an hour of trying to make it work on fedora i gave up and tried something called cyclops but it doesnt support my current godot version so i spent MORE TIME diving into its code because there was only 1 small error(or so i thought) which i managed to fix but then every like 3 minutes of using it it just crashed so i guess im sticking with normal godot AND it took me like 20 versions and about 5 commits that i thought i fixed it to get to a working version of the 4 line code that lets me dash vertically but setting it up based on camera lets you dash up and gain insane momentum instantly so i tried a system of my own which calculated you vertical velocity using your horizontal one and tried a bunch of formulas and ended up with this fine version so the wall jumping was very easy to do because i just reflect the current movement and add a boost the hard part was that every time before hitting the wall i would already switch in my keyboard to the other other direction so to deal with that i “predicted the future” like i did with the slopes so that the movement feels smoother but to deal with the problem of the keyboard switching i also checked for the opposite directions(which is bassicly copy paste with minuses)so here is the code for that: if is_on_floor(): canWallJump = false return var veloc = Vector3(velocity.x,velocity.y,velocity.z) #var future = self.global_position + veloc for i in get_slide_collision_count(): var collision = get_slide_collision(i) if collision.get_normal().y < .3: wallNormal = collision.get_normal() canWallJump = true return if veloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + veloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return var altVeloc = Vector3(-velocity.x,velocity.y,velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return altVeloc = Vector3(velocity.x,velocity.y,-velocity.z) if altVeloc.length() > 0.5: var spaceState = get_world_3d().direct_space_state var ray = PhysicsRayQueryParameters3D.create(global_position,global_position + altVeloc.normalized() * 1.2) ray.exclude = [self.get_rid()] var hit = spaceState.intersect_ray(ray) if hit and hit.normal.y < .3: wallNormal = hit.normal canWallJump = true return canWallJump = false``` anyway here is a clip of the tutorial level now(compressed cause it was somehow 155mb): **NOTE**: it will be updated on itch.io after i finish making this tutorial level im just a little tired today and couldnt work on the project yesterday so i uploaded this devlog early
DEVLOG - 08 added an interesting navigation optimization script i encountered some lag even with 4 enemies so sadly i had to optimize it on the bright side i saw yesterday a video about exactly that and omfg it saved me and explains the general idea of what i do its just that i do it worse and in a different way video: https://www.youtube.com/watch?v=BPNr_txi6TU&t=813s time 33(already in link) how it works? ok so its not the MOST OPTIMAL but it is good i mean i can every time an enemy die to resort it blah blah blah and use the modulo but this works good enough even though i spent half an hour fixing a bug that doesnt exist(turns out if you select a navigation region and bake navigation mesh it does that to all regions and not just the one you selected) but for some reason i did have to use a raycast down the enemy’s feet for it to work so they wont fall probably because of friction so anyways here is the code: extends Node3D var tickAssigned = [] var tickCount = [] var currentTick = 0; var tickTimer = 0.0 const TICK_RATE = 0.025 func _ready() -> void: tickAssigned.resize(navObjects.size()) tickAssigned.fill(0) tickCount.resize(20); tickCount.fill(0) var length = navObjects.size() for i in tickAssigned.size(): tickAssigned[i] = -1 var num = 20.0 /length var current = 0.0 for i in length: if current >= 20: current -= 20 tickAssigned[i] = int(current) tickCount[int(current)]+=1 current += num``` # Called every frame. 'delta' is the elapsed time since the previous frame. ```func _process(delta: float) -> void: tickTimer +=delta if tickTimer < TICK_RATE: return tickTimer = 0.0 var tickDelta = TICK_RATE var count = 0 for entity in navObjects: if entity != null: if tickAssigned[count] == currentTick: var target = entity.target if target != null: var navAgent = entity.navAgent var mode = entity.mode var gotShot = entity.gotShot var SPEED = entity.SPEED var accelaration = entity.accelaration var velocity = entity.velocity if mode == "chase" or gotShot: navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true elif mode == "attack": navAgent.target_position = Vector3(target.global_position.x,target.global_position.y,target.global_position.z) var dir = (navAgent.get_next_path_position() - entity.global_position).normalized() print(entity.name, navAgent.get_next_path_position()) entity.velocity = velocity.lerp(dir * SPEED, tickDelta * accelaration) entity.look_at(Vector3(target.global_position.x,entity.global_position.y,target.global_position.z),Vector3.UP,true) entity.shouldMove = true count+=1 currentTick +=1 if currentTick >= 20: currentTick = 0 #@onready var body =$body #@onready var explosionParticles = preload("res://Particles/enemyExplode.tscn") #var particleInstance #@export var navAgent : NavigationAgent3D #@export var damage = 10 #@export var accelaration = 10 #var target #var mode : String = "idle" #var gotShot = false``` and the enemy code is too long so i cant put it here also here is a clip of the current state of the game
DEVLOG - 09 i added a shotgun! the shotgun has a large cooldown + it applies force on you! + itch.io update IF YOU DONT CARE ABOUT THE TECHNICAL STUFF WATCH THE VIDEO DOWN HERE TO JUST SEE THE COOL SHOTGUN it was much easier to implement because all i did was add a bunch of raycasts and randomize them with this simple code: func randomizeRays(): var i : int = 0 for ray in children: if ray is RayCast3D: ray.target_position.x = orgPos[i] + randf_range(-spread,spread) i+=1 ray.target_position.y = orgPos[i] + randf_range(-spread,spread) i+=1 the actual hard part was getting both guns to work with eachother but i managed to do that the force function was also interesting because i use a chartacterbody3d in godot i have to make this stuff myself with basically only velocity so the code is pretty easy to understand i dont think i need to explain much func _applyForce(point :Vector3,force , maxRange:float = 10): var dir = global_position - point var dist = dir.length() if dist > maxRange: return dir = dir.normalized() var fallOff = clamp(1 - (dist/ maxRange),0,1) velocity += dir * force * fallOff knockbackTimer = KNOCKBACK_LOCK_TIME also the game is now updated and free on itch.io! link: https://idotweaks.itch.io/the-way-to-tealjust-kill (please download it its much better than the web version because i cant solve some web specific bugs)
DEVLOG - 10 this is a large milestone! COMPETITION ANNOUNCEMENT AT THE END i updated the map textures to a retro-ish style and updated the bullet holes and steps to look much better too! i added a timer and score with a grading system that allows for better speedrunning! i added a custom finish level orb with a custom shader that makes it look super cool look at this gameplay it looks like a real game! now the competition: so the competition will start in the next devlog because i plan to add a restart button to make it easier to speedrun and more now THE WINNER AND PRIZE: the winner will be the person that will get the highest score in 24 hours after the devlog is posted or the first person to get a perfect score of 20k(which is very hard gl) and the prize will be (imagine a drum roll) yeah you will just be on a wall or something its not that huge i will also write about you in the next devlog if thats important to you CLARIFICATIONS BECAUSE CLAUDE SAID THIS DEVLOG IS SHIT: 1.the competition will not be in the current build and will be submitted directly to me through slack/discord with the name you have in stardance 2.the prize is shit idk why claude treats it like i should try to deceive you into thinking its good, its bad i promise 3.if someone sends me they got a 20k score it will end idk whats confusing about it anyway only like 3 people will submit probably itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill (textures in web version are bugged please download!) if you have anything to say about this devlog you may comment it and i will ignore it(unless its a real question) anyway look at this clippp its happening now look at next devlog!
THE TOURNAMENT IS STARTING NOW! as you can see in the last devlog the tournament said in it is starting right now! explanation this is a speedrunning competition in my 1 level demo game(very early in development) in that game you cant even die yet so go wild rules the clips must be unedited(unless you add like an edit of lebron and then its fine) submissions end when this post reaches 24 hours/2:30 pm utc and will be sent directly to me on slack/discord(which you can find in my bio) exploits are allowed! runs can only be in the current build in itch.io -runs that are on linux/windows must not use the web version because its super bad changes this version press r to restart + finished the end gui + fixed some score calculation bugs controls: wasd + space - normal movement ngl ctrl - slide lmb - shoot(with shotgun you get knockback btw) shift - dash 1/2 - switch weapons r - restart winner the winner will be the one with highest score by the end of the 24 hours/2:30 pm utc or the first person to reach a perfect score and he will win being inside the game + in the next devlog itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill now for the general stuff my discord: swiftfishi3 my slack: loveTheGodotDeveloper (if there will be any edits i will put them here) for now take a look at my fastest run(you have to wait a bit and its mid development)- runs can only be in the current build in itch.io like and repost so more people see it:D
DEVLOG - 11 (THE GAME IS ALMOST COMPLETE) + WINNER ANNOUNCEMENT so in the competition the only person that submitted a score was in the comments and late but he is now the winner:) @Connor you won! i will add you to the game soon major things i added: a ghost of your best run that plays back (if anyone is wondering i spent like an hour making it record every input with a timestamp and the WAY easier approach i ended up using is just saving the position + rotation + weapon used every frame (if animations were important to me i would have added them its not that hard) ground slam that does damage to enemies a jump orb to make levels feel less slow minor things i added: a health bar fixed enemies to know attack with a cooldown added a death screen now the enemies have black hands because animating csg shapes is expensive the state of the game now the game now is in what i feel full technicality ready the only things needed are: more levels, bosses, more enemies, more obstacles and interesting things in general and maybe a 3rd gun but other than that its basically ready so dont forget to playtest and lmk DOWNLOAD itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill side note:D also im the developer of the game so its not that hard for me to get s+ and im sure you can too so just spam ground slam its op(expect a patch soon🫣🫣🫣)so here is a clip of me getting s+ plus you can see the ghost after
DEVLOG - 12 shipping soon notes if a reviewer sees this: i got a report about some web problems which did not happen to me, if you see the textures as too dark tho try downloading it i was not able to test the mac version as well changes i made a readme for the github added a text of damage done above enemies added a mage type enemy that shoots projectiles SHIPPING after this im shipping this so make sure to look at my github + itch.io github: https://github.com/IDoTweaks/the-way-to-teal-just-kill- itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill
DEVLOG 13 - UPDATE 1.1! this is a large update 1.1 basically doubles the size of the game and makes it actually feel good to play heres everything: enemies/combat added 4 new enemy types: the charger (rushes you and dashes), the drone (flies around and shoots), the exploder (runs at you and goes boom), and the sniper (snipes. very creative ik) added a sniper weapon for the player too shotgun and sniper now play a little reload animation between shots the new style system grading is no longer based on time insted its based on a style meter that is affected by cool things like no scoping in the air your final grade now mixes score + style + your final health ranking up the meter pops and flashes like super cool game feel hit-stop on kills(like a tiny freeze frame) FOV widens when you’re moving fast and stuff like that low health throws up a red vignette and getting hit shows an arrow pointing at whoever hit you combo kills rise in pitch the longer chain camera rolls when you strafe and dips when you land levels redesigned level 1 from scratch added levels 2 through 6 added a proper boss fight at the end added a tutorial UI + quality of life completely new UI that looks 10x better weapon indicator in the side added sound effects and music pause menu, switching weapons with the scroll wheel, on screen enemy counter settings menu for sensitivity, fov, volume, resolution, etc progress (and your best-run ghosts) now save locally web version web version is now fixed BUT its still a desktop game so its worse download github release: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill yeah thats it now go kill stuff
DEVLOG 14 - the project is super star! boss update the current boss is very lazy in design so i decided to change it completely! with a snake boss, what i did is create a self generating floor and a snake with custom pathfinding boring technical stuff the floor has a function that does holes in it and makes sure the snake cannot get soft locked(since it cant pass through its own body) then the snake turns its positon + the player’s position into a tile in the map and using breadth first search from the head’s tile to the player’s tile it finds the next tile it needs to travel to this sounds so simple why did it take 5 hours? the reason is that this mf floor does not like generating how i want it to and i am very bad at algorithms so i had to try again and again and again and then i had to do the same thing with the snake because i havnt touched bfs in like 1.5 years THANKS FOR THE SUPER STAR as you can see while i was on vacation this project got a super star! i am very grateful for it! when will it be in the game? as you can see in the video it just follows the player right now, it has no attacks or something like it so i hope i can get it done by the end of this week(its saturday now so by next saturday) and it isnt wired into the game yet so its still just the old boss
DEVLOG 15 - boss redesign boss update the boss now attacks with a couple of new attacks! you can see them in the video AND a new paralysis system da cool af part so the boss now takes you to his office where he will offer you a deal: for 20% of your health you can get your paralysis level down! ui update so it looks better now, thats it XD UPDATE! so it is now updated in both github and itch.io but its very bad in the web versionT_T please just download itch.io: https://idotweaks.itch.io/the-way-to-tealjust-kill github: https://github.com/IDoTweaks/the-way-to-teal-just-kill-/releases/tag/NEWEST video btw the video was compressed and then converted so its low quality
mini DEVLOG 16 - da final straw important if you rate it please download it, the web version is much much worse new levels added levels 7-9 unfortunate losses: sadly the styling system was very bad and i couldnt make it work so i just took it out something i had to add you could cheese everything with the dashes so im sorry… i added stamina da end so yeah i wont work on this project anymore prob but i am starting my own asm docs! be sure to stay updated!
DEVLOG 17 - i cant stop working on this last devlog i said i am done with the game but after those reviews i just cant stop key insights from the reviews so the main complains are that the game isnt visually appealing in some devices it ran poorly some mechanics arent clear/ need better tutorial the sfx are annoying (also there were some balancing issues and little bugs) i still got a little less than 19 per hour meaning people really did like it and it needs little changes so what did i change? i changed the tutorial to MAKE you do each mechanic and added a ghost that shows you how to do it new sfx i changed all the art style to be cartoonist i buffed the shotgun i did so much more but its so little that i cant point to each one so lets just say qol changes planning next i have already made 2 mini bosses and currently am working on some more enemy types, i will change the current levels to be the story mode with added story and dialogue and add a completly new mode which i will talk about in later devlogs
DEVLOG 18 - ig we got a lot of art now new things in the game so pretty much all i did was new ui, make the game fit into a cartoon art style and some cover art for it new itch.io page the itch.io page sucked so i made it again and its so much better now check it out so as always the downloadable version is much better but there is still web support try it out: https://idotweaks.itch.io/the-way-to-tealjust-kill AND I LEFT SOME OF THE ART HERE SO YOU CAN SEE
Ships:
i made a speedrunning game inspired by a song, i will add more bosses and levels but now its in a state i very much like because this is my first game that i actually like i focused on the game feel way more than the looks and it shows its so fun i made a ghost system without any tutorial something i could never dream of this project let me see that i can build things on my own also i am aiming for a 3d printer so i need like 3x the hours so expect updates!
this is a movement shooter made in godot 4.6 about a blue man in a green world, i really poured my soul into it so i hope you like it:)...
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1793667380.2175915
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1793753780.2175915
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64001
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My own site! by @kldhurpadh21 | Stardance
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kldhurpadh21
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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 own site! by @kldhurpadh21 | Stardance
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1793667384.6638248
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1794272184.6638248
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58158
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My personal site by @IcedThrower_95 | Stardance
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IcedThrower_95
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2
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14.0
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96
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T10:19:01Z", "hours": 11.0, "multiplier": 8.57, "payout": 96, "blessing": "neutral", "text": "I redesigned my personal Portfolio website for myself. I have made some pretty good upgrades I first went over to the projects section and added scrolling using GSAP and Lenis to add some nice animations for these, I found the right inspiration from this website to develop this : https://www.epic.net/en/ . Second, to develop the starting loading animation, I referred to a few sites on https://www.awwwards.com/awwwards/collections/loading-page/ , took some code and gave it my twist. I also changed the fonts to Inter for the home page. -Once again i was struggling with the css for the home page. At last I am so happy with the way it turned out.", "repo": "https://github.com/IcedThrower95/mokii.dev_Portfolio", "demo": "https://icedthrower95.github.io/mokii.dev_Portfolio/"}, {"ship_num": 2, "ts": "2026-09-06T13:05:35Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made personal Portfolio website for myself.Getting creative the CSS elements was a bit challenging.I am proud that i was able to pull of such a good one in such less time.I actually spent a lot of time learning what are the styles and effects available.", "repo": "https://github.com/IcedThrower95/mokii.dev_Portfolio", "demo": "https://icedthrower95.github.io/mokii.dev_Portfolio/"}]...
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[{"post_id": 73919, "ts": "202 [{"post_id": 73919, "ts": "2026-09-26T09:58:10Z", "hours": 2.5556, "text": "finally I am finished with the redesign of the webiste,i am so happy with the way it turned out at last. today i spent my time fixing the messy scroll animations everything was so wrong in the projects page and also i made the letter in “Projects” to jump to add a nice fun element to the page and finally I finished the scrollign part of the home page and added a small terminal window to give it a developer vibe, showcasing my current projects and at last I added the text “Lets Build What’s Next”, also added links to my socials and my email"}, {"post_id": 73200, "ts": "2026-09-24T16:22:06Z", "hours": 8.6325, "text": "over the past two days i have been working on redeveloping my portfolio site. I have made some pretty good upgrades i can, first i went over to the projects section. I added scrolling animations using GSAP and Lenis to add some nice animations; I found the right inspiration from this websiteto develop this : https://www.epic.net/en/ . Second, I developed the starting loading animation, I referred to a few sites on https://www.awwwards.com/awwwards/collections/loading-page/ , and I also changed the fonts to better ones. Let me know how is it."}, {"post_id": 62894, "ts": "2026-09-06T12:55:21Z", "hours": 1.6611, "text": "Built on my own from scratch, initially using AI to learn about new effects and taking it’s code and then modifying it to my usecase,the F1-themed idea initially struck me and i decided to use its wallpaper across the site and I made several iterations of the layout variations before settling on the final one. Additionally, added glassmorphism UI with Petronas Teal accents, and an interactive landing hero section. Rebuilt the hobbies page as an extreme expanding flex-gallery, showcasing my activities, and turned the start-up and robotics sections into a 3D-flip card grid. Furthermore, I debugged the layout issues using AI and unified the look and feel and published the site on GitHub Pages."}, {"post_id": 62203, "ts": "2026-09-05T13:51:21Z", "hours": 1.6433, "text": "I just started working on my personal site and added custom Mercedes F1 background, Petronas Teal accents, and a blue hover glow. I also rebuilt the project flip-cards and fixed the navigation bar layout"}]...
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Title: My personal site by @IcedThrower_95 | Stard Title: My personal site by @IcedThrower_95 | Stardance
Devlogs:
I just started working on my personal site and added custom Mercedes F1 background, Petronas Teal accents, and a blue hover glow. I also rebuilt the project flip-cards and fixed the navigation bar layout
Built on my own from scratch, initially using AI to learn about new effects and taking it’s code and then modifying it to my usecase,the F1-themed idea initially struck me and i decided to use its wallpaper across the site and I made several iterations of the layout variations before settling on the final one. Additionally, added glassmorphism UI with Petronas Teal accents, and an interactive landing hero section. Rebuilt the hobbies page as an extreme expanding flex-gallery, showcasing my activities, and turned the start-up and robotics sections into a 3D-flip card grid. Furthermore, I debugged the layout issues using AI and unified the look and feel and published the site on GitHub Pages.
over the past two days i have been working on redeveloping my portfolio site. I have made some pretty good upgrades i can, first i went over to the projects section. I added scrolling animations using GSAP and Lenis to add some nice animations; I found the right inspiration from this websiteto develop this : https://www.epic.net/en/ . Second, I developed the starting loading animation, I referred to a few sites on https://www.awwwards.com/awwwards/collections/loading-page/ , and I also changed the fonts to better ones. Let me know how is it.
finally I am finished with the redesign of the webiste,i am so happy with the way it turned out at last. today i spent my time fixing the messy scroll animations everything was so wrong in the projects page and also i made the letter in “Projects” to jump to add a nice fun element to the page and finally I finished the scrollign part of the home page and added a small terminal window to give it a developer vibe, showcasing my current projects and at last I added the text “Lets Build What’s Next”, also added links to my socials and my email
Ships:
I made personal Portfolio website for myself.Getting creative the CSS elements was a bit challenging.I am proud that i was able to pull of such a good one in such less time.I actually spent a lot of time learning what are the styles and effects available.
I redesigned my personal Portfolio website for myself. I have made some pretty good upgrades I first went over to the projects section and added scrolling using GSAP and Lenis to add some nice animations for these, I found the right inspiration from this website to develop this : https://www.epic.net/en/ . Second, to develop the starting loading animation, I referred to a few sites on https://www.awwwards.com/awwwards/collections/loading-page/ , took some code and gave it my twist. I also changed the fonts to Inter for the home page. -Once again i was struggling with the css for the home page. At last I am so happy with the way it turned out....
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1793667387.1194613
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1793753787.1194613
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49506
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My own website! by @berragurlesin | Stardance
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berragurlesin
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T21:25:51Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project is a personal website I created for myself. It’s a platform where I can bring together my research and other things related to myself. It includes an “About Me” page I designed in a scrapbook style, an “Essays and Research” section where I’ll share my personal writings and research, a “Projects and Milestones” page showcasing my competitions, awards, and projects, and a “Social and Media” page with links to my other social media accounts. I also added hover effects that make the images enlarge and stand out when the mouse hovers over them, and I also created a mobile-specific design to make the site simpler and more user-friendly on smaller screens. One of the most challenging parts for me was adjusting the positions of the images in the scrapbook collage. Since I wanted the collage to look a certain way, I manually adjusted the positions of each image one by one and experimented with different values until I achieved the look I wanted. Since changing the position or size of a single image sometimes affected the appearance of the entire collage, this process required a great deal of trial and error. In addition, I had to learn many things I didn’t know before during the process. Although this made the project more difficult, it allowed me to learn more about web development. What I’m most proud of about this project is that it’s my first website and while people usually use ready-made applications to build websites, I’m very happy that I created this site from scratch by coding it myself in Visual Studio, and the site turned out exactly the way I wanted it to. One thing to keep in mind while browsing the site is that the “Essays and Research” section isn’t complete yet. The reason for this is that, although I’ve actually written some pieces for this section, I want to polish them up before adding them. That’s why I’ve chosen not to upload my articles at this stage. I plan to add them to the site as I continue to refine my writing. I spent a total of more than 5–6 hours on this project, but seeing something functional come out of it makes me feel like it was worth the effort! If you check out my site, I’d love to hear your feedback and make improvements based on it. ˚.⋆🔭⋆⭒🪐⭒˚.⋆", "repo": "https://github.com/berragurlesin/my-website", "demo": "https://berragurlesin.github.io/my-website"}]...
|
[{"post_id": 49145, "ts": "202 [{"post_id": 49145, "ts": "2026-08-17T19:36:15Z", "hours": 1.0336, "text": "My website now looks good on mobile devices too! To fix this issue, I removed the images from the mobile version, but it’s fully functional now. So I’ve finished my project, gained experience building a website, and feel really motivated!! ༄˖°.🚀.ೃ࿔*:・"}, {"post_id": 48447, "ts": "2026-08-16T19:55:18Z", "hours": 3.4408, "text": "After +4 hours, my website is almost done! After creating the basic layout of my website, I selected the photos I wanted to use in the collage on the homepage and chose the fonts and colors. I wrote my bio and spent hours tweaking the collage to look exactly the way I wanted, adjusting the position of each photo one by one. Inspired by a website I’d seen before, I wanted the images to move when the mouse hovered over them and to have a footer section at the bottom, so I asked the AI to teach me how to do that. It turned out to be really easy! To make the images move, CSS uses a property called :hover (basically, you’re telling it what should happen when the mouse hovers over it) I added “transform: scale(1.08)” to the image to make it enlarge slightly when hovered over. To ensure this happened smoothly, I also added “transition: transform 0.25s ease”. For the footer, there’s an HTML tag called “”. Just add it to the very bottom of the page and type whatever text you want inside it (I added a copyright notice to make it look cool). You can try it too! Right now, I have a homepage introducing me, a page where I talk about my projects and achievements, and a page with links to my social media accounts. Later, I’ll also add my own essays to the site. That’s how I built my first website, and it actually really excited me!"}, {"post_id": 48100, "ts": "2026-08-16T11:59:20Z", "hours": 0.2747, "text": "My own website! This is just the beginning! 🚀"}]...
|
Title: My own website! by @berragurlesin | Stardan Title: My own website! by @berragurlesin | Stardance
Devlogs:
My own website! This is just the beginning! 🚀
After +4 hours, my website is almost done! After creating the basic layout of my website, I selected the photos I wanted to use in the collage on the homepage and chose the fonts and colors. I wrote my bio and spent hours tweaking the collage to look exactly the way I wanted, adjusting the position of each photo one by one. Inspired by a website I’d seen before, I wanted the images to move when the mouse hovered over them and to have a footer section at the bottom, so I asked the AI to teach me how to do that. It turned out to be really easy! To make the images move, CSS uses a property called :hover (basically, you’re telling it what should happen when the mouse hovers over it) I added “transform: scale(1.08)” to the image to make it enlarge slightly when hovered over. To ensure this happened smoothly, I also added “transition: transform 0.25s ease”. For the footer, there’s an HTML tag called “”. Just add it to the very bottom of the page and type whatever text you want inside it (I added a copyright notice to make it look cool). You can try it too! Right now, I have a homepage introducing me, a page where I talk about my projects and achievements, and a page with links to my social media accounts. Later, I’ll also add my own essays to the site. That’s how I built my first website, and it actually really excited me!
My website now looks good on mobile devices too! To fix this issue, I removed the images from the mobile version, but it’s fully functional now. So I’ve finished my project, gained experience building a website, and feel really motivated!! ༄˖°.🚀.ೃ࿔*:・
Ships:
This project is a personal website I created for myself. It’s a platform where I can bring together my research and other things related to myself. It includes an “About Me” page I designed in a scrapbook style, an “Essays and Research” section where I’ll share my personal writings and research, a “Projects and Milestones” page showcasing my competitions, awards, and projects, and a “Social and Media” page with links to my other social media accounts. I also added hover effects that make the images enlarge and stand out when the mouse hovers over them, and I also created a mobile-specific design to make the site simpler and more user-friendly on smaller screens. One of the most challenging parts for me was adjusting the positions of the images in the scrapbook collage. Since I wanted the collage to look a certain way, I manually adjusted the positions of each image one by one and experimented with different values until I achieved the look I wanted. Since changing the position or size of a single image sometimes affected the appearance of the entire collage, this process required a great deal of trial and error. In addition, I had to learn many things I didn’t know before during the process. Although this made the project more difficult, it allowed me to learn more about web development. What I’m most proud of about this project is that it’s my first website and while people usually use ready-made applications to build websites, I’m very happy that I created this site from scratch by coding it myself in Visual Studio, and the site turned out exactly the way I wanted it to. One thing to keep in mind while browsing the site is that the “Essays and Research” section isn’t complete yet. The reason for this is that, although I’ve actually written some pieces for this section, I want to polish them up before adding them. That’s why I’ve chosen not to upload my articles at this stage. I plan to add them to the site as I continue to refine my writing. I spent a total of more than 5–6 hours on this project, but seeing something functional come out of it makes me feel like it was worth the effort! If you check out my site, I’d love to hear your feedback and make improvements based on it. ˚.⋆🔭⋆⭒🪐⭒˚.⋆...
|
1793667388.37451
|
1793753788.37451
|
|
64002
|
KeySlash by @Ridith | Stardance
|
Ridith
|
0
|
10.12
|
0
|
[]
|
[{"post_id": 75182, "ts": "202 [{"post_id": 75182, "ts": "2026-09-29T12:29:41Z", "hours": 1.9008, "text": "Hiya, WHOO!! we finished all the things organization, pcb and 3D case. Hopefully the next devlog will be the hardware stage. Thank you, keep deving!!"}, {"post_id": 74908, "ts": "2026-09-28T16:03:35Z", "hours": 1.3336, "text": "YO!! The entire thing is 99% done ive worked hard today to finish. YEAH THE CHANGE IS MASSIVE FROM THE LAST PIC"}, {"post_id": 74838, "ts": "2026-09-28T12:34:41Z", "hours": 1.4669, "text": "I finished my first sessioin of finishing the KeySlash case. I am trying to get the first design proper so that I can worry about colors later."}, {"post_id": 74521, "ts": "2026-09-27T15:36:43Z", "hours": 2.8842, "text": "DEVLOG 2: Hiya. today I realized that the kit that comes with KeySlash isn’t just meant for basics. Hence, I completely redid the PCB to match the requirements, and tomorrow I will finish the 3D case and hopefully submit again!!!"}, {"post_id": 71163, "ts": "2026-09-20T11:46:15Z", "hours": 2.5336, "text": "I have completely finished the Design phase of KeySlash. PCB, CASE, and Firmware has been completed in a span of 3.2"}]...
|
Title: KeySlash by @Ridith | Stardance
Devlogs:
I Title: KeySlash by @Ridith | Stardance
Devlogs:
I have completely finished the Design phase of KeySlash. PCB, CASE, and Firmware has been completed in a span of 3.2
DEVLOG 2: Hiya. today I realized that the kit that comes with KeySlash isn’t just meant for basics. Hence, I completely redid the PCB to match the requirements, and tomorrow I will finish the 3D case and hopefully submit again!!!
I finished my first sessioin of finishing the KeySlash case. I am trying to get the first design proper so that I can worry about colors later.
YO!! The entire thing is 99% done ive worked hard today to finish. YEAH THE CHANGE IS MASSIVE FROM THE LAST PIC
Hiya, WHOO!! we finished all the things organization, pcb and 3D case. Hopefully the next devlog will be the hardware stage. Thank you, keep deving!!...
|
1793667389.5425036
|
1794272189.5425036
|
|
34051
|
ysws Simulator by @rangodamango | Stardance
|
rangodamango
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T11:59:16Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finally completed the game. Never using python again, the conversion to exe was a nightmare. Also, let me know if there’s any feedback. Thx!", "repo": "https://github.com/RangoDaMango/ysws-sim", "demo": "https://rangodamango.itch.io/ysws-simulator"}]...
|
[{"post_id": 29416, "ts": "202 [{"post_id": 29416, "ts": "2026-07-16T11:02:00Z", "hours": 0.7458, "text": "Finally finished enough for it to be a ship! Please try it out and lemme know how it goes. also, try not to break the game (pls)."}, {"post_id": 28876, "ts": "2026-07-15T13:28:40Z", "hours": 1.0683, "text": "Finally finished enough for it to be at the very least a C, and now, I’m going to be polishing everything up. for some reason, i’ve resorted to naming my variables woho, or choho, or mochoho, or prowo, or vopro, or some other variation of two or three syllables with a consonant phoneme followed by an o sound afterwards, which corresponds to the first 2 phonemes of each word (for example, woho being worked hours). Someone tell me how to make variables look normal, if i keep this up until i get into the workforce im not getting hired for anything involving teams."}, {"post_id": 28286, "ts": "2026-07-14T13:23:02Z", "hours": 1.2958, "text": "I finally added the ability to work on projects! also scoring. i unfortunately ditched the programs since all programs were essentially the same."}, {"post_id": 27677, "ts": "2026-07-13T13:38:07Z", "hours": 2.0839, "text": "Finally got to the skill system. Rng to determine result of study session. i also started on projects."}, {"post_id": 27535, "ts": "2026-07-13T05:31:06Z", "hours": 1.3033, "text": "added in 4 ysws programs you can be in: sunjig, tastecity, summer of production, and red publish. i also added in a skill system and started time progression. skill system also has training, where rng decides the effectiveness of your study. 213 lines in 2 hours isnt that bad. next devlog will probably finally be projects."}, {"post_id": 27201, "ts": "2026-07-12T15:24:41Z", "hours": 1.1983, "text": "I started on the initial screen, created the basics of the simulation system, and set up the project and program mechanism."}]...
|
Title: ysws Simulator by @rangodamango | Stardance Title: ysws Simulator by @rangodamango | Stardance
Devlogs:
I started on the initial screen, created the basics of the simulation system, and set up the project and program mechanism.
added in 4 ysws programs you can be in: sunjig, tastecity, summer of production, and red publish. i also added in a skill system and started time progression. skill system also has training, where rng decides the effectiveness of your study. 213 lines in 2 hours isnt that bad. next devlog will probably finally be projects.
Finally got to the skill system. Rng to determine result of study session. i also started on projects.
I finally added the ability to work on projects! also scoring. i unfortunately ditched the programs since all programs were essentially the same.
Finally finished enough for it to be at the very least a C, and now, I’m going to be polishing everything up. for some reason, i’ve resorted to naming my variables woho, or choho, or mochoho, or prowo, or vopro, or some other variation of two or three syllables with a consonant phoneme followed by an o sound afterwards, which corresponds to the first 2 phonemes of each word (for example, woho being worked hours). Someone tell me how to make variables look normal, if i keep this up until i get into the workforce im not getting hired for anything involving teams.
Finally finished enough for it to be a ship! Please try it out and lemme know how it goes. also, try not to break the game (pls).
Ships:
I finally completed the game. Never using python again, the conversion to exe was a nightmare. Also, let me know if there’s any feedback. Thx!...
|
1793667390.7865503
|
1793753790.7865503
|
|
64003
|
my-alarm-clock by @antek042 | Stardance
|
antek042
|
0
|
1.42
|
0
|
[]
|
[{"post_id": 74402, "ts": "202 [{"post_id": 74402, "ts": "2026-09-27T10:10:53Z", "hours": 0.5469, "text": "I’ve added whole code structure to my ino file and it compiles without any errors."}, {"post_id": 72872, "ts": "2026-09-23T22:09:28Z", "hours": 0.6175, "text": "I’ve done some basic classes structure, i must to add bodies to methods so basic alarm staff will work soon."}, {"post_id": 71986, "ts": "2026-09-21T22:22:23Z", "hours": 0.2564, "text": "I’ve created pcb and cad model for my blare. Now i will create some basic firmware and write some future plans for it."}]...
|
Title: my-alarm-clock by @antek042 | Stardance
De Title: my-alarm-clock by @antek042 | Stardance
Devlogs:
I’ve created pcb and cad model for my blare. Now i will create some basic firmware and write some future plans for it.
I’ve done some basic classes structure, i must to add bodies to methods so basic alarm staff will work soon.
I’ve added whole code structure to my ino file and it compiles without any errors....
|
1793667391.9831123
|
1794272191.9831123
|
|
31964
|
PinchPoint by @WilGulf | Stardance
|
WilGulf
|
1
|
20.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T19:05:50Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "PinchPoint When WowMouse was discontinued I knew that I needed to make something that could replace it. (WowMouse was a app which could control your macs mouse with the motions your apple watch captured) But for this app I went for hand tracking using the camera, and after some research I learnt that apple even develops their own tracking library (Vision), with that I made PinchPoint. You pinch and point to move your mouse. The hardest part was translating what the Vision Library gave me to as smooth as possible while still precise movements. I couldn’t attach a video showcasing it for this ship so I guess my screenshot of the window will be fine", "repo": "https://github.com/WilGulf/PinchPoint", "demo": "https://github.com/WilGulf/PinchPoint/releases/tag/1"}]...
|
[{"post_id": 84470, "ts": "202 [{"post_id": 84470, "ts": "2026-10-29T18:13:56Z", "hours": 6.4033, "text": "Devblog 4 Logging the last hours. I got a settings page now, which is then accessed from my new menu bar icon. Now I got to rate some projects before shipping this. The most time for this Devblog was just final touches which took some time. – WilGulf"}, {"post_id": 39502, "ts": "2026-08-02T14:34:16Z", "hours": 2.1569, "text": "Devblog 3 So this is the first version of my pinching detection. First I needed to calculate the distance between my thumb and index finger. And if that distance was small enough the mouse clicked. But just that wasn’t enough for it to smoothly click. No, cause the distance threshold i set needed to be relative to the hand size. So more calculations with hypotenuses until I got this final click detection. – WilGulf"}, {"post_id": 38443, "ts": "2026-07-31T20:13:25Z", "hours": 5.8064, "text": "Devblog 2 Last devblog was just to show a concept. Now I have continued to refine the hand tracking and cursor movement. I have spent the 5 hours finding bugs, fine tuning all values, testing running things on different threads. I also spent some time implementing a way to catch some false tracking. With all that the cursor moves much smoother, but not perfect yet. – WilGulf"}, {"post_id": 35842, "ts": "2026-07-27T15:19:45Z", "hours": 5.7086, "text": "Devblog 1 This is PinchPoint. You pinch and point to move your mouse. In the video you can see a demonstration of the mouse following my hand. I am planning for different hand gestures to trigger things such as pinching clicks with the mouse but we are not there yet. This is the first devblog of many and this is just the core feature. Hope you follow along on this project. –WilGulf"}]...
|
Title: PinchPoint by @WilGulf | Stardance
Devlogs Title: PinchPoint by @WilGulf | Stardance
Devlogs:
Devblog 1 This is PinchPoint. You pinch and point to move your mouse. In the video you can see a demonstration of the mouse following my hand. I am planning for different hand gestures to trigger things such as pinching clicks with the mouse but we are not there yet. This is the first devblog of many and this is just the core feature. Hope you follow along on this project. –WilGulf
Devblog 2 Last devblog was just to show a concept. Now I have continued to refine the hand tracking and cursor movement. I have spent the 5 hours finding bugs, fine tuning all values, testing running things on different threads. I also spent some time implementing a way to catch some false tracking. With all that the cursor moves much smoother, but not perfect yet. – WilGulf
Devblog 3 So this is the first version of my pinching detection. First I needed to calculate the distance between my thumb and index finger. And if that distance was small enough the mouse clicked. But just that wasn’t enough for it to smoothly click. No, cause the distance threshold i set needed to be relative to the hand size. So more calculations with hypotenuses until I got this final click detection. – WilGulf
Devblog 4 Logging the last hours. I got a settings page now, which is then accessed from my new menu bar icon. Now I got to rate some projects before shipping this. The most time for this Devblog was just final touches which took some time. – WilGulf
Ships:
PinchPoint When WowMouse was discontinued I knew that I needed to make something that could replace it. (WowMouse was a app which could control your macs mouse with the motions your apple watch captured) But for this app I went for hand tracking using the camera, and after some research I learnt that apple even develops their own tracking library (Vision), with that I made PinchPoint. You pinch and point to move your mouse. The hardest part was translating what the Vision Library gave me to as smooth as possible while still precise movements. I couldn’t attach a video showcasing it for this ship so I guess my screenshot of the window will be fine...
|
1793667392.9027393
|
1793753792.9027393
|
|
1912
|
Something in Hardware by @tejusj98 | Stardance
|
tejusj98
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T03:46:03Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I made: I built a custom 3-key vertical mechanical macropad optimized for streamlined, rapid-fire gaming inputs (perfect for fast character swaps or macro hotkeys). The hardware is powered by a Seeed Studio XIAO RP2040 on a custom 2-layer PCB, and it runs on KMK (CircuitPython) for easy, plug-and-play configuration. What was challenging: The biggest hurdle was wrestling with the CAD modeling workspace in Fusion 360. Ensuring the custom “sandwich-mount” enclosure perfectly accommodated the 0.4mm printing tolerances of my PCB while precisely lining up 2.90mm screw holes through both the top plate and bottom tub took some meticulous alignment and timeline troubleshooting. What I’m proud of: Instead of just copying the standard horizontal/landscape layouts from the documentation, I stepped out of my comfort zone to design a unique, minimalist vertical column layout. Hand-routing the PCB and tailoring a custom case around that vertical layout from scratch felt incredibly rewarding. What to know for testing: Because the firmware relies on KMK, it is completely beginner-friendly and handles remapping on the fly. You can just open up main.py in the repository, edit the keymap array to whatever bindings or macros you want, and drop it straight onto the board like a flash drive—no massive C compilers or development environments required.", "repo": "https://github.com/tejuas98/my-first-macropad", "demo": ""}]...
|
[{"post_id": 1257, "ts": "2026 [{"post_id": 1257, "ts": "2026-06-03T03:43:18Z", "hours": 0.3667, "text": "Exploring KidCad features “it feels so tuff”"}, {"post_id": 955, "ts": "2026-06-02T18:40:23Z", "hours": 0.3667, "text": "My first thing in hardware is A Unique Hack Club Macropad"}]...
|
Title: Something in Hardware by @tejusj98 | Starda Title: Something in Hardware by @tejusj98 | Stardance
Devlogs:
My first thing in hardware is A Unique Hack Club Macropad
Exploring KidCad features “it feels so tuff”
Ships:
What I made: I built a custom 3-key vertical mechanical macropad optimized for streamlined, rapid-fire gaming inputs (perfect for fast character swaps or macro hotkeys). The hardware is powered by a Seeed Studio XIAO RP2040 on a custom 2-layer PCB, and it runs on KMK (CircuitPython) for easy, plug-and-play configuration. What was challenging: The biggest hurdle was wrestling with the CAD modeling workspace in Fusion 360. Ensuring the custom “sandwich-mount” enclosure perfectly accommodated the 0.4mm printing tolerances of my PCB while precisely lining up 2.90mm screw holes through both the top plate and bottom tub took some meticulous alignment and timeline troubleshooting. What I’m proud of: Instead of just copying the standard horizontal/landscape layouts from the documentation, I stepped out of my comfort zone to design a unique, minimalist vertical column layout. Hand-routing the PCB and tailoring a custom case around that vertical layout from scratch felt incredibly rewarding. What to know for testing: Because the firmware relies on KMK, it is completely beginner-friendly and handles remapping on the fly. You can just open up main.py in the repository, edit the keymap array to whatever bindings or macros you want, and drop it straight onto the board like a flash drive—no massive C compilers or development environments required....
|
1793667394.1082199
|
1793753794.1082199
|
|
64005
|
sleeper rc car by @Bhavyadeep | Stardance
|
Bhavyadeep
|
0
|
4.09
|
0
|
[]
|
[{"post_id": 71812, "ts": "202 [{"post_id": 71812, "ts": "2026-09-21T16:20:17Z", "hours": 1.4778, "text": "Just completed the random rc car build!! the project’s name was sleeper rc car cuz this thing has a upgraded motor and a 3s lipo powering it also it has a hobby grade servo too!!"}, {"post_id": 71769, "ts": "2026-09-21T14:26:06Z", "hours": 2.6167, "text": "hello everyone so this is a random weekend project that i did and this is basically a cheap rc car which i split in half and then made the whole thing hobby grade in one go one day. this was originally a hangout project with my friend but then we were not able to do much so i decided to do it as a fun weekend project in this Log i completed the whole of the hardware and in the next one i will be doing the cosmetics and refining it a bit"}]...
|
Title: sleeper rc car by @Bhavyadeep | Stardance
Title: sleeper rc car by @Bhavyadeep | Stardance
Devlogs:
hello everyone so this is a random weekend project that i did and this is basically a cheap rc car which i split in half and then made the whole thing hobby grade in one go one day. this was originally a hangout project with my friend but then we were not able to do much so i decided to do it as a fun weekend project in this Log i completed the whole of the hardware and in the next one i will be doing the cosmetics and refining it a bit
Just completed the random rc car build!! the project’s name was sleeper rc car cuz this thing has a upgraded motor and a 3s lipo powering it also it has a hobby grade servo too!!...
|
1793667395.2621186
|
1794272195.2621186
|
|
32280
|
Dice Game by @The_King | Stardance
|
The_King
|
1
|
3.28
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T14:52:15Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project is a simple Python text-based 2-player game that uses a pair of dice to give each player a score based on certain conditions (can be found on my GitHub repository’s ReadMe). It lasts for 5 rounds and has a login function at the beginning of the program and displays a Leaderboard at the end. It is a very simple program as it is only for my GCSE Computer Science NEA. You can find any other details on my GitHub and you can use the demo link to test it yourself: https://trinket.io/python3/003cb19c6563 Hope you guys like my project!", "repo": "https://github.com/SuryaanshS/Dice-Game-made-for-GCSE-CS-NEA", "demo": "https://github.com/SuryaanshS/Dice-Game-made-for-GCSE-CS-NEA/releases/tag/v1.0"}]...
|
[{"post_id": 25936, "ts": "202 [{"post_id": 25936, "ts": "2026-07-10T13:09:09Z", "hours": 0.2811, "text": "I shipped my project, but the issue is…I never committed any of my changes to GitHub, nor did I create an executable file…so I’ve done both of those now. I’ve only committed my program to GitHub after I finished writing it…which isn’t great, and I can’t go back to change it now, but it is what it is. Executable shown below!"}, {"post_id": 24723, "ts": "2026-07-08T14:22:07Z", "hours": 0.8075, "text": "Cleaned the calcPoints() function up, and added comments. Ready to submit it for my NEA now I guess - if you notice anything wrong, comment and I’ll give it a look"}, {"post_id": 24656, "ts": "2026-07-08T11:45:35Z", "hours": 1.0894, "text": "Finished the program - Might add a GUI later though"}, {"post_id": 24618, "ts": "2026-07-08T10:23:12Z", "hours": 1.2531, "text": "DEVLOG 1 - Basic functions Made a file with valid usernames, retrieved that data, and made a login function. Then made a function that rolls a dice and outputs the number of points. Pretty simple stuff, but its going well so far! Open to any feedback and suggestions."}]...
|
Title: Dice Game by @The_King | Stardance
Devlogs Title: Dice Game by @The_King | Stardance
Devlogs:
DEVLOG 1 - Basic functions Made a file with valid usernames, retrieved that data, and made a login function. Then made a function that rolls a dice and outputs the number of points. Pretty simple stuff, but its going well so far! Open to any feedback and suggestions.
Finished the program - Might add a GUI later though
Cleaned the calcPoints() function up, and added comments. Ready to submit it for my NEA now I guess - if you notice anything wrong, comment and I’ll give it a look
I shipped my project, but the issue is…I never committed any of my changes to GitHub, nor did I create an executable file…so I’ve done both of those now. I’ve only committed my program to GitHub after I finished writing it…which isn’t great, and I can’t go back to change it now, but it is what it is. Executable shown below!
Ships:
This project is a simple Python text-based 2-player game that uses a pair of dice to give each player a score based on certain conditions (can be found on my GitHub repository’s ReadMe). It lasts for 5 rounds and has a login function at the beginning of the program and displays a Leaderboard at the end. It is a very simple program as it is only for my GCSE Computer Science NEA. You can find any other details on my GitHub and you can use the demo link to test it yourself: https://trinket.io/python3/003cb19c6563 Hope you guys like my project!...
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1793667396.142516
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1793753796.142516
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64006
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My awesome macropad! by @keg32173 | Stardance
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keg32173
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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 awesome macropad! by @keg32173 | Stardan Title: My awesome macropad! by @keg32173 | Stardance...
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1793667397.305384
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1794272197.305384
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58172
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My very own WebOS by @Vasil | Stardance
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Vasil
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1
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4.61
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T08:39:50Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made VaskoOS, my own mini WebOS with a custom desktop design and multiple draggable windows. It includes a Notepad, Calculator, Start Menu, live clock, random quotes, and a saved Notepad. The most challenging part was making the windows draggable and making sure they move correctly without breaking the layout. I’m proud that I created my own design instead of copying the guide exactly. My extra features are the random Quote of the Day and automatic Notepad saving. There is no password, so anyone can try it. To test it, open the apps from the taskbar and drag the windows by their title bars.", "repo": "https://github.com/vask3/my_os", "demo": "https://vask3.github.io/my_os/"}]...
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[{"post_id": 71106, "ts": "202 [{"post_id": 71106, "ts": "2026-09-20T09:39:25Z", "hours": 1.4806, "text": "Hi everyone, It’s been a long time since my last devlog, but school started and I had to focus on more important things. I fixed some bugs and updated the design."}, {"post_id": 64745, "ts": "2026-09-09T11:49:06Z", "hours": 0.7211, "text": "In the past few days, I managed to fix some mistakes related to the layout and the apps. I’d be happy if you suggest in the comments what else I should add."}, {"post_id": 63134, "ts": "2026-09-06T19:27:59Z", "hours": 0.4053, "text": "Upgraded VaskoOS with a complete UI overhaul! Dark Glass Theme: Switched to a sleek dark design with neon accents and transparent windows. Vector Icons: Replaced all emojis with Font Awesome icons for a cleaner look. New Apps: Replaced the audio generator with a working Calculator and a Task Manager. Clean Code: Removed unused elements, fixed window dragging, and polished all controls in English."}, {"post_id": 62046, "ts": "2026-09-05T08:37:58Z", "hours": 0.2822, "text": "Today I added draggable windows to VaskoOS. Now the Notepad, Calculator, and main VaskoOS windows can be moved around the desktop by dragging their title bars. I also made the windows come to the front when I move them, so they behave more like real OS windows.This was a bit challenging because I had to use JavaScript to track the mouse position and update the window position while dragging. I’m happy with how much more interactive the WebOS feels now."}, {"post_id": 61997, "ts": "2026-09-05T06:29:03Z", "hours": 0.4947, "text": "I have successfully upgraded vaskoOS to its most advanced version yet! I completely rearranged the desktop environment so the core Intro window sits right in the center, while the Notepad is docked in the top-left and a brand new working Calculator app is placed in the bottom-right. I also added a dedicated calculator button to the taskbar for full window minimization/maximization. Finally, I optimized the background system clock to run safely across all regional browser settings and integrated a dynamic developer Quote Generator that updates on click. Everything is now fully interactive, fully translated to English, and responsive!"}, {"post_id": 61774, "ts": "2026-09-04T21:00:52Z", "hours": 0.3958, "text": "I have upgraded my WebOS called vaskoOS! I moved the transparent windows into a beautiful side-by-side layout, added a working Notepad app that you can minimize and maximize using a dedicated taskbar button, integrated a clean HTML IKEA logo, and added a functioning light/dark mode toggle button."}, {"post_id": 61581, "ts": "2026-09-04T15:42:59Z", "hours": 0.6011, "text": "I am working on my very own WebOS called vaskoOS! I successfully created a transparent central glass container, added a real-time running clock at the top, and fixed my custom IKEA logo using local paths in GitHub."}]...
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Title: My very own WebOS by @Vasil | Stardance
De Title: My very own WebOS by @Vasil | Stardance
Devlogs:
I am working on my very own WebOS called vaskoOS! I successfully created a transparent central glass container, added a real-time running clock at the top, and fixed my custom IKEA logo using local paths in GitHub.
I have upgraded my WebOS called vaskoOS! I moved the transparent windows into a beautiful side-by-side layout, added a working Notepad app that you can minimize and maximize using a dedicated taskbar button, integrated a clean HTML IKEA logo, and added a functioning light/dark mode toggle button.
I have successfully upgraded vaskoOS to its most advanced version yet! I completely rearranged the desktop environment so the core Intro window sits right in the center, while the Notepad is docked in the top-left and a brand new working Calculator app is placed in the bottom-right. I also added a dedicated calculator button to the taskbar for full window minimization/maximization. Finally, I optimized the background system clock to run safely across all regional browser settings and integrated a dynamic developer Quote Generator that updates on click. Everything is now fully interactive, fully translated to English, and responsive!
Today I added draggable windows to VaskoOS. Now the Notepad, Calculator, and main VaskoOS windows can be moved around the desktop by dragging their title bars. I also made the windows come to the front when I move them, so they behave more like real OS windows.This was a bit challenging because I had to use JavaScript to track the mouse position and update the window position while dragging. I’m happy with how much more interactive the WebOS feels now.
Upgraded VaskoOS with a complete UI overhaul! Dark Glass Theme: Switched to a sleek dark design with neon accents and transparent windows. Vector Icons: Replaced all emojis with Font Awesome icons for a cleaner look. New Apps: Replaced the audio generator with a working Calculator and a Task Manager. Clean Code: Removed unused elements, fixed window dragging, and polished all controls in English.
In the past few days, I managed to fix some mistakes related to the layout and the apps. I’d be happy if you suggest in the comments what else I should add.
Hi everyone, It’s been a long time since my last devlog, but school started and I had to focus on more important things. I fixed some bugs and updated the design.
Ships:
I made VaskoOS, my own mini WebOS with a custom desktop design and multiple draggable windows. It includes a Notepad, Calculator, Start Menu, live clock, random quotes, and a saved Notepad. The most challenging part was making the windows draggable and making sure they move correctly without breaking the layout. I’m proud that I created my own design instead of copying the guide exactly. My extra features are the random Quote of the Day and automatic Notepad saving. There is no password, so anyone can try it. To test it, open the apps from the taskbar and drag the windows by their title bars....
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1793667398.1833057
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1793753798.1833057
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45734
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LaserRay by @jonas_gaden | Stardance
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jonas_gaden
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2
|
21.32
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249
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T22:09:15Z", "hours": 12.0, "multiplier": 11.1, "payout": 129, "blessing": "neutral", "text": "This update completely changes the way my game works. By introducing live service integration using Supabase everybody is now able to create, share and publish levels to every other player. While the content of the last ship was very limited, my app now has transformed into a platform, open for everyone to create new content within a few minutes. But only that would be not enough! That’s why i also added a brand new step-by-step interactive tutorial, to give everyone the ability to understand the game right of the start. Now all thats left for me to say: Have fun and please <3 give me a good score and let me know what to add next", "repo": "https://github.com/agentquackyt/LaserCircuit", "demo": "https://agentquackyt.github.io/LaserCircuit/"}, {"ship_num": 2, "ts": "2026-08-24T22:03:22Z", "hours": 9.0, "multiplier": 12.89, "payout": 120, "blessing": "neutral", "text": "LaserCircuit ist is clever out-of-the-box thinking game, made and optimized for mobile use. This version includes 12 level, handcrafted by myself, with various different difficulties. For some problems you will need to think out of the box, but you will figure it out. And you only need 6/9 to unlock Stage 2", "repo": "https://github.com/agentquackyt/LaserCircuit", "demo": "https://agentquackyt.github.io/LaserCircuit/"}]...
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[{"post_id": 73602, "ts": "202 [{"post_id": 73602, "ts": "2026-09-25T13:39:28Z", "hours": 0.3169, "text": "I improved the tutorial flow, now saving the tutorial state"}, {"post_id": 73333, "ts": "2026-09-24T21:59:10Z", "hours": 2.5467, "text": "Final devlog This is the final devlog before shipping, packed with a load of new and improved features, including but not limited to: a new Tutorial, introducing you into the core features an updated UI to ensure the grid has always the aspect ratio 1/1 updated the symbols used on the game board to improve readability shareable links to community levels, like this one => “Traffic Jam” New levels And so much more …"}, {"post_id": 73068, "ts": "2026-09-24T09:52:51Z", "hours": 1.71, "text": "The discover community levels screen is now fully working, making this the first time the new live service intergration is fully finished. I will do another polishing devlog, where i will add a tutorial on how to play and refine my UI further"}, {"post_id": 72874, "ts": "2026-09-23T22:24:38Z", "hours": 1.2708, "text": "I improved the editor ui and added a few useful features and indicators. I also force reload the site now, should the user decide to log out (As the editor is only accessible when signed in). Next i will add the new table in the backend database and then build both the own level tab as well as the discover tab"}, {"post_id": 72791, "ts": "2026-09-23T18:59:51Z", "hours": 1.7267, "text": "I am now working on the first version of the community level editor. Currently it works more or less, but the live service integration is not done yet. I decided to separate the normal levels from the user levels (different database table) but its not wired in as of right now"}, {"post_id": 72576, "ts": "2026-09-23T08:31:51Z", "hours": 0.7675, "text": "I worked on improving my GUI, starting with the Discord login screen. I am quite happy with the outcome, and the visual look in general. Next i will start working on the level editor itself and an level discovery screen after that"}, {"post_id": 72430, "ts": "2026-09-22T22:46:53Z", "hours": 1.9322, "text": "I am currently working on implementing login via Discord for user generated levels. I am also introducing a more structured way for the app to work, however its a slow process. Atleast i got the basic version of the login with Discord working"}, {"post_id": 71951, "ts": "2026-09-21T20:45:42Z", "hours": 1.6481, "text": "I am currently migrating the level structure to a data-as-backend solution, coming from a static, file-based level system. This give me the ability quickly add new levels, modify and exchange old ones and add time-limited levels. I am also reviewing the option to create an level builder with sharable levels, but this is only an idea i might come back to in the future."}, {"post_id": 54101, "ts": "2026-08-24T22:00:25Z", "hours": 0.6958, "text": "I added many new levels as well as building a stable release version and setting up a new README file. This will be the final devlog before my first ship, i hope you like it"}, {"post_id": 54042, "ts": "2026-08-24T20:02:07Z", "hours": 0.8731, "text": "I added more levels as well as improving the completion UI. To improve the workflow, i added an editor to quickly develop new levels (i used the File System API for the first time, allowing me to edit files directly in the browser without handeling upload and download) https://lapse.hackclub.com/timelapse/-edas1fyH1rh"}, {"post_id": 53978, "ts": "2026-08-24T18:05:36Z", "hours": 1.2856, "text": "I added a new layout for the finish screen, brought the level title and id (calculated from “(id/3)+1”+.+”(id%3)+1”) to the game screen and overall improved the UI"}, {"post_id": 53650, "ts": "2026-08-24T09:44:17Z", "hours": 1.3772, "text": "after quite a good amount of pain, i finally figured out a way to save the highscores and create “sets” of 9 levels, which you need to complete 6/9 to unlock the next set. My next session will be to clean up the UI and optimize both for PC as well as mobile"}, {"post_id": 53610, "ts": "2026-08-24T07:51:30Z", "hours": 1.0131, "text": "I fixed a weird bug which was caused by using a false ctx.restore(); too much, which caused the beams to render in different colors, despite the game working properly. I also added a new piece: The Obstacle. this piece is exclusive to the level creator, the player can not modfiy nor delete the block, requiring a interesting challenge for some levels . Next i will be working on the level loader and will create a few levels"}, {"post_id": 52936, "ts": "2026-08-23T09:50:19Z", "hours": 2.2358, "text": "I implemented a first basic version of the LightRay Game i am working on. It now supports mirrors and splitters. I am now working on polishing as well as building a level loader (levels stored as json files, a custom level editor is planned)"}, {"post_id": 43587, "ts": "2026-08-08T22:43:51Z", "hours": 0.9517, "text": "I designed a very simple start page for my game template (and added a UIpatcher class, which handles interaction with the dom, especially spawning and removing buttons and changing text)"}, {"post_id": 43545, "ts": "2026-08-08T21:33:40Z", "hours": 0.8717, "text": "I started my project by setting up a reusable Github Template, which includes basic styling (e.g. buttons) as well as reusable code, such as a basic game engine for loading scenes, managing score and sound manager. (coming soon) For now i stuck with styling the buttons, which now have 5 different styles with a simple animation. Next i will build a level basic loader and a new framework for the UI. I will try to target both mobile and desktop for the app."}]...
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Title: LaserRay by @jonas_gaden | Stardance
Devlo Title: LaserRay by @jonas_gaden | Stardance
Devlogs:
I started my project by setting up a reusable Github Template, which includes basic styling (e.g. buttons) as well as reusable code, such as a basic game engine for loading scenes, managing score and sound manager. (coming soon) For now i stuck with styling the buttons, which now have 5 different styles with a simple animation. Next i will build a level basic loader and a new framework for the UI. I will try to target both mobile and desktop for the app.
I designed a very simple start page for my game template (and added a UIpatcher class, which handles interaction with the dom, especially spawning and removing buttons and changing text)
I implemented a first basic version of the LightRay Game i am working on. It now supports mirrors and splitters. I am now working on polishing as well as building a level loader (levels stored as json files, a custom level editor is planned)
I fixed a weird bug which was caused by using a false ctx.restore(); too much, which caused the beams to render in different colors, despite the game working properly. I also added a new piece: The Obstacle. this piece is exclusive to the level creator, the player can not modfiy nor delete the block, requiring a interesting challenge for some levels . Next i will be working on the level loader and will create a few levels
after quite a good amount of pain, i finally figured out a way to save the highscores and create “sets” of 9 levels, which you need to complete 6/9 to unlock the next set. My next session will be to clean up the UI and optimize both for PC as well as mobile
I added a new layout for the finish screen, brought the level title and id (calculated from “(id/3)+1”+.+”(id%3)+1”) to the game screen and overall improved the UI
I added more levels as well as improving the completion UI. To improve the workflow, i added an editor to quickly develop new levels (i used the File System API for the first time, allowing me to edit files directly in the browser without handeling upload and download) https://lapse.hackclub.com/timelapse/-edas1fyH1rh
I added many new levels as well as building a stable release version and setting up a new README file. This will be the final devlog before my first ship, i hope you like it
I am currently migrating the level structure to a data-as-backend solution, coming from a static, file-based level system. This give me the ability quickly add new levels, modify and exchange old ones and add time-limited levels. I am also reviewing the option to create an level builder with sharable levels, but this is only an idea i might come back to in the future.
I am currently working on implementing login via Discord for user generated levels. I am also introducing a more structured way for the app to work, however its a slow process. Atleast i got the basic version of the login with Discord working
I worked on improving my GUI, starting with the Discord login screen. I am quite happy with the outcome, and the visual look in general. Next i will start working on the level editor itself and an level discovery screen after that
I am now working on the first version of the community level editor. Currently it works more or less, but the live service integration is not done yet. I decided to separate the normal levels from the user levels (different database table) but its not wired in as of right now
I improved the editor ui and added a few useful features and indicators. I also force reload the site now, should the user decide to log out (As the editor is only accessible when signed in). Next i will add the new table in the backend database and then build both the own level tab as well as the discover tab
The discover community levels screen is now fully working, making this the first time the new live service intergration is fully finished. I will do another polishing devlog, where i will add a tutorial on how to play and refine my UI further
Final devlog This is the final devlog before shipping, packed with a load of new and improved features, including but not limited to: a new Tutorial, introducing you into the core features an updated UI to ensure the grid has always the aspect ratio 1/1 updated the symbols used on the game board to improve readability shareable links to community levels, like this one => “Traffic Jam” New levels And so much more …
I improved the tutorial flow, now saving the tutorial state
Ships:
LaserCircuit ist is clever out-of-the-box thinking game, made and optimized for mobile use. This version includes 12 level, handcrafted by myself, with various different difficulties. For some problems you will need to think out of the box, but you will figure it out. And you only need 6/9 to unlock Stage 2
This update completely changes the way my game works. By introducing live service integration using Supabase everybody is now able to create, share and publish levels to every other player. While the content of the last ship was very limited, my app now has transformed into a platform, open for everyone to create new content within a few minutes. But only that would be not enough! That’s why i also added a brand new step-by-step interactive tutorial, to give everyone the ability to understand the game right of the start. Now all thats left for me to say: Have fun and please <3 give me a good score and let me know what to add next...
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1793667399.364797
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1793753799.364797
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64007
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My awesome macropad! by @Kaizer | Stardance
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Kaizer
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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 awesome macropad! by @Kaizer | Stardance
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1793667400.6766276
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1794272200.6766276
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58174
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NERDYITACHI'S SITE by @NerdyItachi | Stardance
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NerdyItachi
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T12:33:33Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal site that tells more about me its not the best as i got demotivated after realizing ive been coding in the wrong hackatime project but yeah i made it the hardest part wasnt the coding it was setting up hackatime", "repo": "https://github.com/Ayaan-dev21/Ayaan-s-Site", "demo": "https://personal-site-hackclub.netlify.app"}]...
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[{"post_id": 61461, "ts": "202 [{"post_id": 61461, "ts": "2026-09-04T12:05:33Z", "hours": 0.9178, "text": "I’m not makijng the Itachi themed one because i realized i could use this site as a portfolio so"}]...
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Title: NERDYITACHI'S SITE by @NerdyItachi | St Title: NERDYITACHI'S SITE by @NerdyItachi | Stardance
Devlogs:
I’m not makijng the Itachi themed one because i realized i could use this site as a portfolio so
Ships:
I made a personal site that tells more about me its not the best as i got demotivated after realizing ive been coding in the wrong hackatime project but yeah i made it the hardest part wasnt the coding it was setting up hackatime...
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1793667401.6494253
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1793753801.6494253
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64008
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My very own WebOS by @tommasoturati07 | Stardance
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tommasoturati07
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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 very own WebOS by @tommasoturati07 | Sta Title: My very own WebOS by @tommasoturati07 | Stardance...
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1793667402.8758328
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1794272202.8758328
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19644
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NurazkhanOS by @Nurazkhan | Stardance
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Nurazkhan
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1
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19.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-21T05:01:14Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was a long journey for me. NurazkhanOS - is my personal webOS built for hackClub WebOS1 mission. Let’s start from the beginning. I was not sure what to do exactly, so just followed the guide. But the guide seemed outdated, and I opened gallery for other works., and was truly fascinated. I wanted to similar app, with smooth animations, with amazing design and many functions. Also the fact that they made it under 15 hours was thing that shocked me even more. There are levels to these. So I switched to react, and tried to build my unique and amazing webOS. at First I had so much ideas, to build 10+ apps, to make amazing design. But, it was always not perfect, not even close to the ones I saw in gallery. The comparision is killer of joy, but it was too late. No matter how long or how hard I tried I couldnt made such amazing webOS. Nevertheless, I am proud that I didn’t give up, even if I had thoughts to leave everything. There was a lot of things I learned, and even more things that I still dont know. But I know that everything comes with experience, no need to get so frustrated about others doing better. enough of me, now lets talk about actual web app. First of all, I made layout. Simple just OS name, app icons and topbar showing time and some words. then I started from music player. This part was hard for me. I never built music player before. Though I will be not lying If I say it was most interesting part. It wasn’t too easy nor too complex. Just fine for developing me and listening my perfect playlist 100 times. then I moved to Calculator. it was just filler app, too increase number of apps. But to be honest I though it to be easier. Maybe I overcomplicated it for myself. You can write there basic expressions consisting from multiple operators and it will calculate. I had option to calculate after each operator, but it seemed too basic. So I spent decent amount of time on logic. My actual final app was circuit lab. This was unique app that guide requires. it has 3 elements resistor, battery and LED and only on correct connection of wire the LED will glow. Again seems basic, but it was most hardest part for me. Too many things were unclear and very hard to find tutorials or explanations. I built one, but to be honest I know its ugly and buggy. But, right now I am so tired and need time before webOS 2 with time for learning. Nevertheless, my webOS will get approved. PLEASE! it follows guidlines, and built with love. Thank you!", "repo": "https://github.com/Nurazkhan/NurazkhanOS", "demo": "https://nurazkhan-os.vercel.app/"}]...
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[{"post_id": 12917, "ts": "202 [{"post_id": 12917, "ts": "2026-06-21T04:42:45Z", "hours": 0.7436, "text": "Final app. just page about me. It has my image, words I wanted to tell and my contact links. Basically, why not? feel free to contact me. though I know the design is hideous🫣 Nevertheless, its done."}, {"post_id": 12681, "ts": "2026-06-20T18:36:00Z", "hours": 3.8572, "text": "This time, I complete my final unique app, it is circuit lab, the most basic. there are three elements led battery and resistor, you connect them according to polarity and press run and LED glows. it might seem basic, and easy. But, for me it was a complex task. I had to use not just dragging but saving coordinates of multiple elements and then drawing line and saving the, Another burden was checking the correctness of circuit, a lot of if else condition. I dont know though how to scale it. Definitely must restructure current logic for webOS2. Hope tomorrow will add welcome page and ship."}, {"post_id": 12382, "ts": "2026-06-20T06:51:05Z", "hours": 2.2678, "text": "Today worked on Calculator. first time creating full calculator from zero. I thought it was easier, but may be I have little bit complicated it for me. it doesnt just operate between 2 numbers, but actually parses full expression and has logic to iterate through multiplication and divisions as they have to be calculated first and only then it moves to other operators. But of course this was easier than music player. Though I am not happy that it took me 2 hours, I should have done it faster. hope next app will be last, I am tired already. but next app is the most complex :("}, {"post_id": 11801, "ts": "2026-06-19T06:28:17Z", "hours": 5.7075, "text": "Music player is finally done, I though maybe to add an video cover for eachsong, but I am too lazy for that. To be honest, I think I am moving to slowly, the progress is little, and I want to finish it as soon as possible, I have to add calculator app, text editor, welcome app and my unique app. I got an Idea what to do for the last one. It will be online circuit builder like tinkercad, where you can put battery, LED and wires. What I have done during this 5 hours? it was making UI, making it resizable which is still laggy. applying Icons. For that I used react - icons library . Also, making volume bar, making volume bar and progress bar draggable. and an attempt to make video cover."}, {"post_id": 10764, "ts": "2026-06-17T17:46:23Z", "hours": 2.5597, "text": "Some time was spent to understand how to work with audio players. I think I understand it now. But First of all I have worked on icon and app structure. Before, it was generic icon and window, pressing any icon would show same Window, but now, I can actually press different Icons, each represents one app. Unfortunately, I dont know how to apply animation on close of window now, since I dont change class of it anymore, I delete it from list of open windows. Added 3 songs Sinking Town, Chicago and Charlie’s Inferno. To be honest, it becomes actually interesting when you understand and can do it. I loved this part of doing player, though I didn’t finish it yet."}, {"post_id": 10577, "ts": "2026-06-17T11:46:18Z", "hours": 2.0122, "text": "It took so long, 2 hours was spent just to make smooth windows closing animation and draggable windows. To be honest, I feel weak now. Spent so much time for basic things. The worst part is I am not sure I fully understood how it works, especially the getBoundingRect() and parent element, just happy it at least works."}, {"post_id": 10048, "ts": "2026-06-16T16:52:33Z", "hours": 1.4161, "text": "I am still not sure what I want to add. So started from basic layout. First, started from html, css following the guide. Then look through gallery, and saw others using react. So, also wanted to use it. I don’t know, most of the time went to recalling basics. Tomorrow, want to add basic apps and improve ui🫣. just happy to start."}]...
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Title: NurazkhanOS by @Nurazkhan | Stardance
Devl Title: NurazkhanOS by @Nurazkhan | Stardance
Devlogs:
I am still not sure what I want to add. So started from basic layout. First, started from html, css following the guide. Then look through gallery, and saw others using react. So, also wanted to use it. I don’t know, most of the time went to recalling basics. Tomorrow, want to add basic apps and improve ui🫣. just happy to start.
It took so long, 2 hours was spent just to make smooth windows closing animation and draggable windows. To be honest, I feel weak now. Spent so much time for basic things. The worst part is I am not sure I fully understood how it works, especially the getBoundingRect() and parent element, just happy it at least works.
Some time was spent to understand how to work with audio players. I think I understand it now. But First of all I have worked on icon and app structure. Before, it was generic icon and window, pressing any icon would show same Window, but now, I can actually press different Icons, each represents one app. Unfortunately, I dont know how to apply animation on close of window now, since I dont change class of it anymore, I delete it from list of open windows. Added 3 songs Sinking Town, Chicago and Charlie’s Inferno. To be honest, it becomes actually interesting when you understand and can do it. I loved this part of doing player, though I didn’t finish it yet.
Music player is finally done, I though maybe to add an video cover for eachsong, but I am too lazy for that. To be honest, I think I am moving to slowly, the progress is little, and I want to finish it as soon as possible, I have to add calculator app, text editor, welcome app and my unique app. I got an Idea what to do for the last one. It will be online circuit builder like tinkercad, where you can put battery, LED and wires. What I have done during this 5 hours? it was making UI, making it resizable which is still laggy. applying Icons. For that I used react - icons library . Also, making volume bar, making volume bar and progress bar draggable. and an attempt to make video cover.
Today worked on Calculator. first time creating full calculator from zero. I thought it was easier, but may be I have little bit complicated it for me. it doesnt just operate between 2 numbers, but actually parses full expression and has logic to iterate through multiplication and divisions as they have to be calculated first and only then it moves to other operators. But of course this was easier than music player. Though I am not happy that it took me 2 hours, I should have done it faster. hope next app will be last, I am tired already. but next app is the most complex :(
This time, I complete my final unique app, it is circuit lab, the most basic. there are three elements led battery and resistor, you connect them according to polarity and press run and LED glows. it might seem basic, and easy. But, for me it was a complex task. I had to use not just dragging but saving coordinates of multiple elements and then drawing line and saving the, Another burden was checking the correctness of circuit, a lot of if else condition. I dont know though how to scale it. Definitely must restructure current logic for webOS2. Hope tomorrow will add welcome page and ship.
Final app. just page about me. It has my image, words I wanted to tell and my contact links. Basically, why not? feel free to contact me. though I know the design is hideous🫣 Nevertheless, its done.
Ships:
This was a long journey for me. NurazkhanOS - is my personal webOS built for hackClub WebOS1 mission. Let’s start from the beginning. I was not sure what to do exactly, so just followed the guide. But the guide seemed outdated, and I opened gallery for other works., and was truly fascinated. I wanted to similar app, with smooth animations, with amazing design and many functions. Also the fact that they made it under 15 hours was thing that shocked me even more. There are levels to these. So I switched to react, and tried to build my unique and amazing webOS. at First I had so much ideas, to build 10+ apps, to make amazing design. But, it was always not perfect, not even close to the ones I saw in gallery. The comparision is killer of joy, but it was too late. No matter how long or how hard I tried I couldnt made such amazing webOS. Nevertheless, I am proud that I didn’t give up, even if I had thoughts to leave everything. There was a lot of things I learned, and even more things that I still dont know. But I know that everything comes with experience, no need to get so frustrated about others doing better. enough of me, now lets talk about actual web app. First of all, I made layout. Simple just OS name, app icons and topbar showing time and some words. then I started from music player. This part was hard for me. I never built music player before. Though I will be not lying If I say it was most interesting part. It wasn’t too easy nor too complex. Just fine for developing me and listening my perfect playlist 100 times. then I moved to Calculator. it was just filler app, too increase number of apps. But to be honest I though it to be easier. Maybe I overcomplicated it for myself. You can write there basic expressions consisting from multiple operators and it will calculate. I had option to calculate after each operator, but it seemed too basic. So I spent decent amount of time on logic. My actual final app was circuit lab. This was unique app that guide requires. it has 3 elements resistor, battery and LED and only on correct connection of wire the LED will glow. Again seems basic, but it was most hardest part for me. Too many things were unclear and very hard to find tutorials or explanations. I built one, but to be honest I know its ugly and buggy. But, right now I am so tired and need time before webOS 2 with time for learning. Nevertheless, my webOS will get approved. PLEASE! it follows guidlines, and built with love. Thank you!...
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1793667403.7661216
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1793753803.7661216
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49526
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RedC2 by @redsimit | Stardance
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redsimit
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3
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7.0
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71
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T16:53:51Z", "hours": 3.0, "multiplier": 10.97, "payout": 35, "blessing": "neutral", "text": "REDC2 is a terminal-based dashboard built in Python, designed to monitor and control multiple systems over SSH from a single window. I created this tool because I wanted a simpler way to manage my personal homelab (an old laptop and a Raspberry Pi) without cluttering my screen with endless terminal windows. Python’s simplicity made it the perfect choice since the project didn’t require low-level programming. Key Features & Updates • Centralized Dashboard: Run main.py to instantly view all your systems in a single terminal interface. • Simple Configuration: Devices and settings are easily managed through straightforward .toml files. • Real-Time Monitoring: Keep an eye on system health with live tracking for CPU usage, RAM usage, and system status. • Smooth Navigation: Press Escape to quickly jump between systems, or use Ctrl + P to open a command palette for interface customization. • Cross-Platform Stability: Completely fixed previous lagging and bugging issues across different operating systems. Ultimately, REDC2 removes the friction from managing a small homelab—making it faster, cleaner, and much more convenient.", "repo": "https://github.com/Simit6155/RedC2", "demo": "https://github.com/Simit6155/RedC2/releases/tag/v0.2"}, {"ship_num": 2, "ts": "2026-10-02T13:16:25Z", "hours": 1.0, "multiplier": 11.02, "payout": 14, "blessing": "neutral", "text": "REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell). I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py, REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status. You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. FIXED LAGGING AND BUGGING IN DIFFIRENT OS’s !! The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows.", "repo": "https://github.com/Simit6155/RedC2", "demo": "https://github.com/Simit6155/RedC2/releases/tag/v0.2"}, {"ship_num": 3, "ts": "2026-08-17T15:19:37Z", "hours": 3.0, "multiplier": 8.55, "payout": 22, "blessing": "neutral", "text": "REDC2 REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell) . I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py , REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status . You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows.", "repo": "https://github.com/Simit6155/RedC2", "demo": "https://github.com/Simit6155/RedC2/releases/tag/v0.2"}]...
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[{"post_id": 77341, "ts": "202 [{"post_id": 77341, "ts": "2026-10-06T16:51:57Z", "hours": 0.9006, "text": "Final Version REDC2 Works on Linux, MacOS and Windows without problems. Information about this project: REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell). I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py, REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status. You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows."}, {"post_id": 77096, "ts": "2026-10-05T17:00:28Z", "hours": 1.2503, "text": "Fixing MacOS compatability Issues"}, {"post_id": 76723, "ts": "2026-10-04T12:47:58Z", "hours": 1.0189, "text": "Spent an hour cleaning the code and the filesystem. So easy to read now"}, {"post_id": 52390, "ts": "2026-08-22T14:42:16Z", "hours": 0.5719, "text": "DEVLOG #5 Updated the parts where i used AI, The final project has no AI involved rn :) REDC2 lets you access your devices/machines through SSH using Python. It gives you the ability to switch between machines easily and gives you basic infos about your configured machines. I use this everyday messing with my homelab"}, {"post_id": 52277, "ts": "2026-08-22T11:55:14Z", "hours": 0.7256, "text": "Turned into exe and created a machines.toml.example file ready to ship"}, {"post_id": 48887, "ts": "2026-08-17T13:34:41Z", "hours": 0.4503, "text": "REDC2 DEVLOG 3 - squashed two nasty bugs Spent today hunting down two bugs that were making the SSH terminal panel basically unusable. Bug #1: crashing on select Selecting a machine from the command bar threw a DuplicateIds exception and killed the terminal widget. Turns out Textual’s Widget.remove() is async — it just schedules the removal, it doesn’t happen instantly. My code was removing the old terminal widget and then immediately mounting a new one with the same hardcoded id (ssh-terminal), so the two calls raced each other and Textual saw two widgets claiming the same id at once. Fixed it by giving each terminal instance a unique id (ssh-terminal-1, ssh-terminal-2, …) instead of reusing one. Bug #2: invisible typing in the command bar Typing into the main redc2> input box showed nothing on screen even though the input was working fine under the hood. Textual’s Input widget defaults to a border: tall style that needs ~3 rows to actually render the text row. My CSS forced the input down to height: 1 without accounting for the border, so the text row got squeezed to zero height and effectively vanished. Fix: stripped the border and added proper padding on the compact input. Both fixed now — dashboard select → terminal open → typing all work smoothly. Butter on warm bread. 🧈🍞"}, {"post_id": 48483, "ts": "2026-08-16T21:02:27Z", "hours": 1.3567, "text": "REDC2 Devlog 2 - Floating Terminal Feature Date: Aug 16, 2026 So I added a floating terminal panel to REDC2. The whole thing took a few hours. Why The dashboard was fine but having all command output in a separate section meant you couldn’t see both the machine status and what you just ran at the same time. Wanted the output accessible with a quick keybind without cluttering the main view. How Added a new FloatingTerminal container that sits in an overlay layer. It’s reactive so toggling visibility is smooth. Ctrl+T brings it up/down. All command output gets mirrored there automatically via the logging pipeline. Used Textual’s layer system to keep it from blocking the dashboard. Size and position are just CSS (width/height/offset), so it’s easy to customize. The Issues Initial CSS used right/bottom which Textual doesn’t support. Switched to offset. That fixed it.Paramiko had version issues with keys. Downgraded to 3.4.1 and added password auth support to the config since most people just want to use passwords anyway.SSH key format stuff is annoying. Just went with password auth as default and made it dead simple. What Works Toggle with Ctrl+TReal-time command outputScrollable history (max 2000 lines)Doesn’t block dashboard interactionWorks over SSH fine What’s Left Draggable terminal (low priority)Copy/paste in terminal (Textual limitation)Separate shell session option (would need more work) It’s production ready though. Deployed to homelab and it just works. Stats: ~100 lines of new code1 file modified (app.py)0 breaking changesWorks with password or key authNo new dependencies Pretty solid for an afternoon’s work."}, {"post_id": 48109, "ts": "2026-08-16T12:14:15Z", "hours": 0.7122, "text": "REDC2 devlog #1 Started REDC2, a small terminal tool for SSHing into my own machines (an Ubuntu server and a Raspberry Pi) without opening a new terminal every time. You type list, get an id for each machine, then select 0 and it just runs real ssh under the hood. No custom protocol, just a nicer front end for something I already do constantly. Spent today mostly fixing bugs from the first rough version. select was calling ssh_into(), a function that didn’t exist, so picking a machine just crashed. Also had bad indentation, the quit/exit handling was nested inside the select block instead of next to it, and the main guard was indented inside main() so the script never actually ran. Fixed both, then added colorama for colored output (green connecting, red errors, yellow on abort), and handling for when ssh isn’t installed at all, it checks /etc/os-release to find the distro and offers to install openssh instead of just crashing. Machines are still hardcoded in a list at the top of the file, works but doesn’t scale. Next up is moving that into a config file so I don’t have to edit the script to add a machine, and adding a status check so list shows which machines are actually reachable."}]...
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Title: RedC2 by @redsimit | Stardance
Devlogs:
RE Title: RedC2 by @redsimit | Stardance
Devlogs:
REDC2 devlog #1 Started REDC2, a small terminal tool for SSHing into my own machines (an Ubuntu server and a Raspberry Pi) without opening a new terminal every time. You type list, get an id for each machine, then select 0 and it just runs real ssh under the hood. No custom protocol, just a nicer front end for something I already do constantly. Spent today mostly fixing bugs from the first rough version. select was calling ssh_into(), a function that didn’t exist, so picking a machine just crashed. Also had bad indentation, the quit/exit handling was nested inside the select block instead of next to it, and the main guard was indented inside main() so the script never actually ran. Fixed both, then added colorama for colored output (green connecting, red errors, yellow on abort), and handling for when ssh isn’t installed at all, it checks /etc/os-release to find the distro and offers to install openssh instead of just crashing. Machines are still hardcoded in a list at the top of the file, works but doesn’t scale. Next up is moving that into a config file so I don’t have to edit the script to add a machine, and adding a status check so list shows which machines are actually reachable.
REDC2 Devlog 2 - Floating Terminal Feature Date: Aug 16, 2026 So I added a floating terminal panel to REDC2. The whole thing took a few hours. Why The dashboard was fine but having all command output in a separate section meant you couldn’t see both the machine status and what you just ran at the same time. Wanted the output accessible with a quick keybind without cluttering the main view. How Added a new FloatingTerminal container that sits in an overlay layer. It’s reactive so toggling visibility is smooth. Ctrl+T brings it up/down. All command output gets mirrored there automatically via the logging pipeline. Used Textual’s layer system to keep it from blocking the dashboard. Size and position are just CSS (width/height/offset), so it’s easy to customize. The Issues Initial CSS used right/bottom which Textual doesn’t support. Switched to offset. That fixed it.Paramiko had version issues with keys. Downgraded to 3.4.1 and added password auth support to the config since most people just want to use passwords anyway.SSH key format stuff is annoying. Just went with password auth as default and made it dead simple. What Works Toggle with Ctrl+TReal-time command outputScrollable history (max 2000 lines)Doesn’t block dashboard interactionWorks over SSH fine What’s Left Draggable terminal (low priority)Copy/paste in terminal (Textual limitation)Separate shell session option (would need more work) It’s production ready though. Deployed to homelab and it just works. Stats: ~100 lines of new code1 file modified (app.py)0 breaking changesWorks with password or key authNo new dependencies Pretty solid for an afternoon’s work.
REDC2 DEVLOG 3 - squashed two nasty bugs Spent today hunting down two bugs that were making the SSH terminal panel basically unusable. Bug #1: crashing on select Selecting a machine from the command bar threw a DuplicateIds exception and killed the terminal widget. Turns out Textual’s Widget.remove() is async — it just schedules the removal, it doesn’t happen instantly. My code was removing the old terminal widget and then immediately mounting a new one with the same hardcoded id (ssh-terminal), so the two calls raced each other and Textual saw two widgets claiming the same id at once. Fixed it by giving each terminal instance a unique id (ssh-terminal-1, ssh-terminal-2, …) instead of reusing one. Bug #2: invisible typing in the command bar Typing into the main redc2> input box showed nothing on screen even though the input was working fine under the hood. Textual’s Input widget defaults to a border: tall style that needs ~3 rows to actually render the text row. My CSS forced the input down to height: 1 without accounting for the border, so the text row got squeezed to zero height and effectively vanished. Fix: stripped the border and added proper padding on the compact input. Both fixed now — dashboard select → terminal open → typing all work smoothly. Butter on warm bread. 🧈🍞
Turned into exe and created a machines.toml.example file ready to ship
DEVLOG #5 Updated the parts where i used AI, The final project has no AI involved rn :) REDC2 lets you access your devices/machines through SSH using Python. It gives you the ability to switch between machines easily and gives you basic infos about your configured machines. I use this everyday messing with my homelab
Spent an hour cleaning the code and the filesystem. So easy to read now
Fixing MacOS compatability Issues
Final Version REDC2 Works on Linux, MacOS and Windows without problems. Information about this project: REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell). I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py, REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status. You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows.
Ships:
REDC2 REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell) . I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py , REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status . You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows.
REDC2 is a terminal-based tool that allows you to control and monitor multiple systems from a single window using SSH (Secure Shell). I built REDC2 in Python because of its simplicity and because this project does not require low-level programming. I personally run a homelab with two devices: an old laptop and a Raspberry Pi. I always disliked having multiple terminal windows open just to manage my systems, so I created REDC2 to bring everything together in one interface. When you run main.py, REDC2 displays your configured devices in a simple terminal dashboard. The devices are configured through .toml files, and the dashboard displays information such as CPU usage, RAM usage, and system status. You can customize the terminal interface using Ctrl + P to open the command palette. Switching between devices is also simple: press the Escape key to move between systems. FIXED LAGGING AND BUGGING IN DIFFIRENT OS’s !! The goal of REDC2 is to make managing a small homelab faster, cleaner, and more convenient without needing multiple terminal windows.
REDC2 is a terminal-based dashboard built in Python, designed to monitor and control multiple systems over SSH from a single window. I created this tool because I wanted a simpler way to manage my personal homelab (an old laptop and a Raspberry Pi) without cluttering my screen with endless terminal windows. Python’s simplicity made it the perfect choice since the project didn’t require low-level programming. Key Features & Updates • Centralized Dashboard: Run main.py to instantly view all your systems in a single terminal interface. • Simple Configuration: Devices and settings are easily managed through straightforward .toml files. • Real-Time Monitoring: Keep an eye on system health with live tracking for CPU usage, RAM usage, and system status. • Smooth Navigation: Press Escape to quickly jump between systems, or use Ctrl + P to open a command palette for interface customization. • Cross-Platform Stability: Completely fixed previous lagging and bugging issues across different operating systems. Ultimately, REDC2 removes the friction from managing a small homelab—making it faster, cleaner, and much more convenient....
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1793667405.0306668
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1793753805.0306668
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58179
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My own SlackBot by @reaue | Stardance
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reaue
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1
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1.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T14:44:41Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I made a Slack bot with few command such as latency checker, coin flipper, getting informations about a GitHub user and a Qr code generator. The bot work all the time 24 / 7. What was challenging? The most challenging part was getting the bot run outside my local computer. Figure out how API work was also challenging. What are you proud of? I’m proud that I learned how to make a bot that runs continuously on a server. What should people know so they can test your project? To test the bot, go on slack and run /botpersonnal-help to see the list of commands.", "repo": "https://github.com/reaue/BotSlack", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 61529, "ts": "202 [{"post_id": 61529, "ts": "2026-09-04T14:13:08Z", "hours": 1.1642, "text": "Devlog 1 - Working on the slack bot mission. I start learning how to create and add bot to slack. I implement 3 personnal command such as a coin flipper, a GitHub information about user and a Qr code creator."}]...
|
Title: My own SlackBot by @reaue | Stardance
Devl Title: My own SlackBot by @reaue | Stardance
Devlogs:
Devlog 1 - Working on the slack bot mission. I start learning how to create and add bot to slack. I implement 3 personnal command such as a coin flipper, a GitHub information about user and a Qr code creator.
Ships:
What did you make? I made a Slack bot with few command such as latency checker, coin flipper, getting informations about a GitHub user and a Qr code generator. The bot work all the time 24 / 7. What was challenging? The most challenging part was getting the bot run outside my local computer. Figure out how API work was also challenging. What are you proud of? I’m proud that I learned how to make a bot that runs continuously on a server. What should people know so they can test your project? To test the bot, go on slack and run /botpersonnal-help to see the list of commands....
|
1793667406.2478814
|
1793753806.2478814
|
|
7225
|
Universe Data Booklet by @S_U_Wasi | Stardance
|
S_U_Wasi
|
2
|
26.88
|
216
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T19:37:05Z", "hours": 7.0, "multiplier": 9.05, "payout": 62, "blessing": "neutral", "text": "What I have built is known as Universe Data Booklet. As it’s name suggest it is a website which contains data on exoplanets and near earth asteroids. Previously it contains only data and analysis. But currently (After recent updates) there are many more features. To know about all the features please read my devlog or directly visit the website. While shipping this right now, I currently have many new ideas to add in this and I will definitely add those in future (Means coming soon). I cannot make Universe Data Booklet in one day or a week. I need time to create it. My vision regarding this project is very wide. I want that my project will help both learners and curious minds. During the development of this project I got into a problem. For latest near earth asteroids, I must have to use API. But I cannot put API on a completely open source project. That is why I have used public API. But public api has data fetch limits. Since the project is in it’s early state, not many users will visit. but I was thinking about future. That is why I came up with an idea, where I will use the Public API but it will never hit the limit (The smart caching). In my new development structure, the site will fetch data only once in 30 days (Data is fetched on the first visit after 30 days). Then that data is saved as cache and all other users get data from that one cache. By doing this data is fetched only once even if thousands of users visit at once. This solves the rate limit. but I need the latest data (at least 30 days). That is why the site fetch data once after 30 day. The program check the cache folder and if the data there is older than 30 days then the site fetches new data on the first visit and saves it. Now another storage problem arise. To solve that my site was programmed in such a way that it will store cache for 90 days and any cache data with are older than 90 days will be deleted. Thus I have solved the issue regarding the near Earth asteroids. I uses public api for near earth asteroids (Because asteroids data get change quickly). I uses csv file for exoplanets data (It is a manually saved data from authentic source) Thank You for giving Universe Data Booklet a try.", "repo": "https://github.com/MDSUWasi/Universe-Data-Booklet", "demo": "https://wasi100.pythonanywhere.com/"}, {"ship_num": 2, "ts": "2026-06-20T18:56:29Z", "hours": 11.0, "multiplier": 13.38, "payout": 154, "blessing": "neutral", "text": "Here is my Universe Data Booklet. As the mane suggest, this is a site which contains data about exoplanets and asteroids. Asteroids: Here I have used real asteroids data (Which is obtained through API ). Currently it contains data about asteroid which is near to our planet (Earth) Exoplanets: Exoplanets data is added manually inside the source code. So, exoplanets data can be viewed without any need of API. I have used API in asteroids but not in exoplanets because asteroids moves and changes around the Earth. And I want to work on current data. But exoplantes doesn’t change for a long time. So, there is no need of live API for that. There is a chart view in my site which shows the chat comparison between exoplanets/ asteroids mass. I have used public free API (I know about the limitations). I have solved that problem too. My site will only fetch data once in 30 days and saved it in cache. And through out the month the site will use that cache data. And again gives an API call after 31 days. Means, there will be only API call but many users can use my site. This also brings storage issue in my site. I have also fixed that. The cache data which are older than 90 days will be automatically removed. That’s all for now. I am also thinking for future update in this site too. Thank You.", "repo": "https://github.com/MDSUWasi/Universe-Data-Booklet", "demo": "https://wasi100.pythonanywhere.com/"}]...
|
[{"post_id": 78904, "ts": "202 [{"post_id": 78904, "ts": "2026-10-12T00:13:01Z", "hours": 1.5658, "text": "Another night-day another Problem . Yesterday I went to the source code to add a new theme and structure in Universe Data Booklet. Then I saw a bug in by server.py (backend). But I thought that I will just fix it after working on the theme. Then I worked on theme. Then during test time, I saw something scary (I will not tell what was that). Then I started fixing the theme, that caused bugs of js and css and them what! I never thought this would cause this much trouble. After some time, There was multiple tabs and tasks running into my PC (And which goes heavy on RAM). And What after My Virtual Development Environment got crashed and corrupt. And from night 11 AM to still now (6 AM) I am still fixing my environment otherwise all of my effort will be gone (I will lost my entire new source code)."}, {"post_id": 77832, "ts": "2026-10-08T13:27:04Z", "hours": 1.4394, "text": "New member I am glade to welcome Solar System as the new member on Universe Data Booklet . New Update! Now Universe Data Booklet have data on Planets, Exoplanets, Asteroids and Satellites (Including the artificial one). Now Universe Data Booklet can show image. But this feature is limited. I am thinking to thinking to increase (Just thinking for now) The above listed updates are just announcement for now. I haven’t released them yet, but going to in next few days. Since I took help from AI, I need to edit, debug and make some changes including reviewing and reviewing the code before releasing. Thank You"}, {"post_id": 77090, "ts": "2026-10-05T16:53:14Z", "hours": 0.9247, "text": "Upcoming Update Announcement In the next update there are huge changes coming. Some of them are shown below. A detailed description on exoplanets and asteroids: Now users can see a very detailed graphical data. This is because I have increased the number of data source. I have decreased the data fetch limit from 30 days to 7 days. So, starting from next release, all data provided in Universe Data Booklet will be re-new on the very first visit of each week unless there any issue pop up. Next work will be on Images for exoplanets and asteroids. This might be a tricky part because there are a lots of data and images for every data might be a problem. Let me check first. This is a new implementation idea I just thought. I will add this feature if I can successfully manage to find a way to add real images without disturbing the functionality and smoothness. All the thing I have mentioned above (except point 3) have been already implemented. I just have to review the source code twice again before release. Point 3 is on the way of implementation but not confirmed whether be released or not. If everything goes will. I will release this After my Exam is over. Thank You"}, {"post_id": 65478, "ts": "2026-09-10T17:09:51Z", "hours": 2.3808, "text": "Update Universe Data Booklet got a new update. And the updated version is currently online . On the previous version there are some typing errors and inconsistencies in the code, page and README. That is why I have revised and fix those. Now, I think user can relate the main page with the README. For new features. There 2 new features currently online. One is a game and another is a assistant. But both of those feature needs huge update soon. Currently I the game is 2D and Have no visual. The assistant currently cannot understand natural language. In the recent version the assistant can only answer if the name of asteroid or exoplanet available in the data are written as it is. And Currently I have no intention on adding LLM in it. My Future Plan for Universe Data Booklet I will design the assistant such a way that it will catch keywords on prompt and answer based on those keyword. The current Habitability Scanner is just like normal search and it doesn’t show much data on habitability (But it wasn’t made for that). I am thinking to work on this and will try to add more data. Since it is data booklet type. I think the current version have too much basic data. That is why I am thinking to add more data source and combine everything together. I am also thinking about a Wiki for Universe Data Booklet. After all those work. I think I will take some break from backend and frontend coding and work on Graphics (For game part, and icon). I also want to change it from 2D to 3D. Some new or updated idea may spark during the work on above. So, everything is changeable."}, {"post_id": 59722, "ts": "2026-09-01T17:22:43Z", "hours": 2.5711, "text": "I think I am going to ship Universe Data Booklet 3rd Time. Universe Data Booklet (UDB) is now on version 10.0.0.0.0 (It is also the second ship). From the first day of to now, UDB has improved a lot. Initially it was suppose to only display raw data in a graphical window. But as time passed new idea came to my mind and I add those in it. Currently UDB has many feature and I am going to add some more and make my 3rd ship of UDB before 30 September (Because I want to release it during ongoing Stardance). Overview on upcomming new updates: Changes on existing features. A universe explore game A Chat Bot (Used as alternative of search feature). Currently I am working on above 3. I may also add some more new feature if any new idea arrive."}, {"post_id": 44164, "ts": "2026-08-09T18:55:38Z", "hours": 0.9736, "text": "Today. I am going (I already have deployed. Go and check out if you want) to deploy the version 10.0.0.0.0 of Universe Data Booklet on Web and The first stable release. Currently Universe Data Booklet Have 3D Solar System Near Earth Asteroid View 3D Galactic exoplanet view 3D Map view Graph analysis (Difference of mass in bar diagram) Quiz Mode Flash Cards Guess Mode Research Mode I have updated the data row (Currently those are click-able) 4 different theme in 2 different structure. For more info see the README in the source code"}, {"post_id": 42726, "ts": "2026-08-07T16:20:15Z", "hours": 2.8481, "text": "Some new changes: Now, 3D vies have 2 different modes for exoplanets (A galaxy like simulation) and Asteroids (The solar system type simulation. Solar system because all data on asteroids are present for near Earth asteroids). Now, Universe Data Booklet have study (Flashcards, Quiz, Compare etc.) and research section (Specific details key point study). There are more updates. To see all of them and Try please wait until 10 August (I will deploy the site and Update it that day.). But the source is available in the repository. Those who are interested can give it a try directly from source code (But the source code is in early state and un-stable. So, I can not guarantee anything )."}, {"post_id": 41796, "ts": "2026-08-06T06:41:55Z", "hours": 1.5689, "text": "New Announcement: According to previous reviews and my own updates I have upgraded the Universe Data Booklet. New updates include: Now, users can download the data in good formate as PDF. There is new 3D view included. A new map included to get a visual map for both asteroids and exoplanets. A little bit change to chart view. Now, user can see the charts, 3D view and Map as a pop up (This was a issue in previous ship, and thanks to the reviews that I can fix them) Now the data row is click-able for selective view. There is a search bar for searching the exact asteroid and exoplanet by name The good thing is, user do not have to remember the full name for asteroids and exoplanets, only a partial correct name is enough New Features are currently written and available in the GitHub repository. I haven’t deployed those yet. Because I have some checking left (Including security and deployment issues). That is why the current site is not updated yet. I will deploy and release the update on 10 August 2026."}, {"post_id": 35261, "ts": "2026-07-26T15:46:56Z", "hours": 1.4956, "text": "I have upgraded the CSS, some of HTML (To introduce Hamburger) and some of JS. Initially I thought to give it a color matching with my portfolio, but that color doesn’t look good on it. That is why I used the current one (I have seen several other sites on this same color and I liked this)."}, {"post_id": 12689, "ts": "2026-06-20T18:44:22Z", "hours": 0.7319, "text": "I have added data about exoplanets (saved locally) and asteroids (data achieved using API). Additional to those, there is a graph view for asteroids and exoplanets, where, along x-axis there is exoplanets/ asteroids name and along y-axis there is the mass."}, {"post_id": 12400, "ts": "2026-06-20T07:20:52Z", "hours": 2.1811, "text": "Interface of my data booklet is ready."}, {"post_id": 5442, "ts": "2026-06-09T06:41:44Z", "hours": 4.4633, "text": "Previously I was thinking about making a universe data booklet with 20% universe data. But now I am thinking about increasing that limit."}, {"post_id": 3397, "ts": "2026-06-06T09:45:13Z", "hours": 4.1061, "text": "I am developing a universe Data Booklet for our Galaxy (up to a certain limit)"}]...
|
Title: Universe Data Booklet by @S_U_Wasi | Starda Title: Universe Data Booklet by @S_U_Wasi | Stardance
Devlogs:
I am developing a universe Data Booklet for our Galaxy (up to a certain limit)
Previously I was thinking about making a universe data booklet with 20% universe data. But now I am thinking about increasing that limit.
Interface of my data booklet is ready.
I have added data about exoplanets (saved locally) and asteroids (data achieved using API). Additional to those, there is a graph view for asteroids and exoplanets, where, along x-axis there is exoplanets/ asteroids name and along y-axis there is the mass.
I have upgraded the CSS, some of HTML (To introduce Hamburger) and some of JS. Initially I thought to give it a color matching with my portfolio, but that color doesn’t look good on it. That is why I used the current one (I have seen several other sites on this same color and I liked this).
New Announcement: According to previous reviews and my own updates I have upgraded the Universe Data Booklet. New updates include: Now, users can download the data in good formate as PDF. There is new 3D view included. A new map included to get a visual map for both asteroids and exoplanets. A little bit change to chart view. Now, user can see the charts, 3D view and Map as a pop up (This was a issue in previous ship, and thanks to the reviews that I can fix them) Now the data row is click-able for selective view. There is a search bar for searching the exact asteroid and exoplanet by name The good thing is, user do not have to remember the full name for asteroids and exoplanets, only a partial correct name is enough New Features are currently written and available in the GitHub repository. I haven’t deployed those yet. Because I have some checking left (Including security and deployment issues). That is why the current site is not updated yet. I will deploy and release the update on 10 August 2026.
Some new changes: Now, 3D vies have 2 different modes for exoplanets (A galaxy like simulation) and Asteroids (The solar system type simulation. Solar system because all data on asteroids are present for near Earth asteroids). Now, Universe Data Booklet have study (Flashcards, Quiz, Compare etc.) and research section (Specific details key point study). There are more updates. To see all of them and Try please wait until 10 August (I will deploy the site and Update it that day.). But the source is available in the repository. Those who are interested can give it a try directly from source code (But the source code is in early state and un-stable. So, I can not guarantee anything ).
Today. I am going (I already have deployed. Go and check out if you want) to deploy the version 10.0.0.0.0 of Universe Data Booklet on Web and The first stable release. Currently Universe Data Booklet Have 3D Solar System Near Earth Asteroid View 3D Galactic exoplanet view 3D Map view Graph analysis (Difference of mass in bar diagram) Quiz Mode Flash Cards Guess Mode Research Mode I have updated the data row (Currently those are click-able) 4 different theme in 2 different structure. For more info see the README in the source code
I think I am going to ship Universe Data Booklet 3rd Time. Universe Data Booklet (UDB) is now on version 10.0.0.0.0 (It is also the second ship). From the first day of to now, UDB has improved a lot. Initially it was suppose to only display raw data in a graphical window. But as time passed new idea came to my mind and I add those in it. Currently UDB has many feature and I am going to add some more and make my 3rd ship of UDB before 30 September (Because I want to release it during ongoing Stardance). Overview on upcomming new updates: Changes on existing features. A universe explore game A Chat Bot (Used as alternative of search feature). Currently I am working on above 3. I may also add some more new feature if any new idea arrive.
Update Universe Data Booklet got a new update. And the updated version is currently online . On the previous version there are some typing errors and inconsistencies in the code, page and README. That is why I have revised and fix those. Now, I think user can relate the main page with the README. For new features. There 2 new features currently online. One is a game and another is a assistant. But both of those feature needs huge update soon. Currently I the game is 2D and Have no visual. The assistant currently cannot understand natural language. In the recent version the assistant can only answer if the name of asteroid or exoplanet available in the data are written as it is. And Currently I have no intention on adding LLM in it. My Future Plan for Universe Data Booklet I will design the assistant such a way that it will catch keywords on prompt and answer based on those keyword. The current Habitability Scanner is just like normal search and it doesn’t show much data on habitability (But it wasn’t made for that). I am thinking to work on this and will try to add more data. Since it is data booklet type. I think the current version have too much basic data. That is why I am thinking to add more data source and combine everything together. I am also thinking about a Wiki for Universe Data Booklet. After all those work. I think I will take some break from backend and frontend coding and work on Graphics (For game part, and icon). I also want to change it from 2D to 3D. Some new or updated idea may spark during the work on above. So, everything is changeable.
Upcoming Update Announcement In the next update there are huge changes coming. Some of them are shown below. A detailed description on exoplanets and asteroids: Now users can see a very detailed graphical data. This is because I have increased the number of data source. I have decreased the data fetch limit from 30 days to 7 days. So, starting from next release, all data provided in Universe Data Booklet will be re-new on the very first visit of each week unless there any issue pop up. Next work will be on Images for exoplanets and asteroids. This might be a tricky part because there are a lots of data and images for every data might be a problem. Let me check first. This is a new implementation idea I just thought. I will add this feature if I can successfully manage to find a way to add real images without disturbing the functionality and smoothness. All the thing I have mentioned above (except point 3) have been already implemented. I just have to review the source code twice again before release. Point 3 is on the way of implementation but not confirmed whether be released or not. If everything goes will. I will release this After my Exam is over. Thank You
New member I am glade to welcome Solar System as the new member on Universe Data Booklet . New Update! Now Universe Data Booklet have data on Planets, Exoplanets, Asteroids and Satellites (Including the artificial one). Now Universe Data Booklet can show image. But this feature is limited. I am thinking to thinking to increase (Just thinking for now) The above listed updates are just announcement for now. I haven’t released them yet, but going to in next few days. Since I took help from AI, I need to edit, debug and make some changes including reviewing and reviewing the code before releasing. Thank You
Another night-day another Problem . Yesterday I went to the source code to add a new theme and structure in Universe Data Booklet. Then I saw a bug in by server.py (backend). But I thought that I will just fix it after working on the theme. Then I worked on theme. Then during test time, I saw something scary (I will not tell what was that). Then I started fixing the theme, that caused bugs of js and css and them what! I never thought this would cause this much trouble. After some time, There was multiple tabs and tasks running into my PC (And which goes heavy on RAM). And What after My Virtual Development Environment got crashed and corrupt. And from night 11 AM to still now (6 AM) I am still fixing my environment otherwise all of my effort will be gone (I will lost my entire new source code).
Ships:
Here is my Universe Data Booklet. As the mane suggest, this is a site which contains data about exoplanets and asteroids. Asteroids: Here I have used real asteroids data (Which is obtained through API ). Currently it contains data about asteroid which is near to our planet (Earth) Exoplanets: Exoplanets data is added manually inside the source code. So, exoplanets data can be viewed without any need of API. I have used API in asteroids but not in exoplanets because asteroids moves and changes around the Earth. And I want to work on current data. But exoplantes doesn’t change for a long time. So, there is no need of live API for that. There is a chart view in my site which shows the chat comparison between exoplanets/ asteroids mass. I have used public free API (I know about the limitations). I have solved that problem too. My site will only fetch data once in 30 days and saved it in cache. And through out the month the site will use that cache data. And again gives an API call after 31 days. Means, there will be only API call but many users can use my site. This also brings storage issue in my site. I have also fixed that. The cache data which are older than 90 days will be automatically removed. That’s all for now. I am also thinking for future update in this site too. Thank You.
What I have built is known as Universe Data Booklet. As it’s name suggest it is a website which contains data on exoplanets and near earth asteroids. Previously it contains only data and analysis. But currently (After recent updates) there are many more features. To know about all the features please read my devlog or directly visit the website. While shipping this right now, I currently have many new ideas to add in this and I will definitely add those in future (Means coming soon). I cannot make Universe Data Booklet in one day or a week. I need time to create it. My vision regarding this project is very wide. I want that my project will help both learners and curious minds. During the development of this project I got into a problem. For latest near earth asteroids, I must have to use API. But I cannot put API on a completely open source project. That is why I have used public API. But public api has data fetch limits. Since the project is in it’s early state, not many users will visit. but I was thinking about future. That is why I came up with an idea, where I will use the Public API but it will never hit the limit (The smart caching). In my new development structure, the site will fetch data only once in 30 days (Data is fetched on the first visit after 30 days). Then that data is saved as cache and all other users get data from that one cache. By doing this data is fetched only once even if thousands of users visit at once. This solves the rate limit. but I need the latest data (at least 30 days). That is why the site fetch data once after 30 day. The program check the cache folder and if the data there is older than 30 days then the site fetches new data on the first visit and saves it. Now another storage problem arise. To solve that my site was programmed in such a way that it will store cache for 90 days and any cache data with are older than 90 days will be deleted. Thus I have solved the issue regarding the near Earth asteroids. I uses public api for near earth asteroids (Because asteroids data get change quickly). I uses csv file for exoplanets data (It is a manually saved data from authentic source) Thank You for giving Universe Data Booklet a try....
|
1793667407.3969944
|
1793753807.3969944
|
|
64010
|
Ntab by @keni67 | Stardance
|
keni67
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Ntab by @keni67 | Stardance
|
1793667408.71902
|
1794272208.71902
|
|
49529
|
newsen by @abh1 | Stardance
|
abh1
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-21T16:44:43Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A smart dashboard app for touch screen windows digital boards used in classrooms.", "repo": "https://github.com/abh1-0/newsen/", "demo": "https://newsen.abh1.xyz/"}]...
|
[{"post_id": 48117, "ts": "202 [{"post_id": 48117, "ts": "2026-08-16T12:29:53Z", "hours": 0.9006, "text": "Built 2.6!!"}]...
|
Title: newsen by @abh1 | Stardance
Devlogs:
Built Title: newsen by @abh1 | Stardance
Devlogs:
Built 2.6!!
Ships:
A smart dashboard app for touch screen windows digital boards used in classrooms....
|
1793667409.585723
|
1793753809.585723
|
|
64011
|
gpx3dmodel by @fedcr | Stardance
|
fedcr
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: gpx3dmodel by @fedcr | Stardance
|
1793667413.4185576
|
1794272213.4185576
|
|
44673
|
QuantBlock by @Sameed | Stardance
|
Sameed
|
1
|
18.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T19:36:05Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "QuantBlock is an interactive web-app that allows users to create algorithmic trading strategies using drag-and-drop blocks. It utilizes a python backend called QuantLab (I hope that explains any confusion about the name and banner). Users can then backtest thier strategy on a vast amount of stock data and obtain valuable metrics like the Sharpe Ratio.", "repo": "https://github.com/Sdinn67/QuantLab", "demo": "https://quantlab-1.onrender.com/"}]...
|
[{"post_id": 51237, "ts": "202 [{"post_id": 51237, "ts": "2026-08-20T19:31:14Z", "hours": 1.7372, "text": "Added the final touches to the frontend. Added a feedback section, element explainer and a strategy explainer. I also added some premade strategies just as an example."}, {"post_id": 50544, "ts": "2026-08-19T18:54:03Z", "hours": 4.1831, "text": "I made some visual changes to the frontend. And I add the sharpe ratio which is one of the most useful financial metric for evaluating a strategy."}, {"post_id": 44639, "ts": "2026-08-10T15:21:44Z", "hours": 3.2414, "text": "DEVLOG 2: I added a section to create your own variable from the available indicators. You can create a variable by multiplying, dividing, adding, or subtracting any two indicators. This variable can then be used in the main condition. How it works in the backend is that the variable assignment is sent as a json tree to the backend. At the backend the json tree is parsed to calculate the value of the variable and the it is added to the main dataframe where it is accessible by the main condition."}, {"post_id": 42624, "ts": "2026-08-07T13:21:51Z", "hours": 8.5736, "text": "QuantBlock is a web app inspired by Scratch, built for beginners to play around with algorithmic stock trading strategies without writing any code. The web app also backtests these strategies and outputs the returns. Users can build strategies using simple drag-and-drop elements. Right now, there are 8 indicators and 2 operators, but soon more will be added. The UI is inspired by early 2000s GUIs and the Bloomberg terminal.The front-end is written using the HTML, CSS, and JavaScript stack. The front-end simply converts the user-defined strategy and sends it to a Python backend where all the processing happens. This backend then returns the final portfolio value, the percentage return, and the daily portfolio value in an array so that it can be displayed on a graph.Disclaimer: The demo is not fully functional yet.Future work:-Better Documentation-More indicators and the ability to create custom indicators-Bug Fixes"}]...
|
Title: QuantBlock by @Sameed | Stardance
Devlogs: Title: QuantBlock by @Sameed | Stardance
Devlogs:
QuantBlock is a web app inspired by Scratch, built for beginners to play around with algorithmic stock trading strategies without writing any code. The web app also backtests these strategies and outputs the returns. Users can build strategies using simple drag-and-drop elements. Right now, there are 8 indicators and 2 operators, but soon more will be added. The UI is inspired by early 2000s GUIs and the Bloomberg terminal.The front-end is written using the HTML, CSS, and JavaScript stack. The front-end simply converts the user-defined strategy and sends it to a Python backend where all the processing happens. This backend then returns the final portfolio value, the percentage return, and the daily portfolio value in an array so that it can be displayed on a graph.Disclaimer: The demo is not fully functional yet.Future work:-Better Documentation-More indicators and the ability to create custom indicators-Bug Fixes
DEVLOG 2: I added a section to create your own variable from the available indicators. You can create a variable by multiplying, dividing, adding, or subtracting any two indicators. This variable can then be used in the main condition. How it works in the backend is that the variable assignment is sent as a json tree to the backend. At the backend the json tree is parsed to calculate the value of the variable and the it is added to the main dataframe where it is accessible by the main condition.
I made some visual changes to the frontend. And I add the sharpe ratio which is one of the most useful financial metric for evaluating a strategy.
Added the final touches to the frontend. Added a feedback section, element explainer and a strategy explainer. I also added some premade strategies just as an example.
Ships:
QuantBlock is an interactive web-app that allows users to create algorithmic trading strategies using drag-and-drop blocks. It utilizes a python backend called QuantLab (I hope that explains any confusion about the name and banner). Users can then backtest thier strategy on a vast amount of stock data and obtain valuable metrics like the Sharpe Ratio....
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1793667414.2970643
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1793753814.2970643
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58184
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WAR0WARE by @mahith | Stardance
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mahith
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2
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8.3
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10
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T16:48:23Z", "hours": 0.0, "multiplier": 2.33, "payout": 1, "blessing": "neutral", "text": "i made a warioware type minigame in godot. the hardest thing was debugging the timer and scene changes to work without resetting my score i am proud thats runs smooth now lol. to test jopen the itch link and play in browser, react quick to get the prompts.", "repo": "https://github.com/mahi-73/waroware", "demo": "https://mahith-chethan.itch.io/warioware"}, {"ship_num": 2, "ts": "2026-09-04T13:13:16Z", "hours": 8.0, "multiplier": 1.08, "payout": 9, "blessing": "neutral", "text": "i made warioware game in godot the hard part is coding which i took help from ai i am proud that my game is working to test the game u should click the targets nd avoid bombs in the screen and press space bar fast to win the game", "repo": "https://github.com/mahi-73/waroware", "demo": "https://mahith-chethan.itch.io/warioware"}]...
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[{"post_id": 70185, "ts": "202 [{"post_id": 70185, "ts": "2026-09-18T17:14:54Z", "hours": 0.3, "text": "built a lil warioware minigame in godot. hardest part was fixin the timer and not breakin the score counter whenever changing scenes haha. pretty happy it runs in browser now. just open the itch link and click fast when prompts pop up"}, {"post_id": 70166, "ts": "2026-09-18T16:43:29Z", "hours": 0.4833, "text": "finshtouches nd web build fixed the score resetting , changed up the timer, and got the web build working on itch.io."}, {"post_id": 61479, "ts": "2026-09-04T12:41:34Z", "hours": 8.3064, "text": "i built a warioware game in godot nd added a target cliclicker with bomb nd freezer with a spacebar mash game nd added win nd loss nd upladed in itch.io for everyone to play"}]...
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Title: WAR0WARE by @mahith | Stardance
Devlogs:
i Title: WAR0WARE by @mahith | Stardance
Devlogs:
i built a warioware game in godot nd added a target cliclicker with bomb nd freezer with a spacebar mash game nd added win nd loss nd upladed in itch.io for everyone to play
finshtouches nd web build fixed the score resetting , changed up the timer, and got the web build working on itch.io.
built a lil warioware minigame in godot. hardest part was fixin the timer and not breakin the score counter whenever changing scenes haha. pretty happy it runs in browser now. just open the itch link and click fast when prompts pop up
Ships:
i made warioware game in godot the hard part is coding which i took help from ai i am proud that my game is working to test the game u should click the targets nd avoid bombs in the screen and press space bar fast to win the game
i made a warioware type minigame in godot. the hardest thing was debugging the timer and scene changes to work without resetting my score i am proud thats runs smooth now lol. to test jopen the itch link and play in browser, react quick to get the prompts....
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1793667415.5060344
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1793753815.5060344
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58185
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BibleBot by @MrOstrichStudios | Stardance
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MrOstrichStudios
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T06:03:58Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a BibleBot! So basically it has commands when can give you verses to read for either the Old Testament, New Testament or both! Genuinely learned alot for this and the hard part was to integrate the API into it.", "repo": "https://github.com/MrOstrichStudios/BibleBot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}]...
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[{"post_id": 61978, "ts": "202 [{"post_id": 61978, "ts": "2026-09-05T05:40:08Z", "hours": 0.3456, "text": "devlog #3 ->added the bot to nest now its running 24x7! ->did some bug fixes it should be working nice now! -> hehehe from me."}, {"post_id": 61948, "ts": "2026-09-05T04:05:13Z", "hours": 0.6158, "text": "devlog #2 -> learned to use the bible-api in it for verses ->spend some time in google and ai trying to figure out how to extract the data from json outputs from the api (it doesnt require key) ->running the bot locally and it works!!!! me so happy rn ^_^"}, {"post_id": 61907, "ts": "2026-09-05T02:31:10Z", "hours": 0.4231, "text": "devlog #1 -> learned how to make slack bots ->currently making a bible bot which when commands use can give ya a daily random dose of bible verses. ~ keep growing in ya faith guyz!"}]...
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Title: BibleBot by @MrOstrichStudios | Stardance
Title: BibleBot by @MrOstrichStudios | Stardance
Devlogs:
devlog #1 -> learned how to make slack bots ->currently making a bible bot which when commands use can give ya a daily random dose of bible verses. ~ keep growing in ya faith guyz!
devlog #2 -> learned to use the bible-api in it for verses ->spend some time in google and ai trying to figure out how to extract the data from json outputs from the api (it doesnt require key) ->running the bot locally and it works!!!! me so happy rn ^_^
devlog #3 ->added the bot to nest now its running 24x7! ->did some bug fixes it should be working nice now! -> hehehe from me.
Ships:
I have made a BibleBot! So basically it has commands when can give you verses to read for either the Old Testament, New Testament or both! Genuinely learned alot for this and the hard part was to integrate the API into it....
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1793667416.6964319
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1793753816.6964319
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22948
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runhelper by @trev | Stardance
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trev
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1
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15.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T00:07:34Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a game server manager for PCs that aren’t always running, in Rust and HTML/CSS/JS. I designed it so that there is a front-facing server that is always running (the helper ), like a Raspberry Pi, that can wake and communicate with the computer running the game server (the runner ). This means that the computer does not need to have extra ports exposed. The frontend server has layers of authentication, so that you can send a link to your friends for them to see what mods there are + system statistics, one password to enable them to start & wake the server, and another to allow stopping the server. The console censors numbers so that IPs and other sensitive information (like coordinates) remain private. The games + modloaders this currently supports are Minecraft + Forge/Paper/Vanilla , Terraria + tModLoader/Vanilla , and Satisfactory (Stable) . More can be added because of runner ’s modular design. *Note: the runner only compiles on Windows, while the helper compiles for all platforms but is only tested on Debian Linux`", "repo": "https://github.com/Trevrosa/runhelper", "demo": "https://stardance.trevrosa.dev"}]...
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[{"post_id": 30565, "ts": "202 [{"post_id": 30565, "ts": "2026-07-18T07:37:06Z", "hours": 1.5672, "text": "To get ready to ship, I finished the readmes to include instructions on how to run the project and published binaries on its Github page. While setting up a demo server, I realised the webapp would not show the port of the server, which matters if there are multiple servers running at the same time. I added a port field to the ServerInfo struct and implemented finding it from GAME_ARGS and the game server’s config file for each game server."}, {"post_id": 27064, "ts": "2026-07-12T08:47:11Z", "hours": 3.6383, "text": "I finished implementing the mod resolver for tModLoader. My first thought was to read the .twld file; since it’s generated by tModLoader, it probably held information about the mods. I couldn’t find docs for its file format, so I first used the file tool, which showed that it was a gzipped file. I decompressed the file and tried to see if it was a text format or simple binary format by opening it in a hex editor. It wasn’t though, so I looked harder at the tModLoader docs, and found that it simply saved the WorldFileData to a TagCompound , which is serialized as an NBT. I then had the problem of storing the world path within the Terraria struct, since it would require a special argument on the server_info function that other implementations wouldn’t need. I thought about creating a new trait that would be passed to server_info , but I realised I could use the V: Variant and detect the world path from the config, since V already is generic. This required changing the trait bound from Copy to Clone , since the ServerType would have to hold a PathBuf which does not implement Copy . I finally used the Steamworks Web API to search the Steam Workspace, where mods are uploaded, to find info like the icon url, whether it’s client or server sided, etc."}, {"post_id": 24559, "ts": "2026-07-08T06:28:46Z", "hours": 3.6786, "text": "I started by trying to add support for the Satisfactory Dedicated Server, so I created a module for it in routes::start , where the other game server impls are. I saw that the start module directory was starting to get big, so I moved its contents to a new module at crate::games . Because Satisfactory does not have any server variants, I initially implemented Variant for () , returning None in its fn detect , and used () as its variant. After testing it, I realised that detect returning None would make the server not runnable, since it’s supposed to detect if there is a server at a given path. I removed the impl for () and created a single variant enum instead. I implemented fn run by running FactoryServer.exe / FactoryServer.sh with the arg -unattended and fn server_info by inspecting the exe’s product_version . I was looking into how to gracefully stop a Satisfactory server, and realised that the GameServer trait does not require a fn stop to be defined, and that it had handled stopping in the routes::stop function, matching on the ServerType . I added fn stop to the GameServer trait, and moved the impls to the respective game impls. I also saw that in crate::tasks::shutdown , it only sent /stop (only working for Minecraft) and then force-killed the process. I replaced this with running the stop implementation. For Satisfactory, stop had to send SIGINT on Linux and CtrlC on Windows. I used libc::kill for Linux, and GenerateConsoleCtrlEvent for Windows. Since I already needed the crates libc and windows-sys for this, I replaced the existing force_kill implementation that ran CLI commands with libc::kill and TerminateProcess . Now that GameServer was fully implemented for Satisfactory, I tried starting the game. It opened a visible console window, even with different args. To make it run without a window, I looked into creation flags like CREATE_NO_WINDOW , but that didn’t work. The wiki said that to run the server as a service, I would have to use NSSM, but that requires administrator privileges. I then looked at Task Manager and saw that FactoryServer.exe seemed to only run FactoryServer-Win64-Shipping-Cmd.exe with the arguments FactoryGame -unattended . So, I ran it with those arguments, and the server would now start without creating a console window."}, {"post_id": 23980, "ts": "2026-07-07T07:24:33Z", "hours": 0.5936, "text": "I added support for vanilla minecraft servers, refactoring some functions that ended up useful for both paper and vanilla."}, {"post_id": 22710, "ts": "2026-07-05T08:53:33Z", "hours": 1.3042, "text": "I finished a todo on ensuring the different game server implementations are and stay consistent. I did this by defining a common GameServer trait that takes a generic Variant type; the Variant type needs to be generic because different games may have different server variants. The GameServer trait requires fn spawn and fn server_info to be defined and provides fn run that calls spawn and server_info , setting the AppState ’s server info with the result. This ended up making the respective mod.rs s more concise and deduplicating some logging code."}, {"post_id": 14251, "ts": "2026-06-23T08:40:40Z", "hours": 0.405, "text": "I checked again and saw that the sockets still weren’t being cleaned up, looked through the helper routes again, and saw that the ws handler was infinitely looping even after it failed to send, causing the socket to not be released. I removed the loop and the fd count seems to be stable."}, {"post_id": 14173, "ts": "2026-06-23T05:09:08Z", "hours": 0.2867, "text": "I fixed an issue where socket fds were leaked, which caused the helper to eventually stop serving the static webapp due to an fd limit. I thought I fixed it by closing the websocket after it stopped being able to receive, but this would only happen if the websocket was already closed by the runner , meaning the call to close the websocket would always fail. I originally thought that because I reconnected in a loop , the websocket object would get dropped per iteration, but maybe due to async, it didn’t. So, to ensure the OS socket is closed, I manually drop the websocket object after recv fails."}, {"post_id": 13693, "ts": "2026-06-22T13:29:14Z", "hours": 0.9622, "text": "Since the console route is unauthenticated, I had a filter that censors numbers to hide things like IPs. However, a person should at least be able to see what players there are, using the /list command. So, the filter used to check if a line contains a specific string that /list outputs, but this could allow players to type that string to bypass the filter. I first fixed this with a regex, ^.+]: There are , but my benchmarks showed that it took 100x longer than the original. I finally fixed it by splitting the line by ] and checking if specific indexes (depending on the server type) start with the string. This solution takes around the same time as the original (avg ~1μs)."}, {"post_id": 13631, "ts": "2026-06-22T11:09:54Z", "hours": 2.7186, "text": "I noticed that after adding a certain plugin to a Minecraft server, the runner’s stdout reader would stop abruptly, with only a log saying the reader stopped. I realised that when it encountered an error, I made it stop without logging the actual error. After making it log the error, I saw that it stopped due to the output not being UTF-8. I fixed this by replacing my use of BufReader ’s .lines() and reading the stdout to a Vec<u8> , converting to a string lossily, so that it handles non-UTF-8 output. I also knew that the plugin/mod resolver was not very robust, not finding the actual plugin/mod most times. I improved this by reading the author info from the plugin/mod metadata with a more accurate data structure, eg. accounting for the authors field to be a string or a list of strings, using the author to compare with search results to ensure the correct result is selected. I also now try both the reported plugin/mod name and the name from its filename."}]...
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Title: runhelper by @trev | Stardance
Devlogs:
I Title: runhelper by @trev | Stardance
Devlogs:
I noticed that after adding a certain plugin to a Minecraft server, the runner’s stdout reader would stop abruptly, with only a log saying the reader stopped. I realised that when it encountered an error, I made it stop without logging the actual error. After making it log the error, I saw that it stopped due to the output not being UTF-8. I fixed this by replacing my use of BufReader ’s .lines() and reading the stdout to a Vec<u8> , converting to a string lossily, so that it handles non-UTF-8 output. I also knew that the plugin/mod resolver was not very robust, not finding the actual plugin/mod most times. I improved this by reading the author info from the plugin/mod metadata with a more accurate data structure, eg. accounting for the authors field to be a string or a list of strings, using the author to compare with search results to ensure the correct result is selected. I also now try both the reported plugin/mod name and the name from its filename.
Since the console route is unauthenticated, I had a filter that censors numbers to hide things like IPs. However, a person should at least be able to see what players there are, using the /list command. So, the filter used to check if a line contains a specific string that /list outputs, but this could allow players to type that string to bypass the filter. I first fixed this with a regex, ^.+]: There are , but my benchmarks showed that it took 100x longer than the original. I finally fixed it by splitting the line by ] and checking if specific indexes (depending on the server type) start with the string. This solution takes around the same time as the original (avg ~1μs).
I fixed an issue where socket fds were leaked, which caused the helper to eventually stop serving the static webapp due to an fd limit. I thought I fixed it by closing the websocket after it stopped being able to receive, but this would only happen if the websocket was already closed by the runner , meaning the call to close the websocket would always fail. I originally thought that because I reconnected in a loop , the websocket object would get dropped per iteration, but maybe due to async, it didn’t. So, to ensure the OS socket is closed, I manually drop the websocket object after recv fails.
I checked again and saw that the sockets still weren’t being cleaned up, looked through the helper routes again, and saw that the ws handler was infinitely looping even after it failed to send, causing the socket to not be released. I removed the loop and the fd count seems to be stable.
I finished a todo on ensuring the different game server implementations are and stay consistent. I did this by defining a common GameServer trait that takes a generic Variant type; the Variant type needs to be generic because different games may have different server variants. The GameServer trait requires fn spawn and fn server_info to be defined and provides fn run that calls spawn and server_info , setting the AppState ’s server info with the result. This ended up making the respective mod.rs s more concise and deduplicating some logging code.
I added support for vanilla minecraft servers, refactoring some functions that ended up useful for both paper and vanilla.
I started by trying to add support for the Satisfactory Dedicated Server, so I created a module for it in routes::start , where the other game server impls are. I saw that the start module directory was starting to get big, so I moved its contents to a new module at crate::games . Because Satisfactory does not have any server variants, I initially implemented Variant for () , returning None in its fn detect , and used () as its variant. After testing it, I realised that detect returning None would make the server not runnable, since it’s supposed to detect if there is a server at a given path. I removed the impl for () and created a single variant enum instead. I implemented fn run by running FactoryServer.exe / FactoryServer.sh with the arg -unattended and fn server_info by inspecting the exe’s product_version . I was looking into how to gracefully stop a Satisfactory server, and realised that the GameServer trait does not require a fn stop to be defined, and that it had handled stopping in the routes::stop function, matching on the ServerType . I added fn stop to the GameServer trait, and moved the impls to the respective game impls. I also saw that in crate::tasks::shutdown , it only sent /stop (only working for Minecraft) and then force-killed the process. I replaced this with running the stop implementation. For Satisfactory, stop had to send SIGINT on Linux and CtrlC on Windows. I used libc::kill for Linux, and GenerateConsoleCtrlEvent for Windows. Since I already needed the crates libc and windows-sys for this, I replaced the existing force_kill implementation that ran CLI commands with libc::kill and TerminateProcess . Now that GameServer was fully implemented for Satisfactory, I tried starting the game. It opened a visible console window, even with different args. To make it run without a window, I looked into creation flags like CREATE_NO_WINDOW , but that didn’t work. The wiki said that to run the server as a service, I would have to use NSSM, but that requires administrator privileges. I then looked at Task Manager and saw that FactoryServer.exe seemed to only run FactoryServer-Win64-Shipping-Cmd.exe with the arguments FactoryGame -unattended . So, I ran it with those arguments, and the server would now start without creating a console window.
I finished implementing the mod resolver for tModLoader. My first thought was to read the .twld file; since it’s generated by tModLoader, it probably held information about the mods. I couldn’t find docs for its file format, so I first used the file tool, which showed that it was a gzipped file. I decompressed the file and tried to see if it was a text format or simple binary format by opening it in a hex editor. It wasn’t though, so I looked harder at the tModLoader docs, and found that it simply saved the WorldFileData to a TagCompound , which is serialized as an NBT. I then had the problem of storing the world path within the Terraria struct, since it would require a special argument on the server_info function that other implementations wouldn’t need. I thought about creating a new trait that would be passed to server_info , but I realised I could use the V: Variant and detect the world path from the config, since V already is generic. This required changing the trait bound from Copy to Clone , since the ServerType would have to hold a PathBuf which does not implement Copy . I finally used the Steamworks Web API to search the Steam Workspace, where mods are uploaded, to find info like the icon url, whether it’s client or server sided, etc.
To get ready to ship, I finished the readmes to include instructions on how to run the project and published binaries on its Github page. While setting up a demo server, I realised the webapp would not show the port of the server, which matters if there are multiple servers running at the same time. I added a port field to the ServerInfo struct and implemented finding it from GAME_ARGS and the game server’s config file for each game server.
Ships:
I created a game server manager for PCs that aren’t always running, in Rust and HTML/CSS/JS. I designed it so that there is a front-facing server that is always running (the helper ), like a Raspberry Pi, that can wake and communicate with the computer running the game server (the runner ). This means that the computer does not need to have extra ports exposed. The frontend server has layers of authentication, so that you can send a link to your friends for them to see what mods there are + system statistics, one password to enable them to start & wake the server, and another to allow stopping the server. The console censors numbers so that IPs and other sensitive information (like coordinates) remain private. The games + modloaders this currently supports are Minecraft + Forge/Paper/Vanilla , Terraria + tModLoader/Vanilla , and Satisfactory (Stable) . More can be added because of runner ’s modular design. *Note: the runner only compiles on Windows, while the helper compiles for all platforms but is only tested on Debian Linux`...
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1793667419.6775937
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1793753819.6775937
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28008
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Info Buddy by @Jaydenjiang | Stardance
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Jaydenjiang
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T01:55:18Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello! I made a small device that presents information right at your desk. These include time, date, humidity, and temperature in both Celsius and Farhneit. Since this is one of the first actual Arduino Projects that I made myself, learning the functions of different libraries were challenging. But the hardest part was figuring how to switch between the different info screens. I ended up with a potentiometer due to its simplicity, unlike the button and rotary encoder which required harder coding. Something im proud of is the design. It uses one strip of cardboard since it’s bent around the sensors and wires. If people would like to build the project themselves, I would recommend setting up the positive and negative rails on the breadboard due to the amount of sensors and screens that require power. Thank you for reading!", "repo": "https://github.com/JaydenJiang-Duck/Info-Buddy", "demo": ""}]...
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[{"post_id": 18819, "ts": "202 [{"post_id": 18819, "ts": "2026-06-30T00:51:27Z", "hours": 2.5661, "text": "this is a combination of two days. First was all of the sensors and basic code. I used: a DHT11 for the temperature and humidity, an RTC module for time and date (I didn’t use its temperature function), Arduino Nano ESP as the microcontroller, 0.96 OLED as the screen, a lot of wires, and used Arduino IDE for the code. After I got the screen to display the information (temperature, time, date, etc) I needed a way for the person to easily switch between the screens. Therefore, I used a potentiometer and the map function to switch between it. I used a potentiometer rather than a button and rotary encoder because it was simple to install. Then, I used cardboard for the housing. I cut where it needed to be bent and cutouts for the OLED screen and potentiometer knob. After that, I used a mini breadboard as the base for the potentiometer because it was sturdy for it to turn. Then, I added some decoration such as TV atennas."}]...
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Title: Info Buddy by @Jaydenjiang | Stardance
Dev Title: Info Buddy by @Jaydenjiang | Stardance
Devlogs:
this is a combination of two days. First was all of the sensors and basic code. I used: a DHT11 for the temperature and humidity, an RTC module for time and date (I didn’t use its temperature function), Arduino Nano ESP as the microcontroller, 0.96 OLED as the screen, a lot of wires, and used Arduino IDE for the code. After I got the screen to display the information (temperature, time, date, etc) I needed a way for the person to easily switch between the screens. Therefore, I used a potentiometer and the map function to switch between it. I used a potentiometer rather than a button and rotary encoder because it was simple to install. Then, I used cardboard for the housing. I cut where it needed to be bent and cutouts for the OLED screen and potentiometer knob. After that, I used a mini breadboard as the base for the potentiometer because it was sturdy for it to turn. Then, I added some decoration such as TV atennas.
Ships:
Hello! I made a small device that presents information right at your desk. These include time, date, humidity, and temperature in both Celsius and Farhneit. Since this is one of the first actual Arduino Projects that I made myself, learning the functions of different libraries were challenging. But the hardest part was figuring how to switch between the different info screens. I ended up with a potentiometer due to its simplicity, unlike the button and rotary encoder which required harder coding. Something im proud of is the design. It uses one strip of cardboard since it’s bent around the sensors and wires. If people would like to build the project themselves, I would recommend setting up the positive and negative rails on the breadboard due to the amount of sensors and screens that require power. Thank you for reading!...
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1793667422.2239327
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1793753822.2239327
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64012
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gpx3dmodel by @fedcr | Stardance
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fedcr
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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: gpx3dmodel by @fedcr | Stardance
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1793667423.3771484
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1794272223.3771484
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48753
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Environment AI tracker by @bradymend | Stardance
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bradymend
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T22:51:34Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a tool for local schools to track what environmental barriers block students from using eco friendly transportation methods. It uses AI to determine what can cause barriers in transport and that prevent people from getting there without using a car. It would help in reducing emissions and helping district officials determine what they need to enhance/fix to be more environmentally concious.", "repo": "https://github.com/BraedynMendonca/greenlight-usaii", "demo": "https://greenlightapp.vercel.app/"}]...
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[{"post_id": 47867, "ts": "202 [{"post_id": 47867, "ts": "2026-08-16T03:40:46Z", "hours": 4.025, "text": "This is the basic version of Greenlight, name and stuff is still a work in progress"}]...
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Title: Environment AI tracker by @bradymend | Star Title: Environment AI tracker by @bradymend | Stardance
Devlogs:
This is the basic version of Greenlight, name and stuff is still a work in progress
Ships:
I built a tool for local schools to track what environmental barriers block students from using eco friendly transportation methods. It uses AI to determine what can cause barriers in transport and that prevent people from getting there without using a car. It would help in reducing emissions and helping district officials determine what they need to enhance/fix to be more environmentally concious....
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1793667424.2655392
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1793753824.2655392
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64013
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Untitled project by @Asvitha | Stardance
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Asvitha
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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 @Asvitha | Stardance
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1793667427.4364197
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1794272227.4364197
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50818
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Rapid Relay: Signal Shift by @Aaravkatiyar | Stard Rapid Relay: Signal Shift by @Aaravkatiyar | Stardance...
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Aaravkatiyar
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T14:48:54Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Rapid Relay: Signal Shift is a Godot reaction-game prototype with two short input challenges: Pulse Press uses keyboard timing, and Orb Catch uses mouse clicks. The project has a round HUD with a readable SIGNAL BARS count, plus separate win and death scenes with replay and return-to-menu routes. The difficult part was making each round’s input rule clear and keeping the transitions understandable. To test it, open the demo, play both minigames, try a successful run and a failed run, and use Escape to return to the menu. This is still a practice prototype, so honest feedback is welcome.", "repo": "https://github.com/aaravkatiyar55-gif/rapid-relay-signal-shift", "demo": "https://aaravkatiyar55-gif.github.io/rapid-relay-signal-shift/"}]...
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[{"post_id": 49573, "ts": "202 [{"post_id": 49573, "ts": "2026-08-18T13:40:39Z", "hours": 1.5264, "text": "This a type of catching signal game and my fiest game that i have build so its not that good so i will just give up on you you can try it by yourself and pls give the honest feedback"}]...
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Title: Rapid Relay: Signal Shift by @Aaravkatiyar Title: Rapid Relay: Signal Shift by @Aaravkatiyar | Stardance
Devlogs:
This a type of catching signal game and my fiest game that i have build so its not that good so i will just give up on you you can try it by yourself and pls give the honest feedback
Ships:
Rapid Relay: Signal Shift is a Godot reaction-game prototype with two short input challenges: Pulse Press uses keyboard timing, and Orb Catch uses mouse clicks. The project has a round HUD with a readable SIGNAL BARS count, plus separate win and death scenes with replay and return-to-menu routes. The difficult part was making each round’s input rule clear and keeping the transitions understandable. To test it, open the demo, play both minigames, try a successful run and a failed run, and use Escape to return to the menu. This is still a practice prototype, so honest feedback is welcome....
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1793667429.6783535
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1793753829.6783535
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64014
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6-DOF robotic arm controller by @Zakrzewiaczek | S 6-DOF robotic arm controller by @Zakrzewiaczek | Stardance...
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Zakrzewiaczek
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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: 6-DOF robotic arm controller by @Zakrzewiac Title: 6-DOF robotic arm controller by @Zakrzewiaczek | Stardance...
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1793667431.3103738
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1794272231.3103738
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50826
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Quira by @darshmodii | Stardance
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darshmodii
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T14:57:42Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am working on Quira. Quira is a next-gen Python RAG framework.. I implemented many features that cut costs of RAG retrieval and generation by a 25-30%…. It also gives the results very fast with much lower latency….. I am still trying to improve it as much as I can based on feedbacks and personal testing… Quira has features like speculative retrieval, context tetris, quira edge composed in a pipeline compatible with existing framewroks like langchain.. Quira has multiple DB integration options that makes it reliable for most of the existing projects.", "repo": "https://github.com/DevDarsh26/Quira", "demo": "https://quira.darshmodii.in/"}]...
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[{"post_id": 51028, "ts": "202 [{"post_id": 51028, "ts": "2026-08-20T14:50:49Z", "hours": 0.2869, "text": "I am working on Quira. Quira is a next-gen Python RAG framework.. I implemented many features that cut costs of RAG retrieval and generation by a 25-30%…. It also gives the results very fast with much lower latency….. I am still trying to improve it as much as I can based on feedbacks and personal testing…"}]...
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Title: Quira by @darshmodii | Stardance
Devlogs:
Title: Quira by @darshmodii | Stardance
Devlogs:
I am working on Quira. Quira is a next-gen Python RAG framework.. I implemented many features that cut costs of RAG retrieval and generation by a 25-30%…. It also gives the results very fast with much lower latency….. I am still trying to improve it as much as I can based on feedbacks and personal testing…
Ships:
I am working on Quira. Quira is a next-gen Python RAG framework.. I implemented many features that cut costs of RAG retrieval and generation by a 25-30%…. It also gives the results very fast with much lower latency….. I am still trying to improve it as much as I can based on feedbacks and personal testing… Quira has features like speculative retrieval, context tetris, quira edge composed in a pipeline compatible with existing framewroks like langchain.. Quira has multiple DB integration options that makes it reliable for most of the existing projects....
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1793667434.4699924
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1793753834.4699924
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40387
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Untitled project by @Xenoxx | Stardance
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Xenoxx
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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 @Xenoxx | Stardance
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1793667436.716577
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1794531436.716577
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